AngelEssence4

The Kindergarten Dragon

That one pacifier-addicted dragon that your caretaker warned you about. Goofy transgirl and general rapscallion 🏳️‍⚧️
Tends to give 💜👍 responses


Acebun
@Acebun

I've been out of timeout for about a week but at a loss for anything that's worth saying as a first message. It feels like starting over, definitely in a bad way. but i'm also looking forward to a lack of metrics, metrics and averages and click goals really has gone a long way of sapping the fun out of projects like TykesInTies/RegressCo, so it'll be exciting to engage with them here without the need to hit a certain number of likes or interactions.

Anyways, I guess I'm sort of known for over the top convoluted regression scenarios, sooo, that's what I'm starting with. Shared my idea with balt, he ended up drawing this! So there we go, first post achieved!



littleampton
@littleampton

...but it can run a silly point-and-click version! Enjoy! (Only tested in Firefox and Chrome, desktop recommended)

Special thanks to @blackle for basically discovering variables in CSS and to @corncycle for showing how it can be abused to create incredible things.
Also thanks to id Software for Doom

i was thinking of maybe making an engine for short point and click games that could be embedded in chosts but i don't think i have the patience
bugs
  • due to how i made them, enemies and items move 1px to the right every time one is clicked. kind of ruins the immersion. uhh, it's probably really simple to fix that but i don't know how.
  • probably many others but i didn't notice them
nerd shit
  • Source code (warning: bad)
  • It's not even visible but while creating this I basically discovered how to create range conditionals in CSS using sums of min() and max() functions - thanks to this there aren't blockers absolutely everywhere!
  • Adding "skill levels" by simply showing a different version of the set of enemies and/or items probably wouldn't be TOO difficult...
  • Cohost has a max post size of about 192KB. Who would've thought....
  • A huge part of the HTML is the counters system. Right now there's a div with a background for every digit, it'd probably be better to make one huge div with a background with all the numbers in the right places. I had to remove a few items and enemies simply to limit the counter's max value. Even better would be to not repeat the list of numbers for every single screen they are visible on (spoiler: for the HUD counters it's every single one).