I like the idea but I'd like to have a broader discussion about the whole topic on the forum. I'll start a thread about it this evening.
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Show posts MenuQuote from: tzachs on Tue 08/05/2018 20:54:16Au contraire! Especially for developing templates/modules or non-adventure games testing would be very helpful. Maybe not running the engine tests, but the DemoQuest could provide some examples for actual gameplay tests.
Running the tests is not something that game developers should really care about
QuoteI WTF git everytime I need to do anything else besides the regular branch/commit/push/tag. Maybe I'll give it a try nonetheless.Quote from: cat on Tue 08/05/2018 20:34:23You can do both. I think that the main advantage of the submodule is that it allows you to more easily update to a new version (or to restore to an older version), and easier to see which version you're actually running against. The disadvantage is that it's another tool that you need to learn and occasionally shout WTF at (it is part of git, after all, being intuitive was not part of its original goal).
About that git/submodule thing:
I plan to port one of my games to MonoAGS for fun. How should I handle this in Git? Create a new repository somewhere else for the game and then include it in the solution? Or should I do this submodule thing?
Note that if you do the submodule thing, it's not instead of creating a repository for your game, it's about how you link from your game repo to MonoAGS.
Quote from: tzachs on Mon 07/05/2018 21:39:32Oh, I completely missed that readme. I just read the github.io documentation. Maybe you should add the info about test runner also to the "Getting Started" section there.
"To run the unit tests, please install the NUnit 2 Test Adapter (available from Visual Studio, tools menu -> Extensions and Updates... -> Online)." (from the readme)
Quote from: Monsieur OUXX on Mon 07/05/2018 09:35:06I agree, there need to be templates instead of needing to copy stuff from the demo game.
About the code that needs to be manually written and the absence of actual puzzles in the demo :
QuoteI fully agree. I was surprised to see that RotatingCursorScheme is part of the engine when it should actually be more a built on top thing.
So I'd suggest creating a separate library project in the solution with those features (the first of them being "rotating cursor", but I can give more examples : "scrolling inventory"). This library could then be included in each template (Sierra, 9-verb...).
Quote from: Crimson Wizard on Mon 07/05/2018 19:08:37So, it's something similar to a promise?
Basically what it does, it creates a new Task in a already complete state using Task.FromResult API (Quote from doc: Creates a System.Threading.Tasks.Task that's completed successfully with the specified result.), and puts a new room object from IGameState, with ID identical to an old room object (that became no longer valid after loading the save).
Quote from: tzachs on Sat 05/05/2018 21:23:54VERY useful. This allows for implementing language change buttons in the in-game menu. It think it's much more elegant to do it this way than having to run an external setup. Please also add a subscription handle for language changes to implement custom logic there.
Not sure how useful it would be to change the language at run-time
Quote from: tzachs on Fri 04/05/2018 21:33:21Not that I've noticed...
Hmmm, that is weird. Were there any errors during the install?
QuoteRight, looks like it wasn't installed at all. No idea what the VS installer was doing
I would check first if dotnet core was really installed
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