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12:16 AM
@IcyDefiance .
 
D:
period of doom!
 
:D
too many lol player pictures are with their arms crossed. looks dumb
 
just give me a few minutes to grab some food.
then I'll join you
 
sure no probelm
 
12:30 AM
eww login queue
@Almo okay I'm in
 
ok
was just watching the first game of the final
 
oh right, perhaps I should watch that too
 
i'll probably watch all the games
need to learn
 
12:57 AM
hey guys
are any of you guys good at pixel art?
No?
 
:/ not me
 
:(
neither am i
am resorting to wikihow now to learn how to be a good pixel artist
 
1:12 AM
You might have better luck in the inkspot:

 The Ink Spot

GDSE's banter bin. Where we complain about clients, post cute ...
 
1:24 AM
@TheMuffinCoder I think Noctrine and Grey can help you if you catch one of them online. Neither of them are exactly artists, but both are way better than most of us ugly coders.
 
2:10 AM
@IcyDefiance testing out modeling and lighting some 2d art
 
2:39 AM
@JohnMcDonald you should really look into making Skippy fish more intuitive, here is a suggestion. Pause for 100 milliseconds right when the player taps. so they can more easily see where they clicked at.
 
Pausing it would make it lose the fluidness that's cool when you're playing well
I don't agree on that one
 
MLM
Analytics with AB testing of where the hotspot is. Then select the option with the best results vs challenge.
 
 
1 hour later…
4:00 AM
Has anybody noticed that KSP measures the size of a blast in "awesomeness"?
Ready for the mun.
 
that looks wicked
 
@Chris ha. thanks. I'm making meshes for a 2d game. LOL
its all projected from view from 2d art and then building detailed mesh for them to use with for lighting.
 
@AttackingHobo Cool, I guess. But what on kerbin is that?
 
sweet
 
small section of a shmup level
 
4:42 AM
Also, spacex uses php.
 
also setting up materials for stuff like the gems. notice the light reflecting on the gem in the animation(artist is going to remove predrawn specular)
 
I think they do anyway.
 
 
1 hour later…
6:10 AM
I want some help in this
 
 
6 hours later…
user92578
12:25 PM
Hey guys!
 
Hey!
 
user92578
My philosophy class today was about entities and attributes. I was like "I'm a programmer, I know this s*it"...
 
Huh. Fore some bizarre reason, YouPorn is looking to sponsor an eSports team: polygon.com/2014/10/20/7013275/…
 
user92578
"Marketing Director @ YouPorn" :DD
 
user92578
I have religion homework :(((
 
12:47 PM
@Tyyppi_77 wat
 
user92578
?
 
what's "religion homework"?
stoning 5 nonbelievers on the way home or something?
 
user92578
Nope, something about savior
 
funny
 
user92578
that'd be nice too tough
 
user92578
12:48 PM
a lot easier
 
probably not
 
user92578
yeah
 
user92578
"but my teacher told me to"
 
except if you want to skip school the next day
that'd work well
 
user92578
I really need to figure out something to work on my game today (still have math homework to do tough)
 
12:56 PM
idea: don't do homework
 
user92578
nah, math's something that I need to be good at to be able to go where I want to after high school
 
user92578
also, I'm like the dude who always does his homework
 
@Tyyppi_77 doing homework isn't the same thing as learning math
 
user92578
true
 
even they may sound the same... oh.. wait, they actually don't :D
 
user92578
1:00 PM
I know math
 
user92578
I just like to also do math
 
user92578
"non-equations"
 
pretty sure nobody "knows" math
 
user92578
I have no idea what they are actually in english
 
user92578
like 5x-3 > a3
 
1:01 PM
I think I know what you mean
inequalities
 
user92578
ah yeah
 
user92578
non equation was a direct translation
 
so I thought
 
Math can be fun. I'm just really bad at geometry, which sucks because ~40% of the central exam is about geometry.
 
user92578
geometry is not my thing either
 
user92578
1:11 PM
aaaand after a lot of calculations and cleaning ( I don't know the terms in english) the result is: x € R
 
user92578
aaand that euro mark is close enough
 
geometry is just hard to remember, not hard to reason about
and remembering things forcefully in this day and age makes no sense
 
user92578
it's just hard to figure out the correct angle the bear is looking along the pole
 
ask the bear
 
user92578
growls
 
1:16 PM
I just rarely see the path to the solution. Often I'll just figure out some angles or congruence and then I get stuck.
 
user92578
or try to measure the angle from the exam paper :D
 
...
 
user92578
then the answer is "This bear was actually blind, so he wasnt looking at anything"
 
The rest of the exams are just integrals and derivatives and stuff, so I get fine grades most of the time.
 
user92578
I haven't got into that stuff yet
 
user92578
1:18 PM
Vectors and matrices come in the fifth period, so on spring!
 
user92578
looking forward to it
 
We're not getting anything on vectors/matrices, I think. :(
 
user92578
matrices are an optional course for me
 
user92578
but since I'm on a math heavy classthingy, I picked it
 
I'll have to choose between statistics and complex numbers soon.
 
user92578
1:23 PM
how old are you?
 
17
You?
 
user92578
16
 
Geometry was my favorite
one reason I liked physics
 
user92578
you have a lot of questions on that website! :D
 
user92578
1:27 PM
are your tiles going to change during the gameplay @Siddharth?
 
Wait, physics? I don't see any of the geometry we're learning being applied to physics.
 
user92578
gtg to eat, brb
 
user92578
@Lokkij physical areas
 
user92578
used on graphs
 
I'm not sure what you mean.
 
1:29 PM
@Lokkij When you're solving many types of classical physics problems, you have to use geometry to get your constraint equations set up
 
Huh. Maybe it's the language barrier; I have no idea what you're talking about. :)
 
there's an example
.
 
Oooh, we use that all the time! That's not really what we're learning in math class though.
 
the polhode rolls on the herplehode without slipping in the invariant plane
I really did like classical physics
hamiltonian and lagrangian mechanics
i did not like quantum mechanics
 
Heh, interesting.
Oh, I like quantum physics. I mean, it's really hard, but pretty interesting.
 
1:36 PM
What I didn't like about it was that I couldn't use any physical intuition on it
you just have to take the experimental results at face value and go from there.
 
Fair enough
I'm in high school though, so the quantum physics we're getting is probably a lot easier than what you got.
 
@Tyyppi_77, no all created environment is fixed
 
user92578
prerender the map into one surface/texture/quad and then render that every frame
 
are you aware with unity environment
?
 
user92578
nope
 
1:47 PM
/me joins
DRAWINGS :D
 
ohhh.. means I have to remove rendering of each sprite
am I right
 
user92578
are you sure there isn't something else going on that's creating the performance drop @Siddharth?
 
user92578
@Siddharth i think so
 
ya because I just created level only in game
no other task I have done
 
user92578
basicaly, at load, you would create a new quad or something in Unity and render all the tiles to that
 
1:49 PM
also I am testing on 512mb android device
 
user92578
does anyone know how this could be done in Unity?
 
user92578
I know nothing about it
 
user92578
Hmm, I really need to design more levels for my game
 
user92578
currently I have two
 
if I remove sprite from all wall component then I get enough frame rate
so that I conclude that this things creates problem for me
 
user92578
1:50 PM
a wall is a collision component?
 
I have to create ready made single image from designer
ya collision component that remain static
am I right?
 
user92578
can you adjust the size of those walls?
 
that is totally maths calculation
nothing special,
 
user92578
like instead of having one wall for every tile, connect the adjanced tiles into one bigger wall collision component
 
at present single block size if 40x44 px
no it is not going to possible
because all game levels are not designed yet
and I want to give full functionality to level designer
so creating large brick not work here
 
user92578
1:53 PM
So instead of this:
 
user92578
 
if I use tiling plugin then there is no performance issue
 
user92578
you wold do:
 
user92578
 
so what they are doing special
 
user92578
1:54 PM
with the blue color indicating a collision box
 
user92578
do you test for collisions currently?
 
user92578
or does Unity do that?
 
2
Q: What is the purpose of void *array = *(void **) member + siz * (*p_n);

georgI am trying to get a protobuf-c example compiled with a C90 compiler (MS VS2012). Within the protobuf-c source code there are two C99 specific things that can easily be changed to be compatible with C90, i.e. variable declaration in the middle of a scope (not allowed in C90) and instantiation o...

 
so how to create level for this type of game??
 
user92578
1000 collision objects might be a lot to handle
 
1:55 PM
ya you are right it is consuming
 
funny comment on that question :)
 
user92578
@Siddharth that's not the same question you asked before and has nothing to do with this problem
 
user92578
@Almo #selfpromotation
 
yeah I need more upvotes on comments. :)
 
at present I am loading level using following type data
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1},
where each 1 and 0 represent different object
 
user92578
1:56 PM
that might work for you case, some others might use something like Tiled
 
"instantiation of structs via the .-syntax (e.g. some_struct_type name = {.a=1,.b=2}." man I didn't know you could do that. looks a lot like C#'s but then you don't need the dots. Damn C/C++ are such convoluted languages.
 
and I am building level in this manner
but how to fit your approach here?
 
user92578
so do you do collision testing?
 
yes I can able to do collision testing
 
user92578
sorry, forget that
 
user92578
1:57 PM
This is how I do it. It might not be the best way, but it works really well.
 
user92578
I use Tiled for my maps. It allows me to draw the tiles on one layer (or multiple) and then draw rectangles over those layers, that specify the collision areas
 
user92578
So the collisions are independent from tiles
 
user92578
Then I load the tiles to one array that I can loop over and render
 
user92578
And the collisionboxes on other array, that is much smaller, since big areas filled with tiles are just one big collisionbox
 
user92578
And use that array for collision testing
 
1:59 PM
but how to create levels in this type?
all other things I can understand clearly
one block is large and other is smaller
 
user92578
Well you could do your approach, with an array of 0s and 1s
 
and then other is medium size
 
user92578
and then use another array and specify the collision ares there
 
user92578
do you have a screenshot of your map rendered?
 
do you want any test level from my side?
 
user92578
2:01 PM
nah, just an image would do
 
user92578
of it rendered in Unity
 
mean you ask about screen shot of level??
 
user92578
yeah
 
at present have just loaded this level
and start pacman movement
 
user92578
it's really hard to actually see why in the world would this lag
 
2:04 PM
all these blocks and bubbles costing too much
 
user92578
Does anyone else have opinions if this should or shouldn't lag?
 
now are you understand my point, right?
 
user92578
To be honest, it doesn't seem that much to me
 
I am testing this level in 512mb ram android device
 
user92578
Does the level work fine on your computer?
 
2:05 PM
ya around 60 fps
 
user92578
and on the android?
 
in 1gb ram device I got around 55 fps
above I have written about android devices
 
user92578
and 512mb around 30. right?
 
right
 
user92578
hmmm
 
2:06 PM
if I just set rending off for walls then I got 60 fps in same device
 
user92578
to be honest, I don't think my tricks will really work for you
 
so that I conclude that this lag the performance
 
user92578
the prerendering of the static level would probably be the way to go
 
because only that I ask about level creation strategy
one point I got from your chat
create prerendered image from designer
and set rendering off to actual wall
 
user92578
no, you should be able to do that in Unity
 
2:08 PM
and directly display that image only
how??
 
user92578
idk, I don't know unity
 
if it is possible then it is really easy for me
okay so I have to research on that
 
Does anybody know how you can 'inspect' C# code. Just like FxCop does? I want to know if i can make a tree of methods called and properties/fields accessed by methods.
 
user92578
VS?
 
thanks @Tyyppi_77 for help
 
user92578
2:10 PM
np @Siddharth
 
VS2013, but I want to do it in code, so I can use that info automatically
 
user92578
ah
 
I research on same and reply you if I found any thing new
 
user92578
@RoyT. System.Console.WriteLine();?
 
Though it wouldn't be a problem if I had to access a VS-sdk like lib
 
2:11 PM
are you available same time here regularly?
 
user92578
@Siddharth usually, but wont be here tomorrow
 
okay thanks
 
user92578
anyone can probably help you here though
 
@Tyyppi_77 haha would be crazy to add that to each method :P
 
now I have to go for home for sleeping
good night
:)
 
user92578
2:11 PM
gn
 
user92578
@RoyT. Well then all I've got is F9
 
user92578
:D
 
user92578
 
:P hahaha
I wonder how they made FxCop
 
user92578
could you use fxcop?
 
2:17 PM
I dont think so
there is no FxCop library
 
user92578
but is there a command line tool?
 
There is
 
user92578
could you use that in your code?
 
Though it seems FxCop is legacy
Whats the new FxCop? :P
"
.NET Compiler Platform ("Roslyn")
The .NET Compiler Platform ("Roslyn") provides open-source C# and Visual Basic compilers with rich code analysis APIs. You can build code analysis tools with the same APIs that Microsoft is using to implement Visual Studio!"
Sounds like what I need
 
comment on P4 checkin I just did: "Remove redundant line of code that was redundant."
 
2:27 PM
ohohohohohohoho
 
:D
 
2:38 PM
Man this Roslyn stuff is powerfull
Just created an entire syntaxtree, in code, using code.. eh
INCEPTION
It might be too powerfull :P
-l
 
2:54 PM
Man this is so interesting... I can really recommend playing with Roslyn
I've got 10 lines of code now, and I can already parse a piece of text, find the class declaration in it, and then iterate over all methods in the class, extracting their names and parameters!
 
giving a 2d game some depth.
 

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