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Socoder -> JSE -> JSE Tweaks 2025

Sat, 19 Apr 2025, 07:52
Jayenkai

JSE Tweaks 2025


Figured I should make a separate thread for tweaks, instead of dumping everything into the Optimisationalism thread.

Today I deleted a line of code.
I can't figure out why I added it. I'm certain I did it to solve a particular issue, but I can't seem to replicate the issue, so maybe I solved it elsewhere? Not sure.

If you anything going awry with arrays, please do let me know.
Recent version is v.3gim

Latest feature
SubColours

DrawImg x,y,symbol,colour
Colour used to be just 0-7, but now supports floats between 0.000 to 7.999, and draws an alpha's version of the next colour on top to kinda fake more colours.
I didn't previously do this because it can be slow drawing 2 versions of the same image.
Probably best to avoid this unless you "really" need it for a few sprites.

  --v


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Sat, 03 May 2025, 03:27
Jayenkai


Not uploaded this yet, but I've added a new "ShowFPS()" command, which pops up a small fps+stress graph on the top right of the screen.

The more I use it, the more obvious it's becoming that that oughta be a toggle, and if it's a toggle, it really should be available to players using the player-mode, not just a command, or in the GotoJSE interface like the current FPS toggle is.

But how to do that?
Way back when, I used to have a permanent menu in my Framework that would drop down when you hit the Tab key, but that's no good for Mouse or Touchscreen.
I could make a "swipe down" gesture, I guess, but that might make things awkward if you're making anything that interacts with the top of the screen.
..
Or maybe just have a "DisableMenu()" command to switch that off, so it's always available unless you specifically disable it in a project...?

If I did add such a menu bar, what things should be in it?
[ x ] Enhanced Colour
[ x ] ShowFPS
[---=---] Sound Volume
[----=--] Music Volume

Anything else I should be considering for such a menu?

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Mon, 05 May 2025, 16:32
Jayenkai
v.3gja is now live

The way that references and stacks work during parsing has been significantly overhauled.
I honestly don't expect this to be any faster, but it means that.. in future.. I should be able to tweak more things without the whole entire language collapsing in on itself.
.. Which it has done several times in the past couple of weeks.

I think I might also be able to reduce the amount of array refreshes that happen when the language is running, which "should" help things in future, but we'll have to wait and see how that pans out.

I've had to trudge through EVERY command in the language, to ensure it works as expected, so I've actually bothered to clean up a few things along the way.

Locate, CursorX and CursorY will now default to grid positions, based on your font size.

eg, Locate 10,10; Print "X" will print at 160x160 pixels if you have a SetFontSize of 16.
Locate 10,10,1; Print "X" will print at 10,10
Similarly CursorX() and CursorY() will return "grid" positions, whilst CursorX(1) and CursorY(1) will give pixel positions

This was done to make things a bit more retro.
Hurray!

... Though the ScreenWidth and ScreenHeight functions now need a (1) to return the grid width/height, which is kinda counter-intuitive. I think I need to reverse that, and default to 1, but let you specify 0 to get the grid size. That'd probably work better.

  --v

GOOOEY!




Additionally, the first few GUI commands have been in there for AGES, but I decided to make them "proper" today.
I do plan on adding more, and was about halfway through making a Text Box, before all the Optimising and such took hold!!! I'll get back to that eventually.

  --v


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