Game Development: Le Happy Merchant

Announcements about major changes in Haven & Hearth.

Re: Game Development: Le Happy Merchant

Postby loftar » Tue Nov 24, 2015 2:26 am

Astarisk wrote:No nice things. Ever. That's the rules, have you forgotten?

That was of course what I was implying.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
User avatar
loftar
 
Posts: 8926
Joined: Fri Apr 03, 2009 7:05 am

Re: Game Development: Le Happy Merchant

Postby Astarisk » Tue Nov 24, 2015 2:27 am

loftar wrote:
Astarisk wrote:No nice things. Ever. That's the rules, have you forgotten?

That was of course what I was implying.

Just making sure you are keeping in check with the regulations and laws. :ugeek:
IRC/IGN: Rawrz

Join the Haven & Hearth Discord if you need help and our community will surely help you:
Image
Image
User avatar
Astarisk
 
Posts: 869
Joined: Fri Aug 13, 2010 7:08 am

Re: Game Development: Le Happy Merchant

Postby Sevenless » Tue Nov 24, 2015 2:28 am

loftar wrote:
sabinati wrote:5 slots still seems unnecessarily limited

Does it really matter that much? Is having to have two or more stands that encumbering?


It makes browsing stands more cumbersome for the browsers. If a person were to have a complex stall setup going, 20-30 items wouldn't be unheard of. Needing to stock 6 different stands, browsers needing to look at 6 different stands, this sounds like more hassle when the limitation is "contrived" in that it's just a hardcoded limit. If the UI can handle it, what is the reasoning for it?

If it's a looks thing (barter stalls displaying items), I'd love to see a way to link barter stands together so you get one big UI. But I'm not sure how feasible that is.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life

The Art of Herding
W15 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
User avatar
Sevenless
 
Posts: 7292
Joined: Fri Mar 04, 2011 3:55 am
Location: Canada

Re: Game Development: Le Happy Merchant

Postby sabinati » Tue Nov 24, 2015 2:29 am

loftar wrote:
CapnCliff wrote:so youre saying. I cant lock up the boxes behind walls for the trade stand?

No, I'm saying precisely that you can lock up the boxes.

CapnCliff wrote:the super buggy and easily avoidable claim protection system

As Granger said, if you know any bugs or exploits, you are very free to report them.

sabinati wrote:5 slots still seems unnecessarily limited

Does it really matter that much? Is having to have two or more stands that encumbering?

Is having a scroll bar on the UI?
User avatar
sabinati
 
Posts: 15497
Joined: Mon Jul 13, 2009 4:25 am
Location: View active topics

Re: Game Development: Le Happy Merchant

Postby shadowchris » Tue Nov 24, 2015 2:33 am

Uhh how to destroy barter stands?
W8 HLTU W9 Tartarus,Alfheimer,Niflheim W10 RiP, Dis
User avatar
shadowchris
 
Posts: 968
Joined: Thu Aug 12, 2010 2:25 am
Location: Maze's Basement

Re: Game Development: Le Happy Merchant

Postby maze » Tue Nov 24, 2015 2:34 am

loftar wrote:
smileyguy4you wrote:do barter stands work over walls?

Nope, but I think that should be less necessary given the implementation. Since the stand holds no items, it is not theft-sensitive, and thanks to the Visitor buff, you should be able to make reasonable sure they aren't all too frivolously destroyed.


if you know...we were able to destory em

bug report~ you cant break stands...they are so ugly
they are indestructible
cape for maze
WARNING! MY ENGISH SUCKS.
game ideas
User avatar
maze
 
Posts: 2525
Joined: Sat Mar 27, 2010 3:15 am
Location: Canada

Re: Game Development: Le Happy Merchant

Postby loftar » Tue Nov 24, 2015 2:38 am

maze wrote:bug report~ you cant break stands

Oh, roight. Will fix, but I guess I'll wait until the next natural restart to push it.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
User avatar
loftar
 
Posts: 8926
Joined: Fri Apr 03, 2009 7:05 am

Re: Game Development: Le Happy Merchant

Postby maze » Tue Nov 24, 2015 2:51 am

loftar wrote:
maze wrote:bug report~ you cant break stands

Oh, roight. Will fix, but I guess I'll wait until the next natural restart to push it.

thank you~ i was thinking of building walls out of em, but if your going to fix it then i guess not ;) ¦]
WARNING! MY ENGISH SUCKS.
game ideas
User avatar
maze
 
Posts: 2525
Joined: Sat Mar 27, 2010 3:15 am
Location: Canada

Re: Game Development: Le Happy Merchant

Postby warrri » Tue Nov 24, 2015 2:51 am

jorb wrote:We've been developing, and here's what's new.

Barter Stands
-----------------------

For example: I wish to trade beetroots for 3 chantrelles a piece. I place the giving hand in the container containing my beetroots, and the taking hand in an empty container. To set the cost in chantrelles, I click "Change", and click a chantrelle with the scroll cursor, then choosing chantrelles as type, rather than mushrooms. I set quantity on desired item to 3, and leave the qualities unchanged.


I selected a Honeybun and it only let me choose between Bread and Food. I want Honeybuns, not any bread type.
The world I love The tears I drop To be part of The wave can't stop
Ever wonder if it's all for you
The world I love The trains I hop To be part of The wave can't stop
Come and tell me when it's time to
User avatar
warrri
 
Posts: 1033
Joined: Fri Aug 28, 2009 5:55 pm

Re: Game Development: Le Happy Merchant

Postby loftar » Tue Nov 24, 2015 2:56 am

warrri wrote:I selected a Honeybun and it only let me choose between Bread and Food. I want Honeybuns, not any bread type.

jorb wrote:One thing to note is that, much as in Legacy, the stand can only accept items which have input types set for them (internal mumbo-jumbo, but loosely corresponds to items used in crafting). We are looking to fix this, but the imagined fix is more involved.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
User avatar
loftar
 
Posts: 8926
Joined: Fri Apr 03, 2009 7:05 am

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: Naylok, Python-Requests [Bot], chiisana and 24 guests