./yemáko/badgames.zip
@badgameszip.itch.io did:plc:aqyvbf7akfordvrsxmsg732f
having fun making bad games :) he/they • 20-something • adhd 💀 6x award-nominated indie game developer ⚔️ 🎮 bachelor's in compsci + gamedev 🖥️ 🩵 art lover, anti ai 🚫 --- ~
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./yemáko/badgames.zip (@badgameszip.itch.io) es un usuario de Bluesky que se unió el 12 febrero 2024. Tiene 674 seguidores, sigue a 394 cuentas y ha publicado 4.361 posts.
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theres still a ton of edge cases and some odd resolution-order-dependent behavior that makes this a bit hard to parse but thats the rough of it
Ver post- "rigid" movement is allowed to push nodes (assuming they havent already moved this turn). Follow movement isnt - if it cant find a valid chain after a movement the entire turn is prevented
Ver post- some nodes will have only 1 possible valid resolution movement, these are collected and resolved first before any that have options (recursively) - when a node has 2 options, the follow option is preferred unless this creates an unresolvable chain, does this with a recursive search
Ver post- after a push, any chain node that is too far away from one of its links needs to be resolved. There are exactly 2 ways to do this, a "follow" movement (move onto the space previously occupied by its linked neighbor) and a "rigid" movement (copy the movement direction from its linked neighbor)
Ver post- each node can only move 1 space per move (diagonal movement allowed), any nodes that get pushed or moved get marked as effectively immobile for the rest of the update
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