Non-negative numbers represent jumps to previous commands (loops), and -1 means termination.
For example, see Try it online.
Non-negative numbers represent jumps to previous commands (loops), and -1 means termination.
For example, see Try it online.
The mouse sensitivity issue should hopefully be fixed in the new version. Thank you for reporting it!
It's tricky to rotate even-sized bounding boxes in place in a way that's reversible without using Undo, and I'd also like to maintain consistency with Home/End. I'm also not sure about conditionally entering Move mode, given that pressing Enter/Space while not in that mode would start executing the solution.
Now that mouse sensitivity has been lowered, please retry using the Ctrl+E - PgUp/PgDn - Enter sequence; if it's still too much of a hassle, I can consider having PgUp/PgDn/Home/End + modifier key (Shift or Ctrl) perform an implicit Ctrl+E.
I've temporarily added two special modes, would you be able to check whether any of the following fixes the issue?
1. https://graphomata.com/game/play-online.html?wndopt=1
2. https://graphomata.com/game/play-online.html?wndopt=2
(If so, I'll make it the default.)
The game negates the browser's zoom settings actively in order to achieve pixel-perfect text, so changing it wouldn't help.
A few questions:
Does it only happen in the Windows version, and the HTML5 version connects successfully (can be tested in About > Server Data)?
If only in the Windows version, does running
curl --http1.1 -I https://graphomata.com/game/
(pre-installed on Windows 10+) produces "HTTP/1.1 200 OK" as the first line?
If also on the browser, what relevant errors do you get in the Developer Tools (Console and Network tabs)?
Thanks, old user has been deleted.
I've deployed another version that skips SSL certificate verification and outputs errors to the terminal.
What error do you get? Additionally, what's the OS version?
The best way to get all your solutions, achievements etc. is using About > Data > Export. No documentation yet.
I'm not exposed to player solutions - this way I can enjoy the game also as a player, on an equal footing. At least in my case, I've found that the more modular a solution is (and especially at later levels), the lower score I get...
Thanks, I can certainly do that in one project. The profile, however, doesn't embed files and is a little more complex (lower bound seems to be 4.5K Unicode characters, using one-letter animation names and similarly custom-X classes...)
Anyway, just wanted to add that CSS is typically highly compressible, if bandwidth or page loading speed are of concern (x5 compression ratio using normal gzip, in my case.)
I've deployed a new Linux version with upgraded dependencies (libcurl and mbedTLS).
If it still doesn't work, does running
curl --http1.1 -I https://graphomata.com/game/
Thanks for your contribution! The new threshold is now included in the latest version.
If the game fails to connect at startup, it retries every minute. Does restarting the game fix the issue?
Additionally, did you by any chance export the savefile from the HTML5 version after you started seeing histograms?
If you didn't overwrite the Linux savefile with the updated one, connecting from it will create a duplicate user and your "unique contribution" mark will temporarily vanish from the leaderboard until I delete your HTML5-submitted solutions from the server (not a big deal, I just need to be aware of the need to do it).
Re: platforms, itch.io is really the best, so welcome!
Line 7 can't be the first to execute because its defer expression initially evaluates to true.
The longer version:
The initial to-do list includes all lines so all defer expressions evaluate to true:
Therefore, the executable lines are {1,3,6}. Executing lines 3 and 6 any number of times doesn't modify the to-do list, so they can be ignored (except for determining halting). "Eventually", line 1 will be picked, executed and removed from the to-do list.
Once that is done, the defer exression of line 2 will be the only one that evaluates to false:
Therefore, the executable lines will be {2,3,6}, line 2 will ultimately get picked, and "A B" will be printed.
Then, depending on whether read() returns 1 or 0, we'll have a to-do list of either [3,4,5,6,7,8] or [4,5,6,7,8], the executable lines will be either {3,5,6} or {4,6}, and either "D E" or "C" will get printed (all respectively). And so on...
Are you overlooking the effect of "defer"? AFAICT in your screenshot execution order is deterministic up to conditions, and the program terminates successfully (i.e. with empty "to-do list").
Anyway the hints are now available in-game, and I've also placed print() statements on separate lines (the spec, while being somewhat loose, doesn't allow both print() and lines specifications on the same line).