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12:00 AM
3 mins ago, by MickLH
@SpartanDonut lol "Dear Spartan, We got that fucking fucker. You're awesome bro. --Rito"
I posted that as a reply instead of an edit, chaos follows
 
ahh
 
I would actually be really mad if that guy got banned from TED
Because seriously, how???
I often resort to things like ( stuff :] ) when I want that perfection, or just rearrange the sentence to get the point out of the parenthesis
Basically all options are compromises
 
I just don't do things (like this :) ) because it never works out
sometimes I do it (like this) :)
I stuck something one the office door at work today
"We at SQA take great pride in making your life both more difficult and easier at the same time"
one of the managers requested it written in helvetica 72
but I did it in sergo UI 60 because I'm that kinda rebel
 
12:25 AM
@MickLH it's quite a surprise, that mods didn't remove that one :P
 
lol well it's too accurate, it would be like censoring the truth
jk
 
shouldn't be a surprise. nothing wrong with swearing.
the fact that it is a surprise kind of pisses me off
 
@BlueBug yes
 
Pip
1:02 AM
YES
Content loading fixed, tiles are pooled
good day for me
 
Me looking at my game : ... no enough particles
 
Pip
:D
 
i got the reference!!!!!! xkcd.com/556
 
Pip
1:22 AM
God damn what the fuck is the issue
Any ideas @Chris @Jon @MickLH ?
 
dunno
 
Pip
public bool OnScreen(Vector2 point)
{
    Rectangle rect = this.Rectangle;
    return ((((rect.X <= point.X) && (point.X < (rect.X + rect.Width))) && (rect.Y <= point.Y)) && (point.Y < (rect.Y + rect.Height)));
}

public bool OnScreen(Vector2 point, Vector2 size)
{
    // Check if each corner is inside of the camera rectangle
    return (
        OnScreen(point) // Top-left
        || OnScreen(point + new Vector2(0, size.Y)) // Bottom-left
        || OnScreen(point + new Vector2(size.X, 0)) // Top-right
that's my on-screen check
 
@Pip what's the problem?
 
Pip
Something makes me suspicious of my pool, but that doesn't make sense because it's the same tile over and over again
@Ali.S the flickering tiles on the edges
 
as far as i can tell that could be the intention
 
Pip
1:27 AM
It's not
 
well, reading your onscrean function, it doesn't seem to have any problems
 
Pip
Yeah, I don't think that's it
can't think of another issue though
It works fine in most camera positions
 
what's your camera setting?
maybe that's caused by floating point error?
 
Pip
I'll print it out and see
I SHOULD only be incrementing by 1 at a time, so no floats IIRC
uh
I have absolutely no idea
 
gah white theme
my eyes
 
Pip
1:40 AM
Other than that, any ideas on why that could happen?
 
mm, not from what you've said so far
camera isn't moving?
 
Pip
yep
 
then your OnScreen() functions should return the same thing every time
yeah that's odd
 
Pip
yeah, can't figure it out
 
1:57 AM
btw pip, you said you started doing some RoR stuff, right?
what editor do you use for that?
 
Pip
I'm using Vim with some plugins
Aptana and the IntelliJ thing are both good IDEs however
 
aptana requires java and rubymine isn't free...could install aptana if I have to...
 
Pip
mhm
Aptanta is pretty dang nice
 
tried vim with a plugin but the code completion couldn't decide if it wanted to work or not
 
Pip
Lol
Code completion is for losers XD
jk
Intellisense is amazing
 
2:01 AM
I need completion
I go insane without it
 
 
1 hour later…
3:25 AM
$ ->
  $('#file-upload').on 'change', ->
    $('#filelist').html ($.map this.files, (x) ->
      x.name
    ).join("<br>")
coffeescript with jquery, not even once
 
god I hate coffeescript so much
I don't know who decided it's a good idea, but they were wrong lol
 
lol yeah I might just go with normal javascript instead
I mean, it's kind of cool, but completely unreadable
 
I used to be neutral about coffeescript until I actually tried it lol
Then I realized it's somebody's toy project that they were too over-confident to throw away when the time came.
So instead they indulged in their narcissism and tried to push their half baked horror on the world
 
odd, $.map(this.files, ...) works, but this.files.map(...) says "undefined is not a function"
 
And I just googled for a good a case for coffeescript, and found no good cases, only some guy ranting that he disagrees with someone who made good points against it lol
This ranter is also one of "those guys" evidenced by his usage of words here: My response to this, in the immortal words of Dwight Schrute, “false!”
 
3:37 AM
lol
 
As soon as you start talking like that, please die
() is the effing function call operator... don't take away the function call operator and replace it with something implicit....
or go ahead and do that, but don't effing tell me that's more readable
it's taking AWAY the landmark
 
I like the -> thing though. if it was all exactly like javascript, just with -> added, I'd use it.
 
Lol now I read the guy's article against coffeescript. He's biased too
But he does have a description of the problem with it, in one picture
I literally can't read this: wash plate, brush, sink for key, plate of dishes when plate.dirty if meal.status is 'done'
but apparently this is what it means:
if (meal.status !== 'done')
  return

for (var plate in dishes)
  if (dishes[plate].dirty)
    wash(dishes[plate], brush, sink);
 
MLM
@IcyDefiance es6 has arrow functions. You can use a transpiler to get that functionality today
 
Also there is this: jsil.org
Which runs the monogame platformer demo
And also I've never heard of this one, but they say it's based on Microsoft Roslyn: duoco.de
 
3:50 AM
mm, transpiler for es6 sounds cool, but setting up to work automatically with my workflow might be a pain
not really sure how rails works yet either
 
MLM
I don't think so. So many ways to set it up easily. Gulp, webpack, jspm
 
there's a ruby gem called sprockets-es6. installing it now. gonna break everything. :'(
I've forgotten how to not know what I'm doing
well that was easy. need an es6 extension for brackets though...
 
 
3 hours later…
6:44 AM
Ping
 
:I
Icy how are you with math?
/alcohol
Errh.. I mean Algorithms
 
I'm okay
one of the better people in this chat room, but not the best. Mick has me beat there by a lot.
Almo too, probably...
 
Think you can help me with some angle problem I have? :P
 
probably
answer is trig
 
6:49 AM
Let me find the code
And no it's not
 
answer is always trig. if trig doesn't work, then you haven't used enough of it. :D
 
public static float TurnLimited(float currentAngle, float desiredAngle, float limit)
    {
        float diff = currentAngle - desiredAngle;
        if(diff < -180)
        {
            diff = 360 - Mathf.Abs(diff);
            diff = -diff;

        }
        else if (Mathf.Abs(diff) > 180)
        {
            diff = 360 - diff;
        }

        if (Mathf.Abs(diff)  <= limit)
         {
             return desiredAngle;
         }
         else
         {
           //  return currentAngle + limit*(diff/Mathf.Abs(diff));
There.
I made this to limit the orientation of an object. If the object has to turner further than the limit to reach the desiredAngle, then it returns -1 or 1 depending on what direction it has to turn in order to get within the limit
-1 is clockwise and 1 is counter-clockwise
It works flawlessly until currentAngle is 350 and desiredAngle is 2
Then the object want to turn the long way around
I'm thinking I need to check if one of them is above 180 degrees and the other below, but I can't wrap my head around it
 
yeah your function doesn't "wrap around" zero
like, to your function, zero degrees is a hard wall that the rotation can't move through
god I suck at explaining things
 
The angles are guaranteed to be between 0 and 360 btw
Hmm
Maybe if I added 360 to the smallest angle
Any ideas how to fix it?
 
yes but I'm not sure it'll work yet. trying to think it through.
brain doesn't work too well at 3 AM, lol
 
6:57 AM
Brain works best at 3 AM
But it doesn't work well at 8 am :P
 
public static float TurnLimited(float currentAngle, float desiredAngle, float limit)
{
    if (Mathf.Abs(diff)  <= limit)
        return desiredAngle;
    else
    {
        Debug.LogFormat("{0} {1} {2}", diff, desiredAngle, currentAngle);
        if (Mathf.Abs(currentAngle - desiredAngle) > Mathf.Abs(currentAngle - 360 - desiredAngle)
            return 1;
        else
            return -1;
    }
}
I think that will work
probably
 
Testing hold up
 
actually it might be backward lol
 
Doesn't work :(
 
yeah it's screwed up, but on the right track...
 
7:05 AM
:P
Why must something this simple be so complicated -.-
 
lol it is simple. I just can't think through it properly.
 
Same problem here..
At every other angle I'm getting the distance and direction right
It's nearly fixed
 
public static float TurnLimited(float currentAngle, float desiredAngle, float limit)
{
    if (Mathf.Abs(diff)  <= limit)
        return desiredAngle;
    else
    {
        Debug.LogFormat("{0} {1} {2}", diff, desiredAngle, currentAngle);
        if ((desiredAngle - currentAngle + 360) % 360 < 180)
            return 1;
        else
            return -1;
    }
}
try that
if that doesn't work then I quit
 
7:20 AM
YOU ARE A GENIUS
@IcyDefiance Thanks! :D
 
actually just stole this answer (stackoverflow.com/a/7428798/1995101) but don't tell anyone
 
Ahh
 
Quick... Edit the message with something clever!
 
nah too much effort
 
user92578
7:31 AM
Good morning
 
user92578
@Hjorthenify Awesome!
 
user92578
What happened to the walls and doors?
 
at the end of frustrating madness of art, I decided to go for the super-square art style.
fu__ this art and pixel stuff. I will do squares.
it looks nice... yes it does... it looks nice... isnt it? @Tyyppi_77
yes? yes..? YES? shivers
 
user92578
well I guess so
 
7:35 AM
+_+
 
user92578
I'm not the one to judge your decisions
 
Liked the old better :P
@Tyyppi_77 thanks!
 
(ノಠ益ಠ)ノ彡┻━┻.
 
user92578
Well ofcourse, if one can choose between awesome pixel art walls and pink squares, one will choose pixel art walls
 
user92578
But I'm not saying that the current look is bad
 
7:36 AM
Me neither
 
!!
:D
 
BUT think about it. Once you got the walls done, then you can just reuse them on every map you're gonna make
 
user92578
Yeah
 
user92578
All you need is floor tiles
 
user92578
That's 9 tiles AT MAX
 
user92578
7:37 AM
you can do just one also
 
Yeah
 
user92578
Remember: art comes with time
 
Man.. I'm so glad to see my robot "alive"
 
user92578
Me too :D
 
I've been so used to it just sitting there, dying when I accidentaly shot the nearby barrels :P
 
7:38 AM
it's that... I am not happy with my art-no matter how much I try, it doesn't make me happy because I want something like this
 
@BlueBug Art is only 20% of the game :P
 
user92578
79% of game mechanics
 
what's the last 1%
 
user92578
no idea
 
coffee
 
7:40 AM
pours coffee onto the computer BE A GAME!
 
user92578
ah, that's it!
 
@Hjorthenify you said robot, you have a "robot"?
 
user92578
So I think I need a way to notify my menus that the screen resolution changed
 
user92578
So that they can center themselves
 
16 mins ago, by Hjorthenify
user image
 
7:41 AM
ah! that robot!
 
user92578
I think juice is more than 1%
 
user92578
Or well, juice is just lerp
 
@Tyyppi_77 Use anchors
 
user92578
I wish I had fancy stuff like that
 
7:42 AM
Actually.. I think the 1% is ads. I tend to see a lot of those in games these days.
 
it's got ray tracing casting? I like that subtle "arm movement" @Hjorthenify
 
Yeah it scans for targets using ray casting
 
user92578
My enemies do that too
 
and thanks :)
I'm thinking of adding two rays, each scanning half of field of the view
 
user92578
I'm just checking the angle between the forward vector and the vector from the enemy to the player
 
7:44 AM
I dont want that since I want my player to be able to hide
 
user92578
right
 
user92578
hide how?
 
Like behind objects
 
user92578
Like I mean I do ray collision testing first
 
And then it checks the angle between enemy and player?
 
user92578
7:45 AM
yeah
 
user92578
and also if the distance isn't too big
 
so it raycats towards the player first?
 
user92578
Fuck my dynamic renderer scaling is creating seems once again
 
user92578
yes
 
Now why didn't I think of that...
 
user92578
 
user92578
m_TargetEntity is the enemy in this case
 
@Tyyppi_77 Why don't u get the distance to the player before you cast the ray?
 
user92578
Because I haven't optimized it that far yet
 
user92578
It'd of course be the best if the ray cast was the last operation
 
Just get the lenght of the vector?
 
user92578
7:53 AM
As it's the most expensive
 
Oh wait you do, but after the vector
Hmmm.. Should I make mines explode if it gets hit by an explosion?
 
user92578
Definitely
 
Alright :) Done.
 
8:09 AM
Or almost.. Now I can shoot mines, lol
 
user92578
8:53 AM
Aight menus now center themselves when the window is resized
 
user92578
Aight level shake is now optional
 
user92578
The game looks surprisingly different on a smaller resolution scale:
 
user92578
 
user92578
And looks like it's scaling the player image in the HUD
 
user92578
I don't like that
 
user92578
9:07 AM
Unless... maybe I should scale the HUD
 
9:20 AM
Such monologue :P
 
user92578
:D
 
It looks good. No need to scale the hud
 
9:32 AM
@Tyyppi_77 how much actual gameplay is added to your game?
 
user92578
well there are boxes that drop loot
 
user92578
prisoners that can be requed
 
user92578
enemies that can be killed
 
user92578
enemy spawners
 
user92578
barrels that explode
 
user92578
9:35 AM
then the spinning wheels of death
 
user92578
that's about it
 
user92578
I think most of the gameplay features are there
 
user92578
I just gotta start making levels soon/writing the story/campaign out
 
user92578
Trying to make the progress bar look better:
 
user92578
 
user92578
9:38 AM
So far no success
 
user92578
This looks okay I think:
 
user92578
 
user92578
I think this works quite nicely:
 
user92578
 
9:58 AM
@Tyyppi_77 nice :)
@Chris I laughed
 
What did you laugh at?
 
ah :)
 
Phone gave me a hard time posting that -.-
 
hello everyone
 
user92578
10:01 AM
Hi
 
Cant bigguns become a companion?
Hi
 
I am new over here, I need you help with a game I am working on right now
 
@HarikrishnanT Ask away! :)
 
0
Q: Actor not taking touch libGDX

Harikrishnan TI am trying to handle the touch of one of the Actors in the stage. The following is the code I have written: public class MyGame extends ApplicationAdapter { private GameStage gameStage; //Game stage is custom stage class. @Override public void create () { gameStage = new...

I have followed so many tutorials and went through a lots of answers
but none seems to be working in my case
 
@Hjorthenify nah he's too fat :D
 
10:03 AM
Well.. He should be running around anyways then :o
Also i want a hydra head helmet....
 
@Hjorthenify That's a cool idea, I'll write that down
 
@HarikrishnanT Is this the simplest possible scenario? E.g. an empty scene with one actor that's as simple as possible?
 
@Chris :D
 
there is a background, of a sky, that is an actor, a few clouds moving in the sky, a few balloons flying and a few birds flying already
and then there is my actor, he is there already, moving around like a charm
but not taking the touches
I am actually pretty new in game development and libgdx, started with it just 2 days back.
I am basically from mobile app development background
 
Hmm. Maybe there is another actor with a transparent bit overlapping with the touchable actor?
 
10:09 AM
Cool concept
 
no other actors are touchable
and this one is the one i added the last
so it should be in the top of the view hierarchy right?
 
I think so (I don't know much about libGDX specifically)
 
@Hjorthenify Reminds me of Messiah a little bit, gog.com/game/messiah
 
oh.. :(
 
possessing and all
 
10:12 AM
It does
 
let me check
 
That was a starter :D
i got the control in it, now let me do some experiments and will update
 
Cool! :)
 
10:20 AM
:)
Anyway I am still wondering why my code doesn't work. It is marked as accepted solution in some questions
 
user92578
Guess what SDL_SetWindowBordered(m_Window, SDL_FALSE); does?
 
user92578
"Removes the window border"
 
user92578
Wrong.
 
user92578
It removes the window caption
 
user92578
Which is something, but not what I wanted
 
10:28 AM
That's kinda why i gave up on SDL :P too many weird behaviours
 
user92578
Now I'm trying to hack this with WinAPI...
 
user92578
SDL is not digging that
 
user92578
hmmm :(
 
user92578
Got it!
 
user92578
10:34 AM
Gotta love WinAPI
 
Heh, try debugging why shaders aren't doing what they're supposed to =p
 
user92578
10:48 AM
I hope this stuff will be nicer on Linux
 
@Tyyppi_77 just a quick question, are you using SDL2 or 1.2?
 
user92578
2
 
and is it pure SDL? or are you using OpenGL to actually draw things?
 
user92578
pure
 
man, I hoped you say it's bundled with OpenGL
You could add awesome visual effect that way
 
user92578
10:51 AM
I tried switching to OpenGL a while back
 
user92578
Ran into performance problems
 
user92578
Spent like two weeks working on a SpriteBatcher
 
user92578
gave up
 
user92578
@Ali.S :O What effect?
 
even without batcher you shouldn't face any problems :|
 
10:52 AM
@Tyyppi_77 uuh, any effect? =p
 
@Tyyppi_77 like anything, shader based!
 
user92578
Well VBOs killed my performance
 
mist for example...
 
user92578
Ah I thought you had something special in mind
 
user92578
I don't really need effects tough
 
user92578
10:52 AM
Like sure, I could do some cool stuff with shaders
 
or night vision
 
user92578
But I'm doing fine without too
 
user92578
But maybe one day I'll switch to OpenGL
 
if you ever wanted, I've written a simple to use OpenGL library once
 
user92578
But really back then the performance with VAO/VBO code was awfull
 
user92578
10:53 AM
glVertex calls were awesome
 
user92578
But uknow, I wanted modern stuff that's not deprecated
 
it was mostly written as an assignment for the "Computer graphics" class that I had about a year ago
Mine is all modern :P
 
user92578
Thanks for the offer but I really gotta write my own one
 
like OpenGL 3.1
 
user92578
Of course having a reference wouldn't hurt :D
 
10:55 AM
this is it:
nah... that's not the one :P
it's just the OpenGL stuff built on top of GLUT
though converting that to SDL is pretty easy...
 
user92578
Do you mind if I bookmark that and then come back to it in a year or so when I decide to transition to OpenGL :D
 
@Tyyppi_77 I'll be more that glad if you do :D
 
Jon
@Hjorthenify is that your concept?
 
@Jon what is?
 
Jon
that gif you posted
 
11:09 AM
Which one of them? :P
 
user92578
I gotta go to my cousins bday party, bbl
 
Pip
gm GDSE
 
11:26 AM
Hi Pip
 
Good morning
 

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