wait can i still post this
ok i can
wait can i still post this
ok i can
full recap working!
After i got the map working, i did a bunch more CONFUSING MATH with bits & bytes, but now its working great!
The map actually shows the real data you would get whilst playing the game! (its so real i didn’t realize we lost 2 sectors, thats why i moved the chrome window
)
Now its time to add the text actually saying what happened. I also wonder if i can do anything about the performance, it runs quite slow in the emulator, and on the watch. But that might just be the giant vector map being drawn.
map is working!
I got the map working! it took a REALLY long time… but it looks good!
Right now you can control it with the up & down arrows, to navigate through the sectors. This is all in preparation to actually make the recap system.
It is quite laggy rn, i might be able to make it a bit better, but im not sure.
Well, thats pretty much all i have to say.
binary stuff again
It seems like line breaks don’t work in these devlogs again, so hopefully you can read this.
Now the phone actually talks to the watch! Still not very appalling yet, but now the watch actually gets past the loading screen! The phone checks if the api is online, then it does a new animation, then leads to recap of the war since the app was last opened
The response from https://helldivers.bot/api/v1/h1/map, (which returns map data,) is already wayy to big to store on the watch, which is bad, because i want to cache map data on here, so ive decided to make my own C struct to hold it.
Right now im working on converting the response into this struct in JS.
I spent… SO LONG to make this opening animation….
The only tool i had to actually make one of these animations was just broken… it was over 11 years old after all… so, i caved in and got ChatGPT to make me one. But it works!
I also tried to make a tool to automaticly generate svg’s by lerping them, but i gave up and decided it was easier to animate it manually.
Now im working on actually getting the app to communicate with the phone, and get Helldivers info.
new project time
I got a Pebble Time 2 in Flavourtown, and ive wanted to try to make an app for it, but couldn’t think of an idea… but that was until TODAY! (or actually like 2 days ago)
Get HELLDIVERS Galactic War updates on your watch!
This app will track progress the Helldivers playerbase has made on the galactic war. if you don’t know what Helldivers is and how it works, ill explain. (Even if you know about Helldivers 2; the first one works a bit different)
In Helldivers, there are wars that last ~1 month each, where players need to work together to take over planets, and push enemy fronts out. The developer of the game actually made an api you can use to get info about it without being in game… but im not actually gonna use that, im gonna use an api made by Andrei Lavrenov, who created (helldivers.bot)[https://helldivers.bot/], because the api is documented there, and its just better.
.
Anyways, i managed to get an SVG of the war map open on an emulator now. Now im gonna work on actually getting info, storing it, and displaying it neatly.
It’s time…
Yes, I’m finally shipping a3.0PRE. I thought i would have more time to release the whole version at once, but a new YSWS is starting today, and i haven’t released a bedrockR version in quite a while.
I did fix the resources, so now they do build properly, but there are some weird bugs that i have no idea where to even start with… this is why i made a known issues file on the github, because im hoping i can narrow down what might be causing this.
This release is about 50% of the work that will be in a3.0, the release is lacking quite a few important things that the final release will have. Mainly workspace upgrading, new UI features, and more network features.
You almost certainly WILL find bugs, I NEED these reported, I don’t want an a2.0.2 situation again, where the whole program was found to be broken AFTER I shipped.
.
Anyways, this might very well be the last of me on Stardance, thank you for following my code optimization journey, and I hope you enjoy bedrockR!
I wasn’t planning on making this… but seeing as im going to highschool for the first time in 30 minutes, uhhh… i think i should make this.
I finally started implementing resource building. Ive been doing all of this with plugins in mind, so its very flexible.
Well, this devlog is quite short, but… oh it doesn’t work… (well ill fix it when i have time)
I redid the Item selector, to make it easier to use, and program with, and I also removed the old block selector, seeing as it was literally the same class, but with some slightly different filtering…
I’ve also decided that i should probably release this version in 2 releases, a3.0PRE, and a3.0, because i haven’t released any versions in over 4 months.
this time, i didn’t take 10 hours to do something!
Yes, this devlog is only ~5 hours, not 10 lime usual, however, i did actually do something.
Now, you can actually use resources. You can select them in elements, and do things to them called “Resource tasks.” You execute them by right clicking them in the workspace view.
You can also FINALLY select them for blocks and such. (hopefully the video works)
Ive also fixed some other UI things, mainly being the icons for UI looking kinda crunchy… its very obvious with the social icons. The issue was with werid java scaling stuff… but its fixed now.
I also changed the icon that the program uses from 1600x1600 to 1024x1024, because of some scaling artifacts.
Also, I implemented some old, custom window icons, that i never figured out how to use.
i kinda underestimated how long i was coding for yesterday
I did more cleaning, and some more ui stuff. One of those was the social icons.
I finally finished adding back all of the RElementValues, so now i can focus on other things. One of those other things was fixing some block texture related things, like fixing a random bug i introduced, aaand also making the block downloading 10x faster….
It was always annoying when trying to test bedrockR on other platforms, and i would have to sit through the block downloading… so i added a way to cancel it… but now i completely negated that problem; i multi-threaded it. Yea it actually seems like its 10x faster now, which is nice.
RMapValues rework
Just like with RElementValues, the class for RMapValue was huge… so now im doing the same thing with it; seperating it into different classes. So far, i dont have many reimplemented, but thats because i was doing something else;
Yes, im finally adding the new resource UI. I’ve started with remaking the resource tab, it looks pretty good so far, but i still need to do some work.
Now im gonna continue resource stuff
pssst, hey i have a slack channel if you want more dev things
im not rewriting everything i said again, stardance utils deleted this whole thing, instead ill give you 1 sentence bullet points:
also, stardance utils doesn’t edit this textbox correctly, so below should be the changelog v
ok so the dreaded day has finally come…
The largest class in this program, RElementValue is finally being cleaned up. It is the thing you see when changing your settings, or when editing ANY element… it automatically changes depending on the type of the variable its targeting… but the code i wrote for it was SO BAD! 🥀
3 giant if statements, checking through each possible implemented type, making the class over 1300+ lines long.
However, I finally decided to redo the whole thing to continue my “code cleaning quest”
So now different types get their own classes, e. g, strings get; REStringValue booleans get; REBoolValue (not actually implemented yet), etc.
And as usual, this has NO effect on the user experience, which is… great to be putting so much effort into… but it has to be done before it gets to out of hand. (I promise im gonna start doing fun stuff soon 😅)
i kinda forgot to mention this… but im completely redoing the resource system…. oh wait i already did
yea i thought i said this last devlog, but cleaned more code, and redid most of the program again.
Resources instead of saving to one json file with the files, now save in a structured directory system, that you can see in the screenshot. (its actually a full workspace, but you get the idea.) Resources also are now their own classes, which makes it soooo much easier to add them… they are quite similar to how i programmed elements.
Right now, you can’t convert older workspaces to these new resource system one, but thatll be worked on later.
Time to do some ui!
(also i did more code cleaning, and i renamed a ton of stuff)
Alright, I’m actually resuming normal development. I’M NOT MAKING THAT INSTALLER.
I expect to be doing a bunch of code clean, now that I have even MORE experience with java.
For release a2.2, I’m planning structures, but thats gonna take a bunch of work internally… because i’ll have to redo a bunch of stuff to make this program easier to work on.
I also MIGHT continue on the android version.
slack channel for more updates
vid link: https://youtu.be/H_7fsU2BupI
alright, im probably gonna ship soon. so i focaused on some touch up features.
everything has recipes now, even adding the finiranium sensor recipe that i forgot last update.
everything also has shift summaries, so now people can actually learn how to use the mod
I also added Nether Glass, right now it’s only used for the chunk detector recipe, but it will be able to block end sickness later on.
I’ll be mainly prioritizing my other project https://stardance.hackclub.com/projects/336 after this ship, but ill probably work on this a bit more.
video cause stardance doesn’t work
alright so 8 hours again… this time i only did one feature, (and maybe some bug fixes…)
Now you can drop a log in, and try to catch that person stealing your diamonds every night!
I also fixed some formatting for things like tooltips, so they are much nicer to look at now. I also made the log screen bigger.
alright so 8 hours again… this time i only did one feature, (and maybe some bug fixes…)
Now you can drop a log in, and try to catch that person stealing your diamonds every night!
I also fixed some formatting for things like tooltips, so they are much nicer to look at now. I also made the log screen bigger.
The two kinetic blocks; the Laser Diode, and Chunk detector also actually consume stress units now, actually the laser diode doesn’t yet… but it will… and ill increase the speed req of it.
The two kinetic blocks; the Laser Diode, and Chunk detector also actually consume stress units now, actually the laser diode doesn’t yet… but it will… and ill increase the speed req of it.
now ill add a feature to obfuscate a players skin if they are invis.
ok so i normally would have devlogged after i got the ui done… but this ended up taking more time than i thought…
I finished the ui of the log, it took most of the time, and i also kinda did everything…
ui is done, i added some helpful utilities for loggable blocks, you can log things, omg this took so long, but there is really nothing else to say 😔..yet there are still a bunch of random things i need to fix
alright, i put the chunk detector aside, and ive done a bunch of work on logs. Mostly just me trying to figure out how the hell Create’s menus work because they have no dev wiki 😔…
anyways, the log now has a texture ive done twice trying to figure out how to make it look like a piece of paper, and i also make a screen; (ignore how its using the old texture.)
The log is gonna be usable between different blocks as i said, and each entry is gonna have a target player or entity, message, and timestamp. And i might also add the source block.
I also forgot that i forgot to add a recipe to the finiranium detector…