« first day (651 days earlier)   

12:16 AM
@JohnMcDonald that's completely acceptable
 
should i calculate the relevant NPC's position in a draw loop or calculate all of them before a draw loop
 
note that:
1 + "5 doves" = 6
and
"3 nerds " + 1 = "3 nerds 1"
(probably)
@WilliamMindWorXMariager I... have been rather taken with D3, so...
I have been idly playing with CSS though
@Dave calculations really belong outside the draw loop, especially if they nothing to do with the draw
 
well their position on a map has everything to do with a draw =/
 
yeah... no
 
if i do it outside the loop ill have to calculate all of them
in the loop i would only calculate the ones in that loop "as it comes" so to speak
 
12:25 AM
You're saying that the draw only updates the AI in visible range? or... what
 
i only draw whats within view yes
anything outside the view is non existant as far as the graphics & animation are concerned
 
So do you not want AI offscreen to ever update?
 
@JohnMcDonald no they simply don't happen if off screen in my case
 
Well, I'd design that into my Update loop
You in XNA?
 
no javascript
so id have two loops going .. an update then after update loop the draw loop
 
12:29 AM
:/ yeah... hmm
 
whats so bad about calculating in the draw loop ?
 
XNA abstracts and manages it all, but the simplest "game loop" in traditional languages is:
while(DEATH_AND_TAXES)
{
    Update();
    Draw();
}
 
i see
then in update it loops data then in draw it loops the tiles or w.e
so thats 3 loops going on
 
It's not so, much that it will break things in the short run, but it can make things disorganized and unmaintainable in the long run
 
ah so its more - for ease of editing in future rather than an issue on performance
 
12:32 AM
The more you can separate the game logic from the drawing, the better
@Dave Depends on the language
In XNA, the Update() and Draw() are handled differently and Draw() calls can be dropped if the game is running slowly
 
ah i see
 
And draws are usually ordered based on their position, while updates usually have a fixed, or game-specific order
 
i draw in isometric with a range of tiles from the center
 
(or even muti-threaded updates)
Long story short: It may not matter in your specific case, but it's probably best to learn how to do it with separate update and draw calls because some frameworks and games rely on this
 
Can someone help me with Collision Response D:
 
12:39 AM
My game for example requires a game-specific update order
@Dave I've got to go, so hopefully that info helped
 
thanks john
collision response?
 
Yeah - I really haven't delved too much with it :/ I have collision detection but I'm stuck on making the object look like it's actually colliding :/
 
like bouncing off it ?
 
No, just doing regular response - like not being able to pass through a wall.
 
well its simple as when it detects a collision stop the animation
 
12:45 AM
Lol, I mean like: I'm moving my player around he hits a tile - I want him to stop, and still be able to move, but not be able to go through the tile.
 
if the tile he is on is X and say X+1 = collision (do a check for all surround tiles he can walk on)
simply dont allow him to move X + 1
but he can still move X - 1 or Y + 1 or Y - 1
if he can move up down left or right
u always have to check : X + 1, X - 1, Y + 1 and Y - 1
if any of them are true don't allow that direction
like this logic code:

user presses arrow "right"
if ( [(pos_x+ 1),pos_y] in "collision_array"){} else { pos_x = pos_x + 1; }
 
Okay, thanks I'll try that :D
 
Seirously, where is @thedaian and @Jimmy?
 
@WilliamMindWorXMariager ASSASSIN
:3
 
Have you ever considered how naughty a word that is if you split it up a bit?
That's actually how I remember it. You know, assassins "do it from behind".
 
12:59 AM
D:
lol
@William Do you know where Noctrine got his avatar? I've been seeing it everywhere
At least avatars that look VERY similar
 
It looks like something to do with Unity
 
O:
It looks like the same thing o.o I WANT ONE.
 
And back comes Noctrine, just when you find out. :P
 
Que?
Ah, Mangatar
 
26 mins ago, by Code Assasssin
@William Do you know where Noctrine got his avatar? I've been seeing it everywhere
 
I never said that
:3
 
1:27 AM
Man I hate being this tired. My productivity is all the way down the drain.
 
Caffeine, and the promise of getting to play on my new dev machine are keeping me active.
 
I guess I'll just head to bed and get an early start tomorrow.
Haha
I'd imagine those are encouraging things. :P
Anyways, I'm off. waves
 
@WilliamMindWorXMariager D: Bye
 
Guess Amalur didn't do as well as I expected. Still need to actually buy it.
When I get around to playing Mass Effect 3
 
@Noctrine Dat' Game is epic
They did a pretty nice job
 
1:32 AM
The demo was pretty fun
But I'm trying to cut back on buying new games, especially since I've had this bad habit of not playing them.
 
@Noctrine i do the same thing... i buy lots of games, play them for 30 minutes, and never touch them again
i justify it to myself like i'm studying them
the funny thing is that i play indie games a lot more thoroughly than AAA titles
with the exception of starcraft 2... and diablo 3 if i ever break down and buy it...
 
1:47 AM
@stephelton Yeah, Indie games I play to death. But every big game that I've purchased recently (save for revelations) I have yet to either load once or finish.
 
Has anyone tried 'VVVVVV'
I dont know the correct amount of V's but
LOL
That game is hard.
 
V.V.V.V.V.V, totally awesome.
But my favorite, of things I've played this year, was Cave Story+
 
@CodeAssasssin The name of the website is "the letter V six times" and you dont know the correct amount of V's? lol how can that be true?
 
2:03 AM
VVVVVV is awesome.
i loved cave story, too. i could not put that game down
 
2:20 AM
@GustavoMaciel I just looked up the website.....
 

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