nós somos construídos diferente...
silva joão
Creator of
Recent community posts
thank you for the answer! this already opens up a lot of possibilities, actually.
what i meant was if there was a way of having, for example, an animated field widget that displayed text whenever the pointer went over a button. and i figured the way to do this was such field having something like:
on view do if rect.overlaps[pointer (((any button)))] me.text:"pointer over some button" else me.text:"pointer over any other thing" end
Hey there, everyone!
I've managed to put out some sort of pre-alpha version of my jam deck. Since we still have a week or so to go, I could use your help with playtesting.
I hope I can gather a few opinions on things that can be improved for the final version :) anything goes, from game feel to tips on how to improve the deck, if you want to take a look at the stuff going on under the hood. I'm a hobbyist dev and this is my very first jam, I'm very happy with how much I learned about Decker, but I figure everything could be done better.
Important warning: the game is running terribly on webdecker, so I've discarded the .html file for now. I'm sorry, but whoever wants to play this will have to download and run on native Decker. I'll work on making a lighter version with less stuff going on so it can be played by more people.
Thank you, Decker community!
hey, ij and fellow deckheads!
i've been using the rect module to detect the cursor hovering over buttons and having a field widget display information on that button. so far i can only do this by having every button being animated and having a rect.overlaps[pointer me] command.
what i really wish i could do was having the rect module detect the widget type. like rect.overlaps[pointer <button>] (this doesn't work) and then specify the button by its text.
is it feasible?
thank you!
i think i used "on view" scripts on too many widgets, and now my deck is kinda sluggish. are there lighter ways to make widgets receive information from other widgets without having them wait for signals on every frame?
for example, since i'm building a clicker game, i use on view scripts to keep information flowing between cards. things such as updating numbers and detecting clicks.
is it lighter to make one widget be the animated one running all the code, or to make many widgets animated running smaller bits of code?
implemented moving cards containing information on how many cigarettes you've smoked, how many cigarettes you can smoke per click, how long you've been playing, how many cigarette byproducts you've produced by smoking, how many cigarettes are still out there and *checks notes* how many minions you've created to smoke/destroy tobacco farms and cigarette plants for you
and also, the clickable cigarette now gently sways and moves
hey ij!
is there a way to write a single line of command to copy and paste more than one widget from one card to another?
i have widgets X, Y and Z stored in card A, and so far i can import each of them separately to card B by writing
card.add[deck.cards.A.widgets.X] card.add[deck.cards.A.widgets.Y] card.add[deck.cards.A.widgets.Z]
but i can't really nail a way to import all three of them with a single line (unless i call all three lines with an .eval[]).
i saw in the decker manual that you can use the .add[] command to import a list or dictionary of widgets from another card, but i don't see how.
thank you!
Made a character stats sheet for one of my game ideas, but I figure this could be useful for more people!
https://silvazuao.itch.io/stat-char-card
Feel free to download it and tweak it to add more stats or change the points field cap :)