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12:06 AM
@TheMuffinCoder Try redownloading.
Your download likely got corrupted.
 
I did this
Deleted all my previous installs of python
Deleted everything associated with Python (pycharm, .py files and stuff)
Downloaded installer tried failed
Followed this
5
Q: Solving install issues with Python 3.4 on Windows

ChrisProsserI have recently tried to install Python 3.4 as an alternative installation on my system in an attempt to familiarise myself before migrating code. My main Python installation is 2.7.6. I tried the 64 bit installer for Windows, but it came up with an error message There is a problem with thi...

Each of those steps
Restarted computer
Redownloaded and tried again failed
Am close to giving up on windows and just log in ubuntu to use python
 
:(
 
WHAT
IT INSTALLED
 
.-.
 
ALL I DID WAS CHANGE THE PATH FOR IT TO INSTALL xD
 
12:13 AM
probably an environment path issue
 
lol
 
yeah
 
@Jovito Nope I deleted those
 
you deleted all the paths?
 
I even changed my registery too
There were python registery files before got rid of all of that
 
12:14 AM
you deleted all you environment paths?
 
xD no
 
oh ok
 
%PATH%=""
 
hahaha
 
All the python ones xD
imagine
If I did
 
12:14 AM
:D
 
waits for a dare
actually it seems that I cant install pip
I was wrong
Python doesnt install still
it lied to me before >>
it wont even let me uninstall the broken one
 
12:50 AM
Hi MLM
 
1:05 AM
Guys I went too low
I gave up installing python 3.4
I installed python 2.7.9 without a problem
 
 
2 hours later…
2:43 AM
@AidanMueller got back from that mission?
I am using Picture in Picture mode on my monitor using my computer for both sources
 
3:04 AM
someone mentioned Offworld Trading Company... it's Early Access on Steam now, and there's a Mac version. So I'll definitely be trying that. :)
 
That was me
 
looks cool
though they say it's not military, but there are what appear to be military options. I'm itnerested to see how it turns out.
 
3:28 AM
I got a call from Nintendo today
 
they want Tallowmere on a console?
 
well, I applied months ago on a whim... this is the first time I've heard back lol
but yeah, they talked with me and in the end invited me to their Wii U dev program thing
so I will investigate and we'll see what happens
but apart from that, NDA lol
 
3:57 AM
that's pretty cool!
:)
 
Joe
4:40 AM
damn dude!
thats sick
 
:D
I'll see if I can make it happen eh
 
Joe
I've heard shady things about the big publishers... I've no real experience but be careful
horror story aside that is crazy good news
 
I think Nintendo's position for indie devs is kind of like Steam, where there's no middle-publisher if you will
like say Activision is a publisher
but someone else develops a game, Activision "publishes" it, yet it's then sold on different outlets like Steam or in stores
 
Joe
gotcha... incoming bad pixel art and 8bit randomness
hmm shouldn't have taken damage for jumping on him
 
hah, nice
I remember reading something on GDSE recently about jumping collision like that
arr, search ain't helping
 
Joe
4:52 AM
I think I need to use a seperate "jumpAttack" collider
because basically hes hitting me same time im hitting him both damages happen? maybe?
 
yeahh, probably need to do a bit of checking
and somehow ensure the "we've jumped on the enemy successfully" check happens before the "oops we took damage" check
probably take velocity into account
 
Joe
short of that my camera looks really jittery here
also I guess I should "bounce" off the mobs head
 
gamedev is intense lol
 
Joe
maybe these are too fine details :D
 
nahhh, they're all good
but yeah they add up
you play it, test it, then think "hmm I think it needs this"
 
Joe
4:55 AM
every minute
 
and then keep doing that til it feels like you've covered everything
 
Joe
soo basically never
 
lol
I either end up feeling satisfied enough to call it good enough, or totally over it enough to call it good enough, whichever comes first
there was a good gamedev article i read recently, lemme find
something about adding in your end boss early on
so you can make your game feel like it has an ending, to help get that proper game flow going early on
 
Joe
oo
 
>Now think about this. Once you have a playable game, what is really stopping you from releasing it and calling it a day? Nothing. If a person can get from the beginning of your game to the end of your game without the game actually crashing, your game is done. However, if your game doesn't have an ending, you have a problem. Most games these days have some kind of ending state to let the player know that they've conquered it. If you don't yet have an ending, make one.
I remember when I added in my death sequence, You Have Died, and tallied up coins and rooms and stuff
and to then have you go back to the start
made the game feel whole
 
Joe
5:01 AM
hmm last boss first
 
It makes sense in a way, because otherwise you're forever chasing a possible never-ending, always-increasing scope
 
Joe
thats pretty much been an accurate description of all my game dev
 
and it's hard, when it's in your head or merely on paper, your game is only half working, the interface is bad, the sprites are sucky
to at least have a tangible goal to try and reach
and it's almost like you could then add in other things between the start and the end, fill up the game with content and things to do
yeah I thought it was a good read
 
 
1 hour later…
6:26 AM
@AttackingHobo The dres mission? I got back with a fuel cheat. I almost made it without though. The other picture is a station.
Red exterior lighting.
 
6:57 AM
Pretttyyy
user image
3
Particle system I put together
 
:D
 
I'm not sure why my computer is so bad at making gifs lol
 
recording video and making a .webm seems to be a growing trend
 
interesting
 
 
4 hours later…
Jon
10:49 AM
@Serial just raise the FPS of your gif recorder
If I am recording fast gameplay, I typically set it to 30fps
 
11:40 AM
@Jon I set my gif recorder to the same fps my pygame screen was running, it is just slow and makes it laggy for some reason
 
Jon
what recorder u using?
 
ScreenToGif
 
Hey! That's much better, Thanks @Jon :)
 
Jon
11:56 AM
yep
 
Pip
12:08 PM
Hahahaha I have a notable question on SO now :P
4
Q: How to accept text input from a pygame GUI

PipI am working on a RPG game using Python and Pygame, and am trying to make a two-part GUI, including a lower part that is like the basic command line, and a top part that will show all graphical "action." What I need to find out is a way to include both in a pygame window, instead of using a pyga...

@Serial looks cool bro
 
Yeah just a little example project to add to my Pygame repo :)
 
Pip
:D
 
I have 8 notable questions from back when I asked dumb questions lol
 
I still get rep from "why do guys in anime often lack nipples?" :P
 
hahahahah good question
 
12:14 PM
It still has no good answer
 
Jon
it effeminates them
 
It does?
 
Jon
no
also
some anime has nipples.
 
Yeah of course
But often they don't
Which is kinda weird
 
Jon
just an art style really
Its like asking -- why do all superheroes wear skin tight outfits? and where to they buy that shit?
Its literally just art -- I can draw a woman with no nipples, that is why art is so cool
 
12:20 PM
True
Though "why do superheroes wear skin tight oufits" is a good question :P
 
@Jon ooh there are plenty of sites to buy that stuff =p
 
Jon
I actually read that it is just because the art style was easier to draw
 
Few of them linkable from here though =p
 
Jon
And the style just continued for comics
 
Well, without getting rightfully flagged
 
Jon
12:21 PM
Very hard to draw action comics, with fluid clothing
 
Oh, 7 day roguelike challenge soon
@Jon huh, that makes sense
 
Pip
@KevinvanderVelden lol
 
@KevinvanderVelden Are you going to participate?
 
@Lokkij seems like fun, I think so
Hmm, can you form teams? I wonder
Seems like you can, sweet
 
I'd like to participate, but I have no ideas, no real experience programming a roguelike, and possibly no time.
 
12:29 PM
I have regular work and the 14th is my sisters birthday so I also have limited time :D
Maybe pool our limited time together?
I'm planning on using python
 
Yeah, libtcod is pretty awesome.
 
Yes :D I was just looking for what it was called
 
I'll have to check a few things, but forming a team sounds good :)
 
Sweet
Are you any good at art? :D
 
Err no :P
 
12:31 PM
Crap, me neither :D
Oh well, plenty of CC things available
 
I think some of the DCSS sprites are CC
The older ones
 
Yeah, and heck, we can always just use ASCII
 
Yep
 
We're looking to form a team for the 7-Day RogueLike Challenge. If you're interested, please message me or @KevinvanderVelden.
4
^ Could someone star that?
Thanks :)
 
12:39 PM
@Lokkij Related to said team: We'll most likely be using Python and libTCOD for it
 
Pip
I might be interested, depends on time
 
Cool!
Soo.. what kind of roguelike are we going to create? Any unique ideas?
 
Jon
space marine..
 
Space marine?
 
user92578
thrusday! I'm allowed to dev!
 
12:43 PM
:D
 
Jon
You are a space marine and you need to level the fuck up
 
user92578
AAaaand turns out that my chemistry group members did not write their parts of the report paper
 
user92578
everyone was supposed to write 25% of the paper, I wrote 50% (was bored yesterday), my friend wrote 25% and the two others did not do shit
 
@Jon I read this as "you need to fuck the level up". Hmm, could we create a roguelike with destructible terrain?
 
Jon
that would be a interesting twist
 
user92578
12:47 PM
lol
 
Jon
so funny lol
 
Destructible terrain sounds interesting.
 
libTCOD has pathfinding, and if we make it a turnbased roguelike noone would care about the delay
 
user92578
Can Python do performant games?
 
user92578
or did I just program poorly?
 
12:50 PM
It can, it's difficult but it can
But the beauty of turnbased games is that you don't need to be that efficient
 
libtcod helps with the pathfinding and LOS, otherwise it would be extremely difficult.
 
Jon
python shmithon
 
1:12 PM
This guy has a cool idea for the 7DRL as well.
 
Huh, sounds cool
 
Pip
1:29 PM
@KevinvanderVelden yes
 
Jon
1:44 PM
Must be nice to be ultra rich, and be able to move all your money on a tax-free account outside of the country, so you don't have to pay any taxes on it
 
> Compiled shader code uses too many instruction slots (761). Max. allowed by the target (ps_3_0) is 512.
Looks like I need to cut down my shader. :P
 
Jon
or up your shader to 4.0
 
I don't think XNA supports that. MonoGame likely does.
Anyhow. It's a pretty poorly written shader :P
I was just messing around a bit.
 
Jon
Smarten up bro
This ain't fast food, you playin' with the big brains now bra
 
lol
It features a shitton of branching. No less than 9 if statements per pixel :P
 
1:54 PM
@William'MindWorX'Mariager wtf you trying to do ?
Since you're a shader whizz any chance you have a nice atmosphere shader?
 
Hehe, just messing around. :P Parallel Margolus Partitioning for Cellular Automata through GPU.
Nope. Only made fragment shaders for this kinda stuff.
 
need a transparency based perlin cloud rendering with edge glow mesh shader
I'm thinking that right now the best approach is to have a planet built using 2 spheres
the inner is a chunk based terrain mapped sphere and the outer a perlin clouds atmosphere
keeps them separated
Don't really understand at the moment why a unity sphere with a texture on it results in 10 draw calls !!!
its 1 small mesh
not that it matters, im replacing that with my mesh gen this week
 
Visual Studio autoformats HLSL like a piece of shit ...
 
user92578
Visual Studio doesn't format GLSL at all so be glad
 
Jon
2:05 PM
there is probably a plugin for it
 
user92578
I'm seriously so pissed of at my lab partners that it's all I can think of...
 
user92578
I need something nice to dev now
 
user92578
maybe ill try to get the gun-climb-thingy sorted out and then never ever do that thing again
 
user92578
I should also open a motivational gamedev stream on from twitch
 
user92578
Rotated in-game pixels look ugly, but so do rotated sprite pixels too
 
2:14 PM
Yay it works!
GPU powered sand game. How funky.
 
user92578
for a moment I wanted to drop the gun out of the game, but then I remembered I was making GunHero
 
It's buggy though. Time to debug it.
 
user92578
@William'MindWorX'Mariager nice! :)
 
It's really cool. No more lag when there's too many particles.
Now I just hope I can fix the bug. :P
 
Hellooo
 
2:15 PM
Hello Oliver :P
 
user92578
heyah
 
I'm working on my first thing with vectors! I know it aint much. But I would like some help. I am doing a matrix effect I did some years ago. But now with vectors that can go in different angles. The problem is that I want to know when a vector has left the screen so I can reset the position.
Weee
Gonna make it so the old symbols fade.
 
Looks funky :P
 
Ya
Gotta start somewhere
:p
 
2:19 PM
That's the GPU sand game. The bugs are obvious.
Just gotta track them down.
 
user92578
What are you using for this?
 
HLSL
And a bit of XNA to run it. :)
 
user92578
wow, that's cool
 
Yeah. Doing it mostly for the thought process. It's interesting thinking in fragment/pixel shader logic.
 
:D update haha!
:p the angle can be changed. lol
 
2:25 PM
IT WORKS!
WHOOO!
Turns out I forgot the 9th rule for the sand effect. :O
But now it works perfectly
Fully GPU powered falling sand :D
 
Nice, what kind of resolution can you get out of it? :o
That should be something the GPU is great at
 
Exactly
1080p runs at around 500 FPS for me.
 
At 720p I hit 1k FPS.
No wait, 1200 FPS.
 
That is really cool, I've always wanted to try something like that
It would be fun to mess around with
 
2:33 PM
I'll throw the source on Github. You're free to take a look once it is up.
 
user92578
I think this works okay:
 
user92578
 
user92578
The climb animation is still a little bit odd, but I think it's good enough for now
 
2:36 PM
Yeah that looks fine
 
Looks cool @Tyyppi_77
 
user92578
thanks all!
 
Pip
:D
 
Joe
@Chris I read that article and I think I will be giving this a try
 
Jon
2:55 PM
I don't relaly get it
 
Have you ever coded in Java?
 
Jon
Yep
 
Pip
One of those was a C++ error in the JRE :P
 
Errors like mad.
 
2:58 PM
I did a teeny bit of Groovy
 
Pip
 
that sucked
 
Pip
Java sucks :(
 
all groovy tutorials assume you know Java, and I don't
 
Jon
Meh.. you get compilation errors when you code, its part of the game
 
2:59 PM
Yup C++ with JRE = BUILD ERRORS
 
and whoever designed groovy hates typing, and it has really terse impossible to read syntax
also there are two or three ways to do things. verbose and non-verbose
makes it really hard to read examples
@IcyDefiance I couldn't play sona last night people kept dodging
pick sona, dodge. pick sona, dodge. pick sona, I say I'm an experienced sona player, dodge.
 
3:11 PM
user image
6
It'd be nice if it spread out more when it forms a pillar. But it's not bad for the default rules.
 
Needs more fire
 
If you increase the rate at which it spreads out wouldn't it resolve that issue?
oh wait I see
 
it doesn't spread though. if ithere's a pixel beneath it, and it can move right or left for there not to be, it does, then continues falling straight down
that's what it looks like to me anyway
 
That sand gif looks awesome!
I finnished my matrix thingy :b... jsfiddle.net/Schoening/kuzcjqzj/19/embedded/result heh. Not a game. But nice to finally start using vectors.
 
Jon
3:29 PM
you just write that @William'MindWorX'Mariager?
 
Not the article no.
 
Jon
its a decent sand model
 
It works nicely yeah.
The tricky part was making it work in a fragment shader.
 
Jon
you could improve on it, by forcing the sand to go horizontal when it creates columns
 
Pip
 
3:33 PM
Yeah. It's a bit hard with a 2x2 section. I guess a 3x3 would make it easier.
 
Pip
Hahahahahaha
@William'MindWorX'Mariager yes
 
But 3x3 will definitely be a problem on ps3. Then I need to move it up.
 
Pip
It would make it much, much more complicated though
that's true
 
Jon
why is IPA beer all of a sudden so popular?
 
Pip
I need to work on something.... no motivation
Super stuck with pathfinding atm
 
Jon
3:41 PM
you still haven't fixed your pathfinder?
 
Pip
It worked when I was testing with static maps, but now when i make nodes it doesn't seem to work
 
Jon
 
Pip
and debugging is effort
You know what, spending 15 minutes on that. if there's no progress, I'll go work on something else. If there is, I'll finish it today
 
Learn to love debugging
And get great at it
 
Joe
90% of the job, eh maybe 50%,
 
Pip
3:43 PM
fair enough
 
Jon
102% of the job
 
Pip
9001%?
 
over 9000%
 
Pip
lol
 
Jon
people make up statistic to proove anything... 43% of all people know that
 
Joe
3:44 PM
50% debug, 40% is struggling with naming things, 9% planning, 1% coding time?
and of that 1% on a good week 1/3 is youtube?
 
Jon
40% of my time, is fighting off my legions of fans
 
Joe
heheh doesnt have THAT problem
 
Jon
everytime i'm out in public, all i see are flashes of light
 
Why the hell does Flash Builder think there's no more space for my 80MB app on the iPad with 1.4GB free? Argh.
 
Pip
3:46 PM
welp. New issue :P
 
Jon
@Joe that wouldn't work on a good camera probably
 
Pip
Paths are "getting completed" but aren't actually having tiles added to them :/
 
Jon
or if I just turned my flash off
 
Pip
wtf
 
Jon
oh man..
people are going to eat themselves to death
 
Pip
3:48 PM
yep
Hm
this is looking interesting... why isn't it finding paths?
Valid Click! {X:416 Y:396}
Route complete or no route is present.
Valid Click! {X:667 Y:244}
Route not complete.
False
Path found:
Valid Click! {X:437 Y:225}
Route complete or no route is present.
Valid Click! {X:529 Y:428}
Route not complete.
False
Path found:
Valid Click! {X:667 Y:264}
Route complete or no route is present.
Valid Click! {X:73 Y:364}
Route not complete.
False
Path found:
Valid Click! {X:194 Y:613}
Route complete or no route is present.
Valid Click! {X:197 Y:345}
Route not complete.
There should be a list of node positions after that "Path found: "
Breakpoints time
 
Jon
LOL -- programmer explains algorithm to reporter
 

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