Should be fixed now.
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Had to reload the page to get it to start (Chrome Dev, Windows 64-bit). I'd say the cards are small enough that they're hard to read and I'd rather use the mouse, but I like the design!
Is the source posted somewhere? Sorry if I missed it. I'm curious what code for the Hoot toolchain looks like :)
FYI: the "turn" button has an "access key" specified ("e"), so it is technically possible to play via keyboard (assuming you know which modifier keys to hold down for your browser+OS combination). For example, on Firefox+Windows, I can hit Alt+Shift+e to rotate the snake.
Thank you! I should probably re-learn IRC at some point, but being able to just subscribe to that thread on itch.io works better for me since email is the only thing I'm sure not to miss :)
What's the best way to find out when the next Lisp Game Jam is scheduled?
I see a list of past editions here, but I don't think there's a way to subscribe to that file. Obviously, I can check that page periodically, or search on itch.io's Jams page, but I was hoping for something that doesn't require polling web resources.
Are you on an iPad, by any chance? If not, which browser and OS?
If you're on iOS: the game is saved into "HTML Local Storage" in the browser, and unfortunately Apple changed the default settings on iOS to prevent saving data to localStorage when hosted cross-domain (as is done here on itch.io). This was ostensibly done for privacy reasons, but unfortunately it completely broke saves for browser-based games on itch.io for iOS. The only work-around for SIC-1 (short of disabling the "Prevernt cross-site tracking" setting--which I don't recommend doing, since it's a global setting) is to manually export your save data (Options -> Manage Save Data) and then import it next time.
If you're not on iOS: let me know the browser+OS and whether or not any settings (especially privacy/security settings) have been modified, and I'll give it a try.
I was wondering how you managed to get Guile down to a 1 KB cartridge file, but it sounds like that's the magic of Hoot? Edit: or is this just directly coded in the WebAssumbly text format?
Old, possibly irrelevant: Does it require garbage collector support in the WebAssembly runtime? I kind of assumed WASM-4 wouldn't provide that, so now I'm curious.
No worries if not, but I thought I'd ask in case anyone else wants to see what it's like with actual opponents (other than Chad Bot who, despite extreme ineptitude is at the top of the Hall of Fame).
I was watching but stepped away for a minute just when you played Thirteen Letters! I was hoping to give you some competition (also I had an Easter egg planned via a direct REPL connection to the server). Oh well.
Thanks for sharing your play throughs. I’m on Alpine Linux and not as well versed with Nix, so I probably won’t be able to get many of the games to run, but now I got to watch many of them!
Ah, I broke the console version while making the web one. Sorry about that!
I think it would work if you synced the Git sub module (something I should add to the instructions). But fortunately for you *valid-words* is only used on the web server, so even just making it nil should make the console game run 🙂
Thanks for giving it a spin!
By the way, I asked on the Itch community forum if there's a way to link devlogs to a game jam and, currently, there is not. They are aware that this would be a convenient feature, so hopefully some day!
Rather than spin up a new thread, I'll just link my write-up here for maximum thread-hijacking: https://jaredkrinke.itch.io/13l/devlog/541420/spring-lisp-game-jam-entry
I like the idea of at least noting how each day was spent.
I didn’t read in depth yet, but in the past I found that generating mazes by removing walls (instead of entire squares) produces nicer looking results (but of course has a different data model!).
Thanks! After looking at your post and going through the ECL manual again, I now see the example you mentioned: https://ecl.common-lisp.dev/static/manual/System-building.html#Build-it-as-an-si...
I'm still surprised that specifying a system entry point doesn't work for ECL, but at least there appears to be a bug tracking that behavior (although it's unclear to me whether it's an issue with ECL, ASDF/UIOP, or actually just expected behavior that I don't understand): https://gitlab.com/embeddable-common-lisp/ecl/-/issues/686
I’m actually curious how you’re building your game for ECL. A Makefile might be overkill, but any tips on how ECL finds an entry point are welcome.
In my case, I have :ENTRY-POINT set for my system, but when I ASDF:MAKE, ECL seems to ignore it and the produced executable just launches into a REPL (vs. SBCL which runs my entry point and exits afterward). Of course, you don’t even have the entry point set in your .asd file, so now I’m curious…
Edit: this assumes you’re building an executable and not just distributing the game as source only.