Oh, bonjour!
My goal is to "finish" this project as much as possible before the end of December - when moving preparations will take the reigns and then, perhaps, just maybe, I'll move on to another coding project.
So over the last month, I learned about the "sport" of
CodeGolf. The premise of codegolf should be pretty evident if you go to that site. The idea is to solve a problem with as few bites of information as possible (lowest score is best, like golf.) This is exactly the sort of thing I have been looking for every time I tried to learn coding in the past. This is a huge collection of code challenges, most of which require understanding the basics, but many requiring the use of custom functions and such to even complete. I haven't done much besides fiddle with it, but I think I'll take a crack at a challenge every few days or so - or as a "warm up" for jumping back into Godot (using Python, as Godot's language is a slightly modified Python - but will be tough as I don't actually know the real syntax of Python, only the syntax of Godot - which is occasionally different.)
Anyway - the thread!
Hope the job hunt goes well.
Thank you - it did! I found a kindergarten in a city that I like with a decent salary and - AND an apartment with a garden. Goodbye coding, I'm going to grow vegetables now. IN DIRT!
Well, it is a game. Apparently without any collision detection, but hey I've never made a game so good job delphonso!
So...About that. I made the collision shapes Areas - which is mostly used for...you know - checking if something entered that area. This is convenient for things like pick-ups but is a terrible idea for making walls. I've set them to StaticBody instead - and they work now.
And the project!
First, I went in with the lofty ambitions of codegolfing this project down.
Then I got sort of lost in the weeds for a bit following my chains of button presses and functions.
Then, exasperated, I ate an orange.
Rejuvenated, I came back and decided to fix the bugs that I knew were still present. I added collision to the walls around the tavern - which was easy enough. I then went into the code and disabled all the buttons whenever an attack is selected - then reenabled them whenever the turn switch occurs for the player. This stops the bug where you could press several attacks in a turn, messing up the party numbers and guaranteeing your own loss.
Also I forgot how dumb this game looked what with Knuckles in a hotdog costume and Agumon.
(The normal - preattack menu)
(the disabled buttons)
The coding part of my brain is pretty rusty, but luckily I put comments in my code before, so at least some of it is understandable/refreshes in my memory. I did have to work backwards through the chain to figure out the best place to re-activate buttons - which seems like a fundamentally bad way to do things.
But alas...Work continues. Just cleaning up code and trying not to break it completely. I don't know if I'll get to the point of adding in the gachapon machine - but we'll see. I'd like to actually work on some of the visuals, still - because that, I think, will quickly spruce it up a bit.