MU Flowchart
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@Thenomain said in MU Flowchart:
@Mercutio said in MU Flowchart:
And then you get to Regular Expressions, the ins-and-outs of Command-style vs Functional-style (and their hybrid conventions) and what the pros and cons are for both, inheritance, controls / permissions, SQL interactivity, and the true test... fold()
With luck, someone can go their entire Mu* code career without any of this but inheritance and some limited permissions, which is just a subset of "grab an attribute".
I would rather someone learn how to abstract repetitive code blocks via function calls. And the ins and outs of flags. And come to think of it, a competent coder should be prepared to be a halfway competent builder which means a basic understanding of the various object types and how they interact.
I agree that most likely folk won't know those, and probably don't need to know them. But there's that dangerous difference between 'knows how to grab an attribute with the right permission set' and 'sets all objects wizard so they don't need to deal with permissions'. (Or: 's() evaluates the attribute I just grabbed, totes safe, right?' aka 'enactor, what's that?')
Most of the others I mentioned is just mastery for when you want to master the system and maybe have some big coding plans in mind.
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Like I agreed, some permissions knowledge can be important.
As far as things like setting everything wizard, there is a benefit to learning things the hard way. It is far less dangerous to make this mistake now than you used to. My goal is more similar to @faraday or @Ashen-Shugar; get people willing to make the damn game.
Because people should be able to make the damn game without waiting around for one of us.
People, learn just enough code to make huge mistakes.
Then make your damn game
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@Thenomain said in MU Flowchart:
Like I agreed, some permissions knowledge can be important.
As far as things like setting everything wizard, there is a benefit to learning things the hard way. It is far less dangerous to make this mistake now than you used to. My goal is more similar to @faraday or @Ashen-Shugar; get people willing to make the damn game.
Because people should be able to make the damn game without waiting around for one of us.
People, learn just enough code to make huge mistakes.
Then make your damn game
+1 here.
Seriously. If you're waiting for us old timers to come riding in to save the day you're going to wait a very long time because frankly the old timers don't really have much time to do that riding, our horses are tired (or dead) or we're already in another town 'saving the day'.
So make your game, and as Theno mentioned don't worry about making mistakes. Make them. There's really nothing you can do to a mush that isn't recoverable or reverseable so have fun, and just do it. The coders can engage in your game at any given time.
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If I have my way, I'm never touching another line of MUSHCode ever again. That said, my very small stable of free horses is hard at work on a platform complete with tutorials so you won't need me to.
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@faraday said in MU Flowchart:
If I have my way, I'm never touching another line of MUSHCode ever again. That said, my very small stable of free horses is hard at work on a platform complete with tutorials so you won't need me to.
I should get one of your spare horses to gallop a bit and write a ruby module to talk to the Rhost API
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@Ashen-Shugar When I have some spare ponies I should look at that.
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@faraday said in MU Flowchart:
@Ashen-Shugar When I have some spare ponies I should look at that.
It always comes back to ponies, doesn't it.
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@Thenomain said in MU Flowchart:
@faraday said in MU Flowchart:
@Ashen-Shugar When I have some spare ponies I should look at that.
It always comes back to ponies, doesn't it.
It does if you know whats good for you.
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@Misadventure said in MU Flowchart:
@Thenomain said in MU Flowchart:
@faraday said in MU Flowchart:
@Ashen-Shugar When I have some spare ponies I should look at that.
It always comes back to ponies, doesn't it.
It does if you know whats good for you.
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You guys bring me memories. Back in 2003-4, Ashen-Shugar was nice enough to give me a Rhost base, that I managed to open in iSunlimited.net free hosting (it was the time of DLAoM).
I started with Myrddyn's BBS, and it worked. It had a few kinks, but it worked. Then the help (or news) files were simple documentation placed in txt files in the server. It was ugly, it was clunky, it was defective, but it was beautiful. I felt just like Frankenstein when his creature stumbled in the lab.
Dang. Before that I had only coded on my TK90X (Brazilian version of the Sinclair Z80) in BASIC. I had my printed copy of Ambey's (I still have it, somewhere in my father-in-law attic (I have a shitload of things there )). <- See what I did here.
But then I hit a wall. How to code a proper dice roller. How to code a +sheet. How to make them speak with each other. As days turned into weeks not able to advance, it fizzled.
Also I broke at the time, so time becam an isue as I was working two jobs to pay installments of my debt.
This is the story of my big failure. I'm trying to create the nerve to start a new one, maybe advance a litttle more.
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I wanted to see a MU made so I learned to code. Lots of hand-holding from @Thenomain but it got done. Now I do the codey stuff to make the things go. Totally doable.
I've also gone out of my way to help everyone I possibly can with their code issues. I've found that most game runners/owners don't care, don't appreciate help, and don't listen. I offered to install a mess of new features onto a game and it's been weeks and I've not heard peep. Oh well!
Where's that Fallout game, @Ashen-Shugar ?
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I was shy about asking for help. Also, I was young and foolish.
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@skew said in MU Flowchart:
I wanted to see a MU made so I learned to code. Lots of hand-holding from @Thenomain but it got done. Now I do the codey stuff to make the things go. Totally doable.
I've also gone out of my way to help everyone I possibly can with their code issues. I've found that most game runners/owners don't care, don't appreciate help, and don't listen. I offered to install a mess of new features onto a game and it's been weeks and I've not heard peep. Oh well!
Where's that Fallout game, @Ashen-Shugar ?
grin soon as standing up a Fallout game pays the bills or is worth the time I take from my family, I'll let you know
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@Ashen-Shugar I'm told money can't buy love. Which means it has no value.
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@faraday said in MU Flowchart:
If I have my way, I'm never touching another line of MUSHCode ever again.
This is a super awesome goal. I've often wanted to do bodily harm to whoever decided that code should be one blob of indecipherable text that would break if you have mismatching punctuation.
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@Tat said in MU Flowchart:
This is a super awesome goal. I've often wanted to do bodily harm to whoever decided that code should be one blob of indecipherable text that would break if you have mismatching punctuation.
Even though I despise working with it these days and my programmer friends laugh incredulously when I show it to them - it's actually quite a marvel.
I mean... you have to keep in perspective the technical capabilities of when it was written, and also why it was written. It was a scripting language for building and end-user customizations like falcon controllers, multi-descers and vending machines - and for that level of stuff it works just dandy. It had to be done in one blob because the only way of inputting text to the game was a raw telnet connection. And people are still using it decades later!
So I don't knock the original developers - they've made something that has held up remarkably well. It was just never meant for the kinds of ginormous systems people started using it for. Times have changed and we need a better tool for the job.
Which is all, like... way the heck off topic but we were already off in the weeds with My Little Pony so I don't feel too bad.
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@skew said in MU Flowchart:
@Ashen-Shugar I'm told money can't buy love. Which means it has no value.
I think the only ones who say that are those who don't have it.
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@Thenomain said in MU Flowchart:
@Ashen-Shugar said in MU Flowchart:
The key, of course, is to design a mush based on a theme that appeals enough to existing coders to draw them in so they can help you
The Strange.
...oh my god someone please do this so I don't have to.
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@Sparks said in MU Flowchart:
@Thenomain said in MU Flowchart:
@Ashen-Shugar said in MU Flowchart:
The key, of course, is to design a mush based on a theme that appeals enough to existing coders to draw them in so they can help you
The Strange.
...oh my god someone please do this so I don't have to.
Why have I not heard about this..... Why???