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My -opinions- on current (897) and classic KAG.

Discussion in 'General Discussion' started by Klokinator, Oct 10, 2013.

  1. ironballs

    ironballs Catapult Fodder

    Messages:
    32
    Why every time when someone talk about the classic movement, only mention its low speed? For me classic movement its not about speed, but about precise control of movements, understanding where you will land after a jump and that awesome parkour system.
     
  2. ...because you have all of that in beta?
     
  3. ironballs

    ironballs Catapult Fodder

    Messages:
    32
    Nah in beta you have that wiggle-waggle mario jumps and parkour surrogate.
     
    Elf likes this.
  4. ...ok whatever you say, you have played enough of both ofc
     
  5. kedram

    kedram Drill Rusher Tester

    Messages:
    449
    its ok.. just let iron balls stay with his dieing classic game, its not getting advertised with the steam release so not many steam players will even know classic exists.
     
    ironballs likes this.
  6. Geti

    Geti Please avoid PMing me (poke a mod instead) THD Team Administrator Global Moderator

    Messages:
    3,730
    A lot of it is uncommented or unhelfully commented, and a lot of it is in massive switch statements or similar. MM wrote most of the core of the class code in about 30 days, made a tangled mess that worked and then that carried on for about 500 days or so. Similar story with the pickups - they quickly aquired specialisations for pretending to be bombs or catapults or flags, but note that this wasn't done in extensions of the class or anything really resembling OO, it was done with a style enum and again, a lot of switch statements, a lot like old assembler jump tables based on object ID. It's not clean code, and there's a lot of it.
     
  7. Klokinator

    Klokinator Such Beta
    1. Aphelion's Roleplay

    Messages:
    1,443
    I just checked and it is indeed fixed! And after playing for a few minutes, I was finally able to enjoy playing as a knight again. Thanks Geti!

    That was really my biggest issue, so now that it's fixed the other stuff is significantly less important.
     
    FuzzyBlueBaron and Geti like this.
  8. Geti

    Geti Please avoid PMing me (poke a mod instead) THD Team Administrator Global Moderator

    Messages:
    3,730
    Glad to hear it :^)
     
    Klokinator likes this.
  9. Brilly

    Brilly Haxor

    Messages:
    222
    The switch statements can be handled with a parser, and you would probably have to use some sort of code mapper to get a feel for all the variable references which I suspect are hard coded and create an optimized equivalent chain code tree to untangle the mess.

    My guess is that it would probably take 2 months work to clear it up.
     
  10. Geti

    Geti Please avoid PMing me (poke a mod instead) THD Team Administrator Global Moderator

    Messages:
    3,730
    My feeling is it'll net you nothing. You can sanitise the code appearance, sanitising the logic is definitely a nontrivial task.

    You could do it by hand in a few weeks of just refactoring plus up to a month of debugging things that depended on reused locals, it wont change the fact that the actual logic behind a lot of things is tangled; it'll just present the mess in a "nicer" way.
     
  11. Klokinator

    Klokinator Such Beta
    1. Aphelion's Roleplay

    Messages:
    1,443
    I'm taking a programming class and this just made my head explode.
     
  12. Brilly

    Brilly Haxor

    Messages:
    222
    It's nothing special, a parser takes the preexisting code and minimizes the number of lines/statements needed to express a logically equivalent piece of code, the mapper just helps you visualize the whole code tree, and explore separate branches of references.

    Depending on the complexity of the code, it's something you can run overnight, or over a couple weeks.
     
    Guitarman likes this.
  13. Crabmaster

    Crabmaster Bison Rider
    1. Zen Laboratories

    Messages:
    322
    Ah, this conversation makes me wanna get back into learning programming!

    Also, I'm glad Klok's biggest issue was easily cleared up! Man, Beta is pretty great once you get used to it, and extremely fun when you get good at it! For a Beta it works really well, and 90% of my issues with it are my own fault as I have a computer that is probably older than this game...8 year old hardware doesn't cut it these days!