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2:51 AM
@lathomas64 @AriPatrick 7 Hours!?! Unacceptable!!!
 
 
9 hours later…
11:59 AM
@AttackingHobo: 9 hours? Pot calling kettle black much?
 
 
3 hours later…
2:30 PM
'Morning, all
 
 
1 hour later…
3:34 PM
morning @TreDubZedd @WillihamTotland
 
3:52 PM
Heya, @lathomas64
 
how're you today?
 
Well enough, all-told
yourself?
 
4:09 PM
medium well
^_^
 
How goes the non-digital game?
 
ah I had thoughts more in mind of business practices around non-digital games and consulting type things, not a specific game
although the dice game that spurred the direction of thought has gone over pretty well so far.
 
4:58 PM
@WillihamTotland I require sleep, And I had been monitoring the room for an additional 6 hours, but there was no activity.
 
@AttackingHobo sleep? bah!
 
1
Q: Any Open Source Games That Can Be Ported to Android?

SoshimoI'm looking for some other open source games out there that I can port (easily or not) to Android. I know that it's possible to port Wolfenstein and Doom and was wondering if there are any others out there. I was thinking of Civilization (I remember a linux port some time back) and a few others...

that thread is turning into a clusterfuck
 
5:15 PM
@Tetrad doesn't look too bad
 
Lots of comments are usually a bad sign
 
anyone here a HTML/CSS guru? trying to come up with a CSS fix to the header-size problem, in meta, at the moment. Got a CSS file that almost works, but not quite.
 
@Cyclops what is the issue?
 
0
A: Psychedelic 90s banner-style header has got to go

CyclopsPossible fix - adding custom stylesheet? This should potentially work, unfortunately my HTML/CSS skills were not up to the task - specifically, I could not figure out which element needed to be made invisible/shrunk to get the large logo field to disappear. If someone who is a HTML/CSS guru (fo...

basically people would like a smaller header to gamedev, and I'm trying to make it go away with CSS
Okay, I just wanted to link the question, it expanded to the whole post. Weird...
 
that's oneboxing for you
2
Q: Chat oneboxing instruction at FAQ is not accurate

Denilson Sá Some links will be automatically inlined if posted on a single line by themselves, such as: We call this "oneboxing". For example, entering the following in chat on a line by itself … Source: http://chat.stackexchange.com/faq#formatting However, this is not accurate. People can press ...

 
5:27 PM
oneboxing?
ah, thanks.
well, later all.
 
@Cyclops later
 
 
2 hours later…
7:50 PM
hello @lemmings
 
Baa?
 
hello @jeff
 
hey
 
GIVE ME ALL YOUR KNOWLEDGE
 
hmm
is it my knowledge you really want or my thought process?
 
7:59 PM
EEEEEEEVVVVERRRRRRYYYYYYTTHHIIIIIIIINNNGGGG
 
great my puppy just shit next to me
well that's always fun :)
I never realized that AS3 and C# were similar, I'm thinking about starting a game project in flash in the new year, and I'm pretty familiar with C# so hopefully it'll be an easy jump
 
@Jeff Soooooooooo How about you help me with C# and I will help you with As3? :)
 
lol sure thing
 
You could start helping me with this:
 
you ever use java before?
 
8:11 PM
2
Q: Fastest bit-blit in C# ?

AttackingHoboI know there is Unity, and XNA that both use C#, but I am don't know what else I could use. The reason I say C# is that the syntax and style is similar to AS3, which I am familiar with, and I want to choose the correct framework to start learning with. What should I use to be able to do the mos...

No I have not
 
yeah I saw that, I've honestly only used C# with XNA
so I have no idea lol
I don't know of any example of uinity in 2D
 
8:27 PM
Tesserex has got some good points @AttackingHobo. What are you planning to build in C#?
 
8:38 PM
@Jeff I added more detail. and gona downvote him
 
so why the choice of C#, just the AS3 similiarity?
 
HI HOW I MAEK MMO?
 
first, cover yourself in peanut butter jelly
 
@FirasAssaad open notepad and flail wildly/randomly at the keyboard with your arms and face for 3 years straight. You should now have a game that is like WoW but better in every way, that can run on a Pentium 2 with 128 megs of ram.
 
IM 13 AND WHATS RAM
 
8:52 PM
A male sheep
 
I ALREADY MADE PONG GAME IN VISUAL BASIC HERES LINK: C:\Users\Firas\Projects\Tetris\Debug\tetris.exe
6
 
This is really annoying. I ask a question for specifically what will allow me to have the most bit-blit operations per second in C#, and some guy comes and posts an answer to just use anything because speed doesn't matter. WTF since when does speed not matter when creating intensive games?!
0
A: Fastest bit-blit in C# ?

TesserexThis is just my opinion, but performance-wise, it shouldn't matter. Pick the framework most comfortable to you. It will save you a lot of pain in the long run. Not only that, but any decent framework should be performant enough for your needs. If you try one framework and it can't reach 60 fps, t...

@FirasAssaad Starred!
 
Yeah, game development is one of few areas where speed does matter.
Especially if you're using a managed language that generally favors safety over performance.
 
I have some pretty fast stuff in as3, but I think c# can get me better performances at higher resolutions, and generally I can expect more free RAM for a stand alone game
 
i remember reading an article before about having thousands of sprites going on in XNA
I don't think the conclusion was very favourable
 
9:00 PM
XNA should be fine. Anything hardware accelerated is.
The bottleneck isn't generally the blitting operation imo
it's managing all these objects smartly
 
@AttackingHobo he's assuming we're all extreme amateurs and couldn't possibly be planning on making something that actually requires anything intense
 
Hundreds of enemies on screen at once? What's the resolution you're going for?
 
its a SHMUP, a 10x20 grid of small enemies is not that much
 
@FirasAssaad Thanks for the link to your project. I just played it, and it's AWESOME!
 
@AriPatrick: THX. BTW IT REQUIRES ADMIN ACCESS USER NAME IS FIRAS PASSWORD IS CHANGEME123 IN CASE WINDOZ ASKS 4 IT
I had this site where people sent me game maker and rpg maker games to review them. I got several people sending me stuff from their "my documents" :/
 
9:06 PM
hahahaha
10x20 pixels?
 
Anyone applied for the GDC volunteer thing (or is going to next year's GDC)?
 
san fran is a bit too far for me to travel
 
@jeff, thats not the res............... The res is going to be native to the screen size, I was just saying a grouping of enemies 10 wide and 20 deep is 200 enemies, and is not a lot for a SHMUP
 
I'd like to try it myself to see what would happen in XNA, but I won't before exams are over
 
I can spawn 200 animating sprites without much trouble in my current XNA project
 
9:12 PM
I don't really like SHMUPS, bullet hell ones in particular. But I'm still making one!
 
I don't remember how high I can go before it starts to lag up.
 
@EndangeredMassa I need to have it run with a lot of sprites hopefully faster than flash can do it.
 
Flash isn't even hardware accelerated (until very recently?)
 
@FirasAssaad I don't care that its not HW accelerated, I made it go fast. This is just a stress test with 2 assets from a game I am making dl.dropbox.com/u/132671/SWW/index.html
Z fires bullets
20 bullets a frame @ 60 FPS = 1,200 shots per second = 72,000 shots per minute
 
That's the point @AttackingHobo. If you can get flash to do it then I really doubt you'd have any problems with something like XNA.
 
9:19 PM
that's pretty cool
 
@FirasAssaad Ah, but I literally want as much performance as possible to have as many things on the screen as possible.
 
InstanceofTom.. that's a really cool name. I'm sure something like Tom john = new Tom() exists in some production code out there.
 
And that is running on my game engine which when done, is looking to be the fastest flash game engine available, I have spent a lot of time in order to make it work so nicely, If you tried to do something natively with movieclips or sprites or any other display objects you would not be able to get 1/10 that many clips, and my engine supports having unlimited detail on vectors for the art without slowing down the game during runtime
 
That's pretty cool.
You generally don't worry about performance that much for most 2D games. But it makes sense if you're drawing tons of sprites.
Please don't take this the wrong way. I'm wondering how this adds to the gameplay. Many games talk about their awesome engines capable of rendering the most complex scenes, but most of the time the gameplay is just the same old but with more stuff on screen at once.
This is particularly true for Bullet Hell SHMUPS. Although I guess for the average bullet hell fan more stuff on screen = more awesome game
 
@FirasAssaad It itself does not add to the gameplay, but it allows me to target slower computers, and if I use bit-blitting I can target people with a lower powered video card. And the more objects I can have the more particles and stuff for eyecandy I can have. And it allows the game to be more flexable in designing, and add additional features that would be impossible with a lower sprite count.
@FirasAssaad oh, and when it runs adobe air, I can do hardware accelerated fullscreen with smooth upscaling that uses no additional CPU resources, meaning it runs the same speed as windowed mode.
 
9:33 PM
@AttackingHobo: Fair enough. I was afraid you're going down the "GONNA MAKE BEST ENGINE EVER" path without actually making a good game with it (see Doom 3).
It's a personal problem of mine, tending to add more stuff to my engine to make it more flexible and faster but forgetting to consider if this will be used in the game at all.
 
Naw, I have a good artist working with me who is keeping me on track
And I am going to redo some of the tools I have to really streamline level creation
 
9:53 PM
sect of the white worm?
 
@lathomas64 yes.
Here is a random poster type thing my artist sent me:
I guess the picture for some reason is not loading fast in the chatroom?
 
loaded for me
 
click it for big version BTW
 
I don't see no white worm
 
there's the flying spaghetti monster at the top!
 
10:16 PM
2
Q: Marketing: Angry Birds - How it's done

JohnWhy do some apps, like Angry Birds, dominate the market while other cool/fun/addicting apps are never heard of? I'm trying to figure out the best marketing strategy, or best way to sell an app to mass market. Does anybody have any ideas or things they noticed about the marketing of major blockb...

I agree with Joe, but so far I've been pretty lucky at getting the people behind technology to come and answer questions on the site. This question may be worth it if I can get someone from Rovio to chime in.
@Firas Did you ever hang out around RPGInfinity?
 
@Noctrine: Long long ago. In the days of fonikz and RPG Wizard :D
 
@FirasAssaad When you said RPG Maker review site, I took into account your age and figured out that you'd probably passed through there :p
 
I used to be RPGI staff at one point :)
 
10:37 PM
And that would be why your name sounded familar to me.
So what ever happened to Hukt and Anomy?
 
I still have Hukt on facebook. He's in a band now. Don't know about Anomy. I didn't use my real name on RPGI, it's been so long ago (2000-2002)
 
We have a decent amount of people in here now
 
Don't count me I'm only half here
 
10:50 PM
You guys?
It's like; totally my birthday and shit.
Happy birthday to me;
happy birthday to me!
Happy birthday, dear Williham.
Happy birthday to me!
 
@WillihamTotland I was going to wish you happy birthday but you seem to have that covered.
 
@WillihamTotland happy birthnight
 
Happy Birthday!
/pulls Willihams Totlands hair n times (it's a tradition)
 
wow netbeans just spiked to using about a gig of memory
 
So what up?
 
11:00 PM
I'm looking at the chrome webstore
 
night gentlemen
 
@Will
@WillihamTotland your birthday is one day before mine!
 
Happy Birthday, @WillihamTotland
 
hbd
 
And Happy (Early) Birthday, @Jeff
 
11:11 PM
thanks!
 
Thanks
Also; @Jeff: Happy birthday tomorrow.
 
11:24 PM
almost done installing xna on the slow as starbucks internet
 

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