@Ryplinn Currently looking at your branch to see what I can expect in terms of conversion work and redesign now that many things are not going to be half-broken. I have some questions/comments for you:
1. Can you explain how we're now keeping time between effects that last some amount of turns while the player is in and/or out of combat?
2. Game tracked a lot of things between both Traits, status effects, and flags for characters. We should clearly differentiate what is used for what. We might wanna discuss rearranging each character's stuff.
3. "When provided with a save file argument, nightgamesmod launches directly into that game" - List this as feature, especailly via Drag and drop save file into JAR.
4. "I want to work out why the main text window is so stuttery/flickery now. I'd like to figure out a way to only paint the text when the player is about to be presented with an interactable prompt."
componentFoo.updateUI(); should work after adding buttons or whatever to a panel or component. I'd end the relevant method with textPaneFoo.updateUI() and see if that gives the result.
5. Glad to see you fixed the two largest issues during the games. Lemme know if you have problems with winning and looking like you were defeated by someone and vice versa.
Okay, We might be nearing the time where we will want to open a discussion about how to standardize all characters now that we are organizing information/feautres about them - they are likely to be rewritten to work properly in the game.
1. Can you explain how we're now keeping time between effects that last some amount of turns while the player is in and/or out of combat?
2. Game tracked a lot of things between both Traits, status effects, and flags for characters. We should clearly differentiate what is used for what. We might wanna discuss rearranging each character's stuff.
3. "When provided with a save file argument, nightgamesmod launches directly into that game" - List this as feature, especailly via Drag and drop save file into JAR.
4. "I want to work out why the main text window is so stuttery/flickery now. I'd like to figure out a way to only paint the text when the player is about to be presented with an interactable prompt."
componentFoo.updateUI(); should work after adding buttons or whatever to a panel or component. I'd end the relevant method with textPaneFoo.updateUI() and see if that gives the result.
5. Glad to see you fixed the two largest issues during the games. Lemme know if you have problems with winning and looking like you were defeated by someone and vice versa.
Okay, We might be nearing the time where we will want to open a discussion about how to standardize all characters now that we are organizing information/feautres about them - they are likely to be rewritten to work properly in the game.