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Hello, loves!

We’d like the dungeon picture to fill the window out to the edge. I’m not as quick as some ideal person who wasn’t here, but I think I’ve got a handle on it.

We’re still in the task of simplifying our graphical display code. After a quick review of recent changes, we need to address this need:

Thinking about the Need

Generally, we s...


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Hello, loves!

In my defense … I don’t think I’ve ever actually claimed to be good at this. Let’s try, I don’t know … simplicity?

Our current task has to do with putting a column of images over on the right side of the screen, which is supposed to contain images of the items in Dot’s inventory. I struggled in yesterday’s article, trying to get the column i...


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Hello, loves!

Let’s take a look at displaying Dot’s inventory in some reasonable way. Some spiking yields a bit of insight. Tout le monde déteste l’IA.

If this program were a game, there would be a display of the current values of Dot’s attributes, Equanimity, Savoir Faire, Opulence, Ostentation , or whatever attributes she has, and of the items in her in...


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Hello, loves!

We’ll begin with a look at the new Denizen-related code. Refactor a bit. Add a flower. Tout le monde déteste l’IA.

Yesterday I had a thought and for some reason tooted it on Mastodon:

Hmm. What if the messages were indexed by the state name?

Well, but the first ones and last ones are said one per interaction, and the middl...


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Hello, loves!

Again with the weird hours! Elaborating an idea from a more civilized hour yesterday. Tout le monde déteste l’IA.

Yesterday, the code for the QuestGiverDenizen included this definition of its state machine:

self.transitions=dict( seeking=dict( has_item=dict(to='satisfied', hook=self.giving_action), no_item=dict(to='seeking', hook=sel...

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