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00:00 - 16:0016:00 - 00:00

Joe
12:19 AM
@TheMuffinCoder let me know how it goes.... if i can help ill be happy to try
 
No hope so far
The compiler is removing needed code but i dont know where to fix it
 
1:11 AM
 
you'll just dream about bugs in your code, that's all
if you're really lucky you'll think of the solution in your sleep
 
2:08 AM
you know I wanted to like Ted, but it's just Seth McFarlane (or whatever his name is) and it was just bad. :(
same timing, same kinds of jokes as family guy, which I don't like
except for that
that's funny :)
 
 
2 hours later…
Joe
3:50 AM
"desreveR" a one button double jump infinite runner, GOING LEFT! (oh the humanity)... Joe's first ever completed compo submission for the JS13k... Do me a solid and check it out!!! js13kgames.com/entries/desrever
5
 
hjahaha
 
Joe
:D... im totally fishing on that one
 
@joe hey nice one :)
just played
 
Joe
tysir im very happy with it
if you think it deserves a star on that message in chat i wont try to stop you :DD
 
i would recommend one teeny change to the controls
 
Joe
3:55 AM
whats that?
 
quake style:
if you're in the air, and let go of space, then hold it, you jump again the moment you hit the ground
makes jumping again if you just tag the very corner of a ledge possible
 
Joe
ahhh
 
no need for frame-perfect timing of the space bar
 
Joe
yea prime up the jump
 
yeah
not that you jump again if you held it since the last jump
requires letting go and rehitting
and that's 13k of javascript?
very cool
 
Joe
3:56 AM
13k of everything
actually im at 13303 bytes
and 13k = 13312
lol
or something stupid close
 
:D
 
Joe
13k minified and compressed*
 
i like that it moves to the left
hahaha
 
Joe
that was basically my contribution
everything else is pretty standard
 
yeah but it's 13k
:)
and GREEN
ok gotta go sleep
talk later :)
 
Joe
3:58 AM
deal nite
 
:)
 
 
2 hours later…
6:14 AM
hi
 
user92578
6:35 AM
Hi
 
6:53 AM
My js code haunted me so much I woke up today at 3 AM
You know what they say
If your 2k lines of js code dont work, REWRITE IT ALL OVER
 
user92578
lol
 
7:13 AM
anyone here know c++ and wana work on a voxel project with me?
 
user92578
Sorry, I only meet one of the criteria
 
user92578
Added area editing to bridges and ladders:
 
user92578
 
user92578
7:55 AM
Hmm I might have to design an interface that doesn't look exactly like Broforce's
 
Magic the Gathering spoilers are looking good! Some really sweet full-art lands and tons of other cool cards
 
user92578
8:13 AM
Working on the tree brush:
 
user92578
 
user92578
I'm not sure if I should do it a smart and generic way
 
user92578
Or just hard code a few positions in
 
user92578
Wait you're the guy from twitch?
 
8:28 AM
yea why
 
user92578
no reason, was just wondering
 
user92578
Added a color variation to the ladders, they now go better with the new bunker tiles:
 
user92578
 
user92578
8:53 AM
I'm not sure if anyone's actually here, but if you know any level editors with good and simple UIs, I would love to do some research
 
I am le here
But I have no idea of level editors
 
user92578
hey le kev
 
user92578
okay
 
user92578
I'm looking into different level editors to make my UI not look exactly like broforce's
 
9:09 AM
@Volatile I do have experience with all those things
 
cool
are you interested in working on a game?
well, game engine, first
did you see my ad?
 
@Volatile Yeah (if you hover over my message you see to which of yours it replied to :) )
@Volatile I am at that, I'm working on one now =p
 
you're working on a voxel engine?
 
No, I'm working on a js13k game :)
Isometric with webgl this time
I have build a voxel engine in the past
 
oh
but you know c++
 
9:13 AM
Yeah
But I don't use C++ for gamejams =p (you need fast iteration times on that, you don't get that with C++)
 
awesome, well I guess now the question is do you want to work with me? I can talk about the project in detail on skype
 
@KevinvanderVelden What language do you use for jams? curious
 
@Volatile I'm interested, exchanging skype over a public chat however isn't something I'll do but here's my steam: steamcommunity.com/id/yourdoom
@Jovito depends, this one javascript because it's a javascript compo. Usually python though
 
cool, python w/ pygame?
 
Python with libtcod was my first gamejam entry, libtcod was fun but its rendering is very restrictive
And, yes, later entries used pygame :)
 
9:20 AM
never heard of libtcod
 
It's a (C) library for roguelike development, pathfinding, line of sight, and rendering as well
But the rendering is based on mapping ascii characters to a single texture atlas
(With some optional features) so it's quite limited
My second gamejam entry used libtcod for pathfinding and line of sight and such
 
@KevinvanderVelden my skype is blazart123, you can add me
 
9:49 AM
Im trying to work out a nice ( mobile friendly ) way of putting a colored grain on the camera using a shader
every try is just to inefficient
 
Yeah realtime cameras are no fun
 
ive got the effect working, just inneficient as hell
fullscreen alpha blending the issue oc
 
I've got tile picking working! Almost
It just needs to be made aware of the fact that it's rotated rectangles, not AABBs
 
user92578
Nice!
 
user92578
Got a screenshot?
 
user92578
Looks really cool
 
And all procedural! :D
 
user92578
Tree stuff works, and with a fairly generic solution:
 
user92578
 
user92578
My tileset is starting to get soooo messy
 
10:11 AM
@Jon Thx :)
@Jon No optimizations has been done so far :P
 
user92578
11:05 AM
Added a bridge variation:
 
user92578
 
user92578
hmm I should probably get started with the homework
 
Jon
12:18 PM
@Hjorthenify what kind of optimizations are you going to do?
 
12:34 PM
thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you
 
Jon
lol
make sure that the sprite is 1 pixel per unit, to denote the proper camera size
But yeah, that is the only way I can deal with Unity's camera system
 
ok will make sure
that thing so does what I wanted
with no fucking around
why doesn't the engine provide such a thing?
"Keep fucking canvas on screen, you fuckwit" check box
 
Jon
LOL
I know right.
It has something to do with the way they handle all aspect ratios
 
yeah
 
Jon
But they should provide a wrapper like this or something :)
If you add a gameobject, with a sprite on it -- sprite of 1x1 white
then set the pixel per unit of that sprite to 1
it will denote the RECT used for the camera to scale to
 
12:43 PM
I'm confused now
i thought it was working but I have somethign wrong
 
user92578
fucking chrome
 
I misinterpreted what I was doing with the screen aspect
 
user92578
wont install, wont uninstall, wont open in less than 10 minutes
 
user92578
now word is crashing
 
user92578
imma restart, brb
 
Jon
12:46 PM
my script will zoom as best as it can, to fit your defined Rect area
it works awesome for panning, and zooming because you jsut have to move the Rect or change the size
 
i've got a screen that's set to native res 640x960
I have a gameobject set to that size, and linked to t he script
But if I set the game window to 960x640 the menu goes off the bottom
I'm sure I have something wrong but I'm not sure what
project is still pretty small i could send it if you are feeling altruistic this morning ;)
 
Jon
yeah sure
 
maniac-games.com/files/Archive.zip
 
Jon
hmmm
missing some files?
 
Assets and Project settings are all you need right?
 
user92578
12:54 PM
oh man
 
user92578
"Music in Christianity became more organized in the 6th century"
 
user92578
:DDD
 
user92578
I'm just so tired
 
Jon
da fuck
bad settings please fix
and it keeps crashing and reopening.. what did you do?
 
is that the perforce plugin?
i'll resend without the p4 plugin
reuploaded
same URL
 
Jon
1:01 PM
ok
so you are having issues with Chaos cutting off?
yeah
 
yeah
trying to get the 640x960 rect to stay on screen
 
Jon
are you adjusting the size of the Rect?
 
I didn't think so
It's that gameobject, and it just sits there
 
Jon
it changes size when you resize the panel
 
oh shit it has anchors on it or something?
I'll go look
 
Jon
1:04 PM
oh
 
it's just a transform htough
I mean, plain GO with nothing on it
 
Jon
ok
it is your canvas
 
the canvas is resetting the camera then
 
Jon
hold on
I use Canvas too.. just trying to see what is different here
 
man this particular thing shouldn't be so complicated
 
Jon
1:07 PM
yeah, the scale I use is different
I use Constant Pixel Size
scale factor 0.5
 
will try taht
 
Jon
yeah try that
should work perfect
 
user92578
 
and "reference pixels per unit 1"?
 
Jon
no
leave that to 100
 
1:08 PM
100?
ok
ok so now my text is MASSIVE
I wish I understood this thing better
 
Jon
want me to resend you this project?
 
scale factor was off
just a sec
weird yours looks right mine doesnt
 
Jon
oh yeah hold on
I stretched out my rect
 
 
Jon
yeah you just need to play with the scale size of your menu
 
1:12 PM
ok so the menu was made for other settings and I just need to fix that
 
user92578
What's with word trying to autocomplete days, and only days?
 
Jon
looks like it works fine for me
 
 
Jon
fits perfect inside my rect
 
you have a sprite renderer on the GO?
is that needed?
 
Jon
1:14 PM
i added it to debug
you can see it
Which is what I was saying, set that sprite to 1:1
just for debugging purposes
you delete that once you are done
 
what "square" image are you using for the sprite?
or does it matter
 
Jon
a 32x32 white squre i had on my pc
doesn't matter, so as long as you set the ratio to 1:1
 
where do you set that?
 
Jon
pixels per unit of the texture
 
ok
 
Jon
1:16 PM
if 32x32 -- set it to 32
if 1x1 -- set to 1
 
ok
 
Jon
www.jgallant.com/files/Archive2.zip
 
when I run it, the sprite gets resized but the canvas is still off
 
Jon
try this
 
 
Jon
1:23 PM
ah
i see what is going on
its the way your canvas is designed
 
somethuing simple?
I hope
 
Jon
trying to fix it up for you
 
:( why is this so hard?
complaining at Unity
 
Jon
1:38 PM
lol
ok well basically your anchoring is messed up
If you want it to always fit, you need to make the anchors stretched out
I was trying to do it, but was getting problems with your text not centering for some weird reason
 
Sprite builder does this properly. So tempted to go back to it
but there's no arguing the business case of having easy build to web
 
Jon
well i can give you my demo
it works
you just have to fix it to work better
 
ok thanks I'll take a look
i shouldn't have to spend days of dev time just to get my stuff to stay onscreen
 
ok thanks
 
Jon
1:44 PM
Archive3
shows you how I set up my anchors in my project, kinda
 
ok
 
Jon
it will work , but you are going to have to redesign
No idea why the Options is small
 
thanks for your help
 
Jon
it is setup the same way as the others -- but it is small for no apparent reason , lol
 
yeah
 
Jon
1:45 PM
no problem .. but yeah, it takes a lot of tinkering
Also, you are going to have to set min/max font sizes
I was pretty successful at the Canvas stuff with this method -- but it gets messy at smaller resolutions
what one of my scenes look like --- That dark black area is my Camera Zoom thing (bottom one)
The top dark rect, is the overlay for the UI
unity will try to draw it over top my scene based on my anchors
If you don't force the anchors in the corners like I did, it will not size
ACTUALLY
just set your base Canvas to anchor to the corners
That might just do it
 
what do you mean set base canvas to anchor to corners
 
Jon
create a new Panel
inside the base of your Canvas gameobject
Then put all your menu stuff in there
Anchor it to the 4 corners
Quite frankly, Unity sucks in this regard.
 
that's putting it mildly
fucking piece of shit
 
Jon
bbl
 
and this scrambling text bug is really annoying
see you dude
thanks again
 
Joe
2:07 PM
@Jon I try to avoid UI in unity at all costs...
anyone have a good read on game Networking?
 
user92578
I bet even with all it's problems it's faster to dev in than writing your own...
 
user92578
And this is from a guy with his own crappy UI system
 
Joe
problem is theres already a global standard amazing UI system, HTML
 
user92578
Oh right
 
user92578
But the functionality is implemented in a horrible language and the result UI differs a bit on every platform
 
Joe
2:21 PM
differing results... yea that is the big downside
but decades old tried and tested "API" man I'd kill for unity to get that
i check Awesomium 64 bit daily
 
user92578
oh lol
 
user92578
My first GunHero menu ever was made using Awesomium
 
user92578
however I didn't like it that much so I dumped it
 
user92578
Trying out a bunker background, need improvement tips:
 
user92578
 
user92578
2:24 PM
That doesn't look that great
 
user92578
I guess I could try horizontal bricks
 
user92578
But I also think that the coloring is off by a lot
 
user92578
horizontal is a lot better
 
user92578
Thank god to Kevin and his awesome generator tool this doesn't take forever to do
 
Joe
oh its soo subtle! i didnt see a difference thought it was just solid black
 
user92578
2:28 PM
oh lol
 
user92578
yeah, way too dark
 
user92578
Okay I think I got the brick pattern going on okay now
 
@Joe HTML sucks man.
 
Joe
dude?! whats better
 
user92578
php all the things xD
 
Joe
2:36 PM
phplease
 
user92578
How's this? I kinda like it
 
user92578
 
@Joe i don't know of what's better. I just know every time I have to work with HTML I want to kill myself.
 
user92578
lol
 
user92578
you should do a HTML project and create all the site art with GIMP
 
2:41 PM
it's like UI system designers don't actually design UIs, so they never see how inadequate their systems (or at the very least their documentation) are.
 
Joe
@Almo oh well as a web professional i can happily say.. that goes away after about 5 years
 
What I'm trying to do in Unity is basic fucking shit, and it seems to be impossible.
@Joe hahah :D
 
Joe
@Almo i feel this exact same way in unity
 
user92578
@Almo But that basic shit is probably something my UI system can't even do
 
Joe
and its even more frustrating because i could do the same UI in html in like 30 seconds
 
2:42 PM
managed to get a rectangle to fit the screen with blackbars so it preserves aspect ratio
but I can't get the text inside to keep its size/position relative to the rectangle
 
user92578
Okay I think next weeks project is going to be re-doing the editor UI to look less like Broforce's
 
and then unity has some bug wehre it stops rendered the text or garbles it
 
Joe
i once hoped that bug was just in the editor
but then i saw it on a device
 
yeah
 
Joe
actually saw it on this game:
 
2:45 PM
i'm so tempted to give up on unity and use something else again
 
Joe
 
oh yeah
 
Joe
and i laughed and was like HEY THATS made with unity
 
they have that problem
 
user92578
ill call it a day and head off to sauna, bye guys
 
2:47 PM
I mean seriously, wtf
 
user92578
lol
 
ok i have to quit for now
3 hours of fucking around and I have nothing
 
Joe
lets get everyone who uses unity here.. and write a fucking UI module
sell it for twice the price of unity pro
and become billionaires because people would buy it
 
hahah yeah
 
Jon
@Almo that is a known glitch
 
2:54 PM
yeah
ridiculous
 
Jon
if you set the text size it fixes in editor
 
happens a lot
 
Jon
yes it does
constantly
 
like, every minute or two
 
Jon
i considered writing a editor refresh script for it
 
2:54 PM
Unity is such a noob engine
 
Joe
problem is its like 15 years old
 
I mean really, it feels very amateur compared to UE4
 
Joe
too old to be a noob
 
Jon
maybe i should invest time in learning ue4 instead
 
I learned how to do animation behavior trees over the last couple days at work in UE4
pretty nice
a few odd things around
 
Jon
2:55 PM
in unity or ue?
 
like compare object to null in blueprint is doing == box, but leave one pin unset, and it says "select asset" there's no "null" setting
 
Jon
my new case
 
your actual one, or a pic from the net?
 
Jon
pic from the net
i got the same case and power supply though
 
ok
 
Jon
3:00 PM
i figured frig it, the other case I have is old, and has a top mount PS
feels like I have been waiting forever for these parts
 
:)
 
Joe
@Chris how did you do your Tallowmere networking? used their (Unity) API?
 
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