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12:00 AM
http://docs.unity3d.com/ScriptReference/AudioSource.html
>Sets how much this AudioSource is affected by 3D spatialisation calculations (attenuation, doppler etc). 0.0 makes the sound full 2D, 1.0 makes it full 3D.
 
Pip
ah, thanks
 
assuming the music, you want it to be played no matter where the camera is and no matter where the audiosource is, 2D means it'll just play
3D means it takes into account where the source and listener is positioned
like a real-world sound emitting from somewhere
 
Unity is C# right?
 
Pip
or US or Boo, but most people use C#
 
yes you can code scripts with C# for Unity
don't use UnityScript or Boo, compiles slow as shit
 
12:01 AM
To what extend is it free?
 
Pip
still not working :/
 
Nice. How is it to make 2D games?
 
when you make a new project, select the 2D mode
and away you go
 
12:04 AM
hmm
I'm REALLY considering moving game engine AGAIN
 
try it
and keep trying until you find what you're looking for
 
Pip
I think I'm content with Unity for now imo
 
Because there is so many bugs in godot.. I liked the idea of it having a C++ backend, but I recently discovered that it's not module based but rather you have to compile the whole godot engine and pray that you didn't make any errors.
 
once I found Unity I stopped looking
 
Which takes about 5-10 minutes
 
12:06 AM
that sounds unproductive and frustrating
 
I mean right now I'm trying to fix a bug where the trigger property of a shape isn't registering...
 
Pip
@Chris are Audio Mixers required in U5?
 
@Pip I have not touched them
 
Pip
hmmmm
 
Oh wow... Now I forced the property through the scripting language and its still colliding -.-
I'll give unity a try
 
Pip
12:07 AM
Can't figure this out... I just deleted all audio stuff and recreated it, all defaults. Didn't work
 
@Pip try making an empty scene and just experiment?
 
Also the resources on godot are scarce which leads to a lot of code reading
 
Pip
I wonder if it's a me issue
yeah, I will
wait wut it works if I take my headphones off :/
 
@Hjorthenify Unity's Scripting API manual is super great, there's also a layman's manual for an overview of things, honestly any Google search like unity3d how to do X will probably show you how to do what you want
 
Pip
I guess it was a me problem then
 
12:09 AM
gotta love that 12mbps download of Unity :D
 
Pip
The Scripting API docs and manual are amazing
:D
 
@Chris Nice. I gotta learn C# tho, but coming from C and C++ that shouldn't be a problem
 
Pip
It took me maybe 10 minutes to download and install U5 (I was using U4 and just ported my project)
 
yeah it's that sort of instant searchable knowledge that helps you make things happen faster
 
Hell I taught myself the python-based GD script(which is what godot used)
 
Pip
12:10 AM
Yeah, you might have to learn about a few new features but C# isn't too different
 
It's more user-friendly, right?
 
Pip
A little
 
compared to..?
 
Nose job.
 
Pip
lol
Super frustrated because (using Unity 5) my DontDestroy script doesn't work anymore :/
 
12:12 AM
@Chris C++
Also how did you make the tilemap in godot?
 
@Pip post teh codes
@Hjorthenify I've never used C++ so can't comment
 
Ah :P
 
Pip
oh wait, I'm an idiot.... I never actually rewrote it when I lost that stuff.... wow. Good job Pip.
 
@AidanMueller Looks like a regular guy and a boxer :D
@Chris How did you make the tilemap in Tallowmere?
 
Pip
C# is more user friendly imo. Properties are amazing. Garbage collection. Pointers are available but almost never used (I have never seen them nor ever seen them used except in examples.).
 
12:14 AM
Lower delay.
 
GARBAGE COLLETION Yep it just became MUCH easier :D
 
@Hjorthenify each tile is a Sprite, and positioned in the world. Think I ended up making each tile be 3 units wide and tall
 
Is it alligned to a grid?
I guess I'll do that before heading to bed
 
Pip
@Hjorthenify YES
 
no grid per se, just positioned side by side
 
Pip
12:15 AM
GC is super nice.... except when it lags out Unity because it collects 4.5 MB at a time :/
Was my fault though
 
@Pip I just stopped reading the list after you pointed out the GC.... :P
 
lol yeah the GC likes to empty itself unpredictably, can cause a stutter when you don't want it to
 
Pip
yeah
 
Oh the GC in a modded minecraft game... See that's bad.
Seeing your game using almost 90% of the 2GB RAM dedicated to it and then drop down to about 50% while your screen freezes...
 
Pip
lol
The Java GC is even more screwy than the C# one
 
12:17 AM
Oh yeah?
 
Pip
yeah
 
How come?
 
Pip
it just is
 
Pip
(In my experience)
 
12:19 AM
How fast does a game in godot run when you want to test something, say after you press run.
 
godot? or you asking about unity
 
Pip
no idea, never used it
Unity is decent
 
Unity
Sorry xD
 
Pip
Like 1-2 seconds max
 
Nice. Godot was instant until I compiled the source myself(latest off. build was from december)
 
12:20 AM
so you click the Play button in the editor, and it starts yeah within 2 seconds
if you have a lot of scripts sometimes it can a few seconds to compile before playing
 
Then it opened some wierd debugger trying to connect to god knows what for 5 seconds
Nice
I remembered I downloaded unity when I was 14
Oooo it's installed
Also I dont regonize it being free back then
 
 
Pip
nice
 
Ahh cool
 
my game, it's just 2D sprites in a 3D space, along the 0 z axis usually. Unity's 2D physics just keep the physics 2D
 
12:25 AM
Why is your character dropping his clothes? :P
 
Pip
Hahahhaha
They're +z to him, it's a perspective thing
it'd look find in 2D
 
clothes are rendered on top, not sticking to the z axis for layering troubleshooting haha
 
Ahh I see haha
Also any particular reason why my Unity is running dead slow?
 
without being in Play mode?
maybe restart unity or computer
 
seems it was just the questioniare and logging in that was lagging
Also what is the asset package for when creating a new project?
 
Pip
12:28 AM
I never use any of them
they're just stuff bundled with Unity that you can use
 
might be for choosing what packages to import into your project, but yeah all optional
 
I see
Oh now I know why I was lagging. Youtube decided to show me the tutorial in 1080p
 
Pip
nice
 
Where do I find the sprite renderer window?
Manual doesn't say
 
the Scene tab lets you view everything in the game world
 
Pip
12:37 AM
yep
 
so if you added a sprite to the Hierarchy, clicked the Scene tab, then double-clicked the Sprite in the Hierarchy, it'll move the Scene's camera to the Sprite so you can view it
 
All it contains is Main Camera
 
Pip
then add a sprite
:D
 
Oh wait
 
click and drag the sprite from the Project tab to either the Scene tab/view, or drag it to the Hierarchy tab
make sure to save your scene often too, just incase it crashes
 
12:40 AM
But it should be there. I downloaded this: assetstore.unity3d.com/en/#!/content/29825
I need to locate and open the scene, right?
 
assuming that's a .unitypackage
 
Oh yes.. Well good tutorial that doesn't say you gotta do that first -.-
 
Pip
Watch the video series that goes with that project @Hjorthenify
 
if you double click it it should prompt you to import a bunch of files
 
I am but he didn't say anything about opening the project
 
Pip
12:42 AM
kk
 
once the files are imported, find the scene file (ending in .unity)
and open it
 
Yeah i'm back on track now. Unity didn't show the scene under assets tho :/
Soo 12 videos which are roughtly 10 min long... It's gonna be 5 am before I finish these xD
 
yeah I'm not a fan of video tutorials lol
 
Me neither...
They should just add a transcript
 
Pip
Eyy my transition now compensates for moving cameras
noice
Noice, I'm caught up with when I lost code, and have improved pathfinding by >9000%. Time to increment minor version number again and add a new feature!
 
12:51 AM
Okay so now the tutor pressed play and an animation is playing, but not on my end.. never on my end -.-
 
Pip
:(
Link incoming for newest build (on Google Drive since server is down for some reason and I'm not home to fix until a week from today)
 
How do I know whats inside the camera's field of view?
 
Pip
uh
press play and see? There's a couple options to play with (Camera z distance, etc)
 
play is black :(
 
if you go into Scene mode
toggle the 2D button beneath the Scene tab
double-click your Camera in the Hierarchy, and you should see an outline of the area the camera covers
 
12:59 AM
That area is HUGE
I think
 
and then figure out why things aren't showing, are they too far or behind, or the camera just isn't positioned correctly
 
Well then it is the animation not playing which is the problem
No.. I just added a reg. sprite to the player thingy and still nothing... gah
Culling is set to everything.. and still -.-
 
I haven't really used the Animation stuff so I won't be much help
 
Viewport rect is 1x1 is that good enough?
 
yep, means it'll stretch with the Game's tab size (eg take up the whole Screen)
 
1:05 AM
Ah.. how do I know which camera is in use?
 
there's always one camera tagged with MainCamera
and then other cameras, there's the Depth var that controls their layer order
 
That's the one -.-
Why wont this work D:
 
if the tutorial is too much, just make a new empty project or scene
learn at your own pace
 
The img is there just click the link
It is not too much, but the dude just rushes :P
And I would have to get the camera to work anyways
 
if you drag a new Sprite onto the scene, does that show up?
just to rule it out
 
1:10 AM
Yes
So it is not the camera...
 
does the Animator need an Avatar? (I have no idea what that is)
 
Tut guy doesn't have one
 
does it show up when you click Play? the play triangle button
 
Fixed it
Somehow the z-order was sat to -10 and I am sure I didn't do it -.-
Same with the next animation I added. That too was put in z=-10
 
Pip
@Hjorthenify use the chat upload thing please, says "Image not found" atm
If you click it works fine
 
1:19 AM
Yeah
 
Pip
1:33 AM
Download link! Version 0.2.5.1 (Pre-alpha): drive.google.com/file/d/0B1R8O3E_hQmod3lpdUtWSWlDbXM/…
 
@Chris I just noticed that the shadow surrounding your map isn't a part of a tile. What is it then?
 
extra sprites
that don't really need to be there lol
 
Ahh
 
I think every block just has those shadow sprites regardless
should probably code a check
 
Pip
lol you could probably cull them on scene enter pretty easily
 
1:35 AM
I think the current code just checks to see if there's an adjacent block, but doesn't check to see if there's a background wall sprite or not, or if there's nothing at all
 
Hmm I want more of a tilemap editor, but it seems you have to pay for those
Because my tiles are much smaller
 
make your own editor!
 
Five minutes ago I couldn't even show a single sprite on the screen and now you want me to make my own editor? :P
 
well either that, or find a free one, or pay up :p
 
@Hjorthenify yes of course
;)
 
YES:
https://www.assetstore.unity3d.com/en/#!/content/9702
 
>The inventor of the Segway is also joining the board of advisors
hah
 
Pip
Lol
Wait a sec... holy shit... he's the guy who started FIRST as well
lol
 
if I keep lifting weights during my compile times, I'll be fit before you know it
up down, up down
 
Pip
:D
 
1:43 AM
I DO THAT TOO!
:D
And I thought I was being wierd, lol
 
that's a really good idea chris
 
might as well try to be productive in other ways too heh
a positive spin on a negative event
 
:)
 
I have this flash-card app I use to study if I know something is gonna take a while
 
Pip
Hmmm what's the next feature
 
1:47 AM
70 seconds is too short of an amount of time to concentrate on much
it's like 30 secs on my Windows machine, but this iOS stuff with my Mac, 70 seconds in the Unity editor, gah
 
It doesn't seem that the tiler editor is compaitable :\
 
decided to add some more mobile icons at the bottom to bring up the different stuff
 
But.. I liked the shadows D:
And good idea
 
Pip
The shadows on the outside are nice, I would say only scrap the ones covered by other stuff @Chris
 
Fuck this Imma do as Chris said and make my own
 
Pip
1:53 AM
:D
It's not super hard
 
How do I remove an asset?
 
Pip
Just a bit time-consuming, but then you can reuse it infinitely
 
I tried deleting it, but didnt work
 
Pip
just right click->select delete
 
Huh apparently I had to do that twice
Nope
It installed itself again
 
Pip
1:58 AM
oh, you want to remove the package?
 
Yes
 
Pip
uh
Don't know then, sorry
 
Managed to remove it.. Was much harder than expected
 
Pip
cool
 
Pip
2:29 AM
Hm. This is my first time using a do {} while(); loop. I kind of like it.
Caravans work!
 
Pip
2:50 AM
crappy gif :/
It looks a lot better when it runs at 60 fps
anyhow, night all. Heading to bed.
 
MLM
@Pip night
 
any one know a decent article on how to simplify the amount of points in a set of paths to as minimal as possible?
involving user constructed paths
 
@MLM Thank you !
so glad it has a name too
easier to ask for help in future
 
2:54 AM
hm thats for a curve mind
mines for straight lines and crossing paths
 
MLM
Curve aproximated by points though which means straight lines
 
 
3 hours later…
6:13 AM
I designed this gear in FreeCAD and rendered it in blender.
 
well look at that
 
cool
was it easy to get that sort of shape/design going in FreeCAD?
 
@Chris Yes. There is this thing that generates a gear shape.
 
nice
 
I then used the swoop tool and used a helix as the path to make it a helical gear.
I wish freecad didn't crash so much.
It wouldn't take to much to turn freecad into a nice program.
I'm going to try rendering it again with 3D printer layering simulation.
 
6:36 AM
make your own vehicle :D
 
@Chris I'm too dumb to make a vehicle :/
 
i've been rendering this water simulation in blender for more than 24 hours 0.0
 
I would try but nothing comes out.
@Mutch95 Cycles?
 
yes
 
That better be an epic sim.
 
6:46 AM
rendering at 1500
it's not really
lol
 
Wow.
I rendered the gear at 2000.
Didn't see how long it took.
I'm guessing 20 - 30 min.
 
@Mutch95 animation or still image?
 
animation
 
well there ya go
 
each frame takes about 17 minutes
 
6:47 AM
how long is it?
 
111 frames
 
You should have made something cool with it. Like a fountain in a park.
@Mutch95 Did you see my sculpt?
 
idk the wheel?
and I was just testing the animation
lol didn't know it'd take this long :p
 
took me 24 hours to bake the water haha
pretty nice I like it :D
 
6:50 AM
The longer nose version is the latest.
 
how long has it taken you?
 
18 minutes into the render and the SSS part of it is done.
 
i have no clue how textures work ;p
so i don't try anything other than low poly
which white frankly I'm not very good at
 
@Mutch95 I just work on it whenever. It's actually a bit relaxing. I really don't know though. Total work time is probably like 2 hours. I honestly don't think that that is a really good guess though :P
@Mutch95 "White frankly"?
 
it's pleasing to my eyes
Quite*
 
6:52 AM
:D
White frankly, I knew what you meaned.
 
oh good :p
 
@Mutch95 You should totally try sculpting. I surprised myself at how good I was at it :D
It's really easy.
JUST MAKE SURE YOU USE DYNAMIC TOPOLOGY!
Dynamic topo makes things really easy and fun.
 
i really want to be able to do this
 
it'd be really pleasing for an adventure game
 
6:55 AM
@Mutch95 You should learn high poly then. That looks like a decimated high poly model.
 
I wouldn't know where to begin with low poly water but the terrain wouldn't be too difficult to model out yourself
Unless you are obsessed with procedurally doing things like so many people are
 
But then again some of that stuff does look modeled.
 
of course it is
 
No clue myself
 
But I still think that most of it is just decimated.
The water definitely is.
@Mutch95 You should try modeling something like that.
Even if you fail.
 
6:57 AM
Failing is learning
 
i wouldn't know how
 
Does blender include high poly sculpting these days or is there another tool for that?
 
How to fail?
Easy you just screw up big time.
@SpartanDonut It has dynamic topology.
 
No clue what that means lol
 
I am guessing the answer would be yes.
 
6:59 AM
righto
 
@SpartanDonut The topology changes as you sculpt.
 
ah alright
 
You draw on a face and it creates new polys in that area without you noticing.
You have to enable it though.
Just one button click though.
 
well i cannot model when rendering sooo
 
~27 minutes.
@Mutch95 If you enlarge this one, you will see where the 3D printer "made new layers".
 
7:02 AM
yes I saw in the cross :D
and it's kind of translucent too
 
@Mutch95 Not as translucent as this.
Not sure why it changed.
Although I think it's the fault of the top face.
 
because it's more solid in the centre ? but the edges are still letting some light through
 
Well I need to go to bed. See ya!
@Mutch95 BTW it isn't more solid in the center. I just created a bump map based on the z axis.
 
oh okay
anyways
night have a good one
 
@Mutch95 I will go now, but here is the nodes that I used if you want to learn.
The bumps were added by the stuff in the left half.
 
7:06 AM
yes i would love to
 
Now, goodnight for realzies.
o/
 

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