You can also replace {} with + for slighter efficiency!
nchatz314
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The parent property appears under make-record-type, not define-record-type.
https://www.gnu.org/software/guile/manual/html_node/Records.html
The define-record-type procedure is from SRFI-9. The #:parent propery applies to make-record-type which is a lower-level Guile specific. The define-record-type does not accept a #:parent keyword.
There is also a define-record-type in R6RS which has a (parent ...). See https://www.gnu.org/software/guile/manual/html_node/R6RS-Records.html
If this is confusing, it's because after R6RS was published, Scheme splintered and grew in different directions; Guile lisp supports all these directions at the same time. You can read http://dpk.io/r7rswtf if you are interested in the history.
Syntax errors are really hard to catch right now. I've had an issue where I used a-very-long-identifier and a-very-long-identifiers (plural form) and couldn't figure out what the error was. If I could've been alerted to the fact I had not defined that, it'd be easy to figure out; or at least if I was given line/column numbers for the error.
Very nice! Feel free to e-mail me at nchatz314@gmail.com and I can tell you what my game will be and we can think about collaborating if you'd like. Also a while back I saw this video game looking for sound designers. https://unvanquished.net/join-us It's not related to this jam and it's quite a decent video game so you'd have a lot to work on, but if you're looking for a good serious opportunity, give it a shot.
I can help you get your setup working.
I'm surprised that you say Racket doesn't have decent options in game dev, what about https://github.com/avelino/awesome-racket#game-development ?
I am using Guile with guile-hoot for WASM compilation. It would be a browser game, but if you want to use chickadee instead, maybe I can help you with that.
First, what is your operating system? Which lisp and game library do you want to go for? (Say, Guile + Chickadee?)
Have you ever made a game for emacs before? It seems it comes with a gamegrid you can use for games with (require 'gamegrid). There's quite a few games in https://github.com/emacs-mirror/emacs/tree/master/lisp/play you can check out the source of.
I'm an emacs user so I will definitely try out your game!
Thank you for the explanation. The way you've written Strigoform, it looks to me that all drawing operations are being delegated to Javascript (with HTML5 canvas?) Wouldn't another codeflow be to have WASM for backend, JS for drawing the bitmap on screen and SharedArrayBuffer for the bitmap (shared between WASM and JS)? Is this possible?
edit: I'm reading the Hoot manual now, trying it out.
Cool! So far all I've done is install Guix on a VM and got guile + hoot working in a guix shell. I'll be looking more into the setup soon.
One question I have is this, for videogames do I need to write my own routines for the drawing primitives? When I used Fennel lisp, I used https://love2d.org/ which had a lot of primitives available.
Thanks for the video. I have just slightly more understanding now. It seems the 5 channels are the available "instruments" so to speak of the NES. Am I correct that they play parallel to each other?
Unfortunately, the parameters such as pitch, vibrato, frequency, and width are still mysterious.
I think that these channel sounds are functions of pressure/time?
Probably the triangle channel is a /\-shaped function and the 0.5 pulse is a square. Music is always a mystery to me.
I couldn't read the cards very well, others have said this. I tried to play but I don't understand the rules very well, so I gave up. I am sorry! I don't have patience to read rules...
I like the card design! Why are win/lose mechanics not implemented?
For lose, you can brute force a check if there is available move, and for win it means all cards are in the piles in order I think?
This game feels great and you have amazing art work. I did not bother reading the rules, I am like that, I prefer to play games and try to figure out things. I won because somehow one of my pieces became a super piece, and I took out all of my opponents pieces. It didn't feel very difficult. With proper AI this could be a lot of fun.
Excellent game, super good art too. You got the level design right as well. Its only problem is that it's too short. I may be a bit biased because I love scrolling shooters. Space Invaders, Galaga, Xevious, Gradius, and the parody games Chicken Invaders, Parodius, etc. On my first run my score was 1795300. It would be very cool if you had (or have you?) inserted some secrets/easter eggs, like secret things that can blow up.
Why is firefox nightly required? Did you use a particular feature that is cutting edge or is the set of tools requiring it?
I don't know what an appimage is but it worked great. (I had to figure out how to resize my virtual machine because the screen wasn't large enough.) The graphics really are great, and make you wonder about the world. I particularly like the white tree top right, and the colonists. There is a lot of nice detail in this game.
I didn't finish the game because it takes a while. If you had some engaging mini-game in it, it could be a lot more captivating. I also wish I could select colonists via the rectangle method, i.e. dragging the mouse and generating a selection rectangle.
Ah this is a great game. You really should make more maps. The time reversal concept is very fun. I died a few times by the boulders to understand how to escape. Is undo and redo related to debugging or is it supposed to be a core mechanic? It would be an interesting idea if it were related to core mechanics, it would make puzzles even more thought provoking if it had some strange time effect.
When I hit the L button, I get
==> Encountered unhandled error: Unable to load foreign library (GLIB). Error opening shared object "/tmp/chrono-labyrinth/bin/libglib-2.0.so.0.7200.4": libpcre.so.3: cannot open shared object file: No such file or directory. ==> Running quit hooks.
I don't know if this is related to your hotfix.
Does this run without any curses? Very impressive!
On my first run, I put single letters at the towers and only got as far as wave 1, a double C got me!
Then I realized I could put more than one letter, so... by wave 12, things started reaching my 3rd base. Does this game get progressively more difficult? I think it does, but I can't tell. It probably does because things reach 2nd and 3rd base eventually. You can probably make it more difficult by using more biased random generators that give more duplicate sequences. I think that's what you do anyway? You could also spawn more letters and/or make it go even faster.
Fun game, but once you set up your bases, there's really not much you can do, I doubt human reflexes can help much if you get in trouble...
Edit: By wave 21 I had lost 4 lives! But it won't go on anymore. It looks like it stopped. Did I win? :)
This is a fun game. On the first level, the side currents can lead you out of the border, which feels to be the safest route down. Also replaying the level forces you to lose your bubbles to exit the level I believe. I liked the details of the terrain and the fish. Those corals look to be Mario inspired :)
I think there's not enough mermaid games! Buttons A and B just slowed me down, so maybe you can do something useful with them instead. Avoiding enemies and traveling the vast ocean is quite relaxing.
The source code is very nicely organized, I think you probably have a lot of experience in game dev, although in my opinion assets shouldn't be under the sources directory. Looking at them, is there a pineapple somewhere? I couldn't find him!
If there was music or sfx, I missed it sadly. I played this game on a virtual machine with no sound on.
This was a very fun game. It even got me thinking about the math behind the solutions, but I didn't get too far, I don't know if there is a solution other than brute force (which can be reduced a bit by symmetries).
You could also introduce fixed obstacles (or just more balls), or dynamic obstacles that change state as balls move. I think it's hard to come up with good maps, you may want to write a computational tool that tries to solve the map for you so that you can find maps that have nice solutions. Are you interested in something like that to extend the game further?
Wow! This is very elaborate and impressive. I loved the megaman output. I feel like I don't know enough about digitized music (or music in general) to understand your explanation :( How did you replicate the Megaman sound?
The MAL project seems cool too!
Also why did you use your own lisp? This might be a dumb question but I don't understand.