Hey, thanks so much for letting me know! I don't know what happened but you're exactly right - the version containing the ULTRA content was not uploaded. I've corrected this and confirmed that the updated version is on the page. There's still a chance for duplicates, albeit smaller now with more variety, but I plan to correct that sometime soon. Thanks again!
heliad
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First off I really appreciate your time in providing practical solutions. I gave this my best shot before returning here but every attempt I made at implementing the utility function you provided, at either the deck level down to the control itself, did not seem to work. I could get it to work within the Listener, but any table expressions seemed to do nothing outside of Listener. I'm sure I'm missing something, but I couldn't find a solution or workaround.
This is really special, and I echo the desire for the world to persist after closing it. I want to see how phantom wing's career ends! If you've moved on from this, I understand, but if you have a desire to return to it, here's a wishlist.
-ability to track blades on a simple route map, maybe from the BBS screen?
- ability to write blades and events to a log file for posterity and simulating "league play".
- visibility of leaderboard, which may be already there and I just can't find it.
Anyways, LOVE this and think it could be a delight to stream and have people rally behind different blade pilots.
That absolutely does, thank you! I realize though that I could have done a better job providing context. I'm migrating a project that generates content for a tabletop RPG from something I built in Twine to Decker. A lot of random[] functions.
For a lot of the cards I'm working on, there's a contextual link between them that's based around a single word. In the below case, the word "Alien" in the Anecdote field would ideally be hyperlinked to a card titled Aliens, which would have a similar list of fields with randomly selected values in fields. I initially tried including link[aliens] in the array, but that just caused the aliens card to load upon clicking the button that contained the array.
These results are never a composite of multiple results, but just a fixed list of potential results, just in some cases there's a "contextual link" to another card. So as far as the solutions you provided, I could have "link fields" that contain the few instances of when a link makes sense within the card and just use *.text as the array value in those cases, right? I'm willing to do this programmatically if it'll be a cleaner solution, though. Thank you again!
Having a blast working within Decker, but coming up short in trying to figure out how to turn a substring within a rich text field into a hyperlink from an onclick event. I know how to make text a hyperlink from the Text menu option, but I want to call a function that will sometimes change the text property of a field to a string containing a hyperlink. Hopefully that makes sense!
This was an early purchase for my Playdate and I still love the idea and execution of it.
This may be an unrealistic idea, but what if there was either a kanban-style view of to-dos or a separate tab entirely dedicated to it? It seems like it could be intuitive to shuffle cards between columns, and the aspect ratio would complement that sort of thing.
I think any kind of feature that leans into the idea of the Playdate's potential as a stationary, always-on desktop display will only add to the practicality of this app.
Looking forward to any future development!
I'm in the same camp - downloaded the events and attempted a trade (thought it completed since I had the requisite ghost but it doesn't reflect in stats or in the ghost net client), and following disconnect/sync the game crashes when loading the collection.
Aside from that, borderline obsessed with this game!
While I've never participated in a jam on itch.io before, it was genuinely heartwarming to see how kind and encouraging everyone was to each other. This was a really positive experience for me and I'm glad I decided to join it. Thanks to everyone who thoughtfully provided great feedback on my submission, and I hope everyone else's experience was similar. Congrats to the winner!
I absolutely love the genesis for this scenario, and it seems to be skillfully executed here. The opportunity for players to weaponize the tropes of 80s coming-of-age movies and Cold War anxiety as an in-fiction strategy is somehow equal parts compelling and absurd - which is a plus in my book. I amused myself just imagining a scene in which The Russian, suspicious after a tactical misstep from an agent, is thrown off the trail after a convincing monologue about how things have been weird ever since their parents announced their impending divorce and the house that they grew up in is being sold to a commercial developer.
If I had to nitpick, my only concern is that there's more ambiguity than I'd like for how the operatives are expected to uncover the truth about the swarm hive. I think the incorporation of clocks is fantastic and would keep things from lagging, but if the tightrope the players walk on is investigating this strange mystery while maintaining the ruse of being kids, there's plenty in the way of the latter but less of the former. I think having tables for generating tangible objectives (alien energy pylon disguised as a field goal post, the ad jingle for a local mattress company suppresses the swarms' gestation) would create connective tissue between Act 1 and Act 3.
Again, I love this concept. I'm thrilled that something delightfully twisted was born from a childhood memory, and I hope this gets brought to people's tables.
I absolutely love the genesis for this scenario, and it seems to be skillfully executed here. The opportunity for players to weaponize the tropes of 80s coming-of-age movies and Cold War anxiety as an in-fiction strategy is somehow equal parts compelling and absurd - which is a plus in my book. I amused myself just imagining a scene in which The Russian, suspicious after a tactical misstep from an agent, is thrown off the trail after a convincing monologue about how things have been weird ever since their parents announced their impending divorce and the house that they grew up in is being sold to a commercial developer.
If I had to nitpick, my only concern is that there's more ambiguity than I'd like for how the operatives are expected to uncover the truth about the swarm hive. I think the incorporation of clocks is fantastic and would keep things from lagging, but if the tightrope the players walk on is investigating this strange mystery while maintaining the ruse of being kids, there's plenty in the way of the latter but less of the former. I think having tables for generating tangible objectives (alien energy pylon disguised as a field goal post, the ad jingle for a local mattress company suppresses the swarms' gestation) would create connective tissue between Act 1 and Act 3.
Again, I love this concept. I'm thrilled that something delightfully twisted was born from a childhood memory, and I hope this gets brought to people's tables.