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Pip
12:36 AM
Whoa
You don't have to specify <TActionType> in this case:
    private void RaiseAction<TActionType>(Action<TActionType> handler, TActionType e)
    {
        if (handler != null)
            handler(e);
    }
Where RaiseAction<TActionType> is called like: RaiseAction(Draw, gameTime); and Draw is an event Action<GameTime>
noice
 
 
4 hours later…
4:53 AM
@jon do you have any interest in GDW input on your interface?
@jon dood the line locker is so much better :D
 
 
5 hours later…
user92578
9:42 AM
 
user92578
Weirds bugs at GunHero land
 
user92578
White line is a quadtree node border
 
user92578
ah, the player gets located to a wrong node
 
user92578
weird
 
10:17 AM
Silly quadtree :P
 
10:31 AM
does anyone know an easy way to debug compute shaders with unity / vs ?
im basically resorting to old school per line trying to dump random stuff in buffers
 
user92578
10:56 AM
man this is annoying to debug
 
:(
 
user92578
suddenly the player gets relocated to the second level topleft node
 
1:47 PM
@Tyyppi_77 nice panning
 
2:06 PM
The merry Christmas exploit
 
Jon
2:33 PM
@Almo what is GDW?
The about page bug.. is really weird
works for me
works for my gf too.
 
Jon
2:50 PM
 
3:01 PM
I've gotten to a point where I can try another release out.
Always fun to make progress:-)
 
@Jon Graphic-Designer Wife.
 
Jon
sure
 
She'd happily give you a few tips for things you could clean up in the interface.
ok i'll run it by her
I just ran it again on the phone, and that text is still up top
 
Jon
weird.
it is literally impossible
 
Running my build with WebGL in debug mode is giving me an out of memory issue...
 
Jon
3:11 PM
I have a feeling something fucked up during compile on that particular build
 
My build is tiny, no idea how it could take up 256 MB of RAM...
 
Jon
Yeah
I have had the same issue @PearsonArtPhoto
my world builder -- i can't run it in webGL at all
runs out of memory immediately
 
If only I could get the thing to compile... Sigh.
 
Jon
set memory to 4GB and it still runs out -- which makes absolutely no sense
 
WebGL just isn't ready for prime time yet.
Well, this is my last attempt, and if it doesn't work, I'm going to release the build using Unity WebPlayer again...
Must be something about a dynamic environment, a memory leak with WebGL or something...
 
Jon
3:14 PM
have you tried raising it to 512?
or 1024?
 
I just tried 512.
There's something weird with my WebGL build still, that I don't understand. I really need to figure it out... Sigh.
But I don't have the time to do it right now.
Well, another release can be found at gamebucket.io/game/75ecfe68-d022-48a3-a631-aa77ace1176a . It's not much better than the previous, but does have a few bug fixes, added contracts as a feature, and probably a few other things.
It's really unbalanced, but I'll get to that eventually...
 
@Jon could help if the onmousedown were #ifdef in for running in the editor :)
 
Jon
Yeah , lol
 
has that been submitted yet?
the checkboxes?
 
Jon
no
working on it now
 
3:21 PM
ok just checking
 
Jon
Sounds?
 
what you mean?
 
Jon
I really don't feel like adding any -- but some people requested it... Also, I think it could add some dimension to the game -- for example, if you solve a grid but the solution is wrong, I could play a sound that indicates that.
 
I think sound would be nice, honestly.
check freesound.org.
just need to list them in the credits
 
Jon
I'm well aware of freesound
 
3:24 PM
ok :)
 
Jon
fucken sucks to dig through all that
 
@jon i suspect ios 7 on the weird text thing
 
Jon
not me
all the rest of the text is fine.
 
I mean why is your name at the top on my iphone, but not trena's
difference: my iphone is iOS 7
 
3:26 PM
That's a fun random sound effect generator, can be useful in a lot of things.
 
Jon
@PearsonArtPhoto you think we live under a rock ? :P
 
No, just that I do.
 
Jon
so.. on ios7... that textmesh renders up top
But all the others on that screen are fine
 
seems like it
 
Jon
That is pretty strange
I have no idea how to fix that
 
3:27 PM
rebuilt
trying again
 
Jon
I could try to force the position in code
 
ok it's fine now
hahah no idea wtf happened
 
Jon
ok good
I know what happened... UNITTEEE
 
ok i'll have her look at it, and i'll get back to you probably tonight or tomorrow about that
today is "buy and assemble ikea furniture" day
 
Jon
fun
 
3:31 PM
hahah YEAH
been playin more necrodancer...
holy shit, it's just amazing
what a great game
 
Jon
sounds lame
never heard of it though
looks interesting.. would probably not play it
 
the roguelike elements are solid, and the music elements are very well-done
like all of the characters everywhere dance to the beat
and it gets intricate when timing 4 types of enemies at the same time
ok ikea time
talk later
 
Jon
k, adult legos and meatballs
 
Pip
3:51 PM
o/
 
4:11 PM
@Jon
This is what the guy returned to me
 
Jon
do you like it?
I personally think it is ugly
I don't get the horizontal line with the spikes at the end
and why is song bolded?
does it have a larger significance than Friend?
 
I don't know why it has the spikes at the end, but the horizontal bar turns the two quarter notes into two connected eighth notes, notationally
 
Yeah I think it's a bit weird tbh.
I kind of want to ask for a revision but I'm not sure what to ask
 
I also wtf'd on the spikes lol, if they stayed I'd put the one on the right up higher so it's a smiley face
 
Jon
the font kerning can be fixed too
maybe
i'd have to play with it.. but the bolded text could be adjusted to make it look like it is the same size as friend
It is legible though
 
4:19 PM
I fixed the bars up lol
 
lol but what have you done to the sense of symmetry?!
 
lol woops
@Mick
@Jon
 
Jon
if you are trying to make it look like people
you should make them more flowy -- like they are dancing togehter
 
That wasn't what I was going for actually, but now I just realized what you're getting at.
 
Jon
If you could ask for a revision, i'd say tell him to make it more snazzy
 
4:25 PM
I get 5 free revisions.
 
Make a list of at least 1,000,000 highly specific things you want for the first revision lol
 
Jon
After he sends you a new revision, say its too much snazz
tone the snazz down about 42%
 
^ make sure each of the one million items has at least 2 unique conflicting responses in the 2nd list
then he'll be so afraid of the 3rd list, you just say "Make it good." and he'll be so relieved and desperately try to satisfy you
 
I'm going to tell him to remove the weird bar from the logo and make it look a little snazzier.
 
Jon
lol here
 
4:33 PM
lol wtf is that shit
 
Jon
send him this
and say make it look like this
 
lol no
 
wait!
 
Jon
hahahaha
 
put a lens flare on it
 
4:33 PM
Hahahaha
 
Jon
lol
 
Her boobs sag down to her ankles
 
Jon
i put like 30 seconds into it, lol
just wanted to be funny
 
Haha XD
 
Jon
4:50 PM
alright, got options integrated and ready to go
onto damn sounds
 
Pip
Nice!
 
user92578
5:11 PM
@ShenRuki thanks!
 
Oh god I've been banging my head on this problem since last night and I think it turns out to be that I made a subtle mistake early in the logic
 
Jon
5:30 PM
man, i'm just gonna make my own damn sounds
fuck this shit
 
Pip
Opinions on a better name for "Defocused" in the context of an event hooked to loss of window focus?
 
Jon
I'd probably call it Focus
 
Pip
I have three events, kind of after the XNA/OpenTK pattern
Focused, Defocused, FocusedChanged
 
Jon
FocusLost
 
Pip
Ah, thanks
So FocusGained, FocusLost, FocusChanged
 
Jon
5:33 PM
why would you need FocusChanged?
 
just about to ask that :P
 
Jon
FocusChanged would handle both FocusLost and FocusGain
 
Actually I was gonna ask: If I subscribe to FocusLost and FocusGained, I can rely on catching every event and I can ignore FocusChanged right?
 
5:56 PM
@MickLH I can see a difference when there can be a state when nothing is in focus and you need to differentiate between "focus was lost, nothing was focused for a while, then focus was gained by something else" (events sent: FocusLost(oldItem), FocusChanged(oldItem, null), FocusChanged(null, newItem), FocusGained(newItem)) and "focus switched between two events (events sent: FocusLost(oldItem), FocusChanged(oldItem, newItem), FocusGained(newItem)).
 
I thought about that but I found 2 issues on the train of thought
If FocusChanged can accept null parameters, then FocusLost and FocusGained might as well be built to also, then they can fully describe the sequence
But I got very confused when I considered that there is only one object which we're interested in the focus state of: The window.
 
Pip
@MickLH yep
 
@Pip do any of them pass arguments?
 
Pip
FocusChanged does
oldval, newval
 
What are the possible values?
 
6:08 PM
@MickLH <= vs <? :P
 
@WilliamMariager sadly more complicated
 
Pip
at the moment it's a boolean that represents the old state, if focused true, and the same for the old state
that may change before this release happens
 
I think there is only need to pass the new value, since you can infer that if x has changed, and x only has 2 possible states, that the previous value must always be the opposite of the current value
 
Pip
that's true
 
@WilliamMariager I hadn't even gotten to code it yet, my mistake was in the analysis of the algorithm. I proved that greedy decision-making is not optimal by simply constructing a case where it makes a bad decision. This morning I go over it again and realize that my construction was not valid.
But actually just moments ago I formulated a robust construction, so I'm at least back where I started lol
 
Jon
6:27 PM
What was that 5x5 that can be done multiplae ways?
error sound plays, and this happens, if you solve but incorrectly
 
@Jon I think you should mitigate that situation from happening somehow
 
Jon
Already discussed this plenty.. and yeah I don't intend to mitigate it
 
By deeming a valid solution as incorrect, it becomes an image recognition game instead of a numbers game
 
Jon
it is both
this only happens for the last 2 or 4 tiles
For like a dozen puzzles
 
@Jon It is not, if you arbitrarily pick a solution to be "the correct one"
There's no numeric reason why one is correct and the other is not
 
Jon
6:42 PM
Whatever man, this is my decision, and it remains
 
I would be pissed if I got punished for being able to find 2 solutions, I would expect a bonus for finding all solutions
 
Jon
The alternative, is removing a bunch of puzzles
 
I'm not trying to convince you man, I'm just explaining why it's a bad decision whether you justify it to yourself or not
 
Jon
And I think you are wrong
 
I'm objectively not.
 
Jon
6:42 PM
lol
It is a picture / logic game
It makes complete sense to me
 
It's a picture game that uses numbers as the "hint"
Oh! When you said you think I'm wrong, you meant you think it's a good decision?
 
Jon
Removing puzzles doesn't add value to this game :P
 
A decision being good and a decision being bad are not mutually exclusive though
It can be both
Also, I would not remove puzzles at all
My idea was just giving a bonus if the user finds all solutions, instead of punishment
Because then I'd be happy instead of pissed if I were playing through that situation
 
Jon
yeah, but the solution they found is incorrect, and in order to provide a reward for finding an incomplete solution, would require more work
And The thing is, it is always just the last 2 or 4 tiles
And quite frankly, I think flashing red is better than saying success here, so you can fix the error..
its just the last 4 tiles you placed
 
I'm also not saying that they should be rewarded for finding one of the "incomplete solutions"
Just when I pick up a game and they say "Do X to win." so I do X and then the game says "HAHA JUST KIDDING X DOESNT MATTER SUCKER!" then I put down the game and never play it again
 
Pip
6:54 PM
I love how fast my framework compiles
It's decently simple at the moment
I've been working on re-adding features that I discarded during the refactor, and I'm glad I've gone this way. It's led to a much higher amount of documentation.
And a few features have been discarded, which is nice.
 
Pip
7:09 PM
I love C# aliases
using KeyPressedEvent = Action<char>;
using FrameEvent = Action<GameTime>;
using DefaultEvent = Action;
using FocusChangedEvent = Action<bool>;
Not as powerful as C++ typedefs because they are only per-file because C# doesn't have a preprocessor, but I'm a fan
> Showing 2 changed files with 136 additions and 147 deletions.
I also love it when I cut code and still added a ton of comments
 
@Tyyppi_77 double jump actually is pretty cool. Although it certainly needs a tutorial to tell people they can double jump
what bugs me is the fact that the whole jumping time is less than a second, I don't have enough time to actually think what I want to do while I'm in the air
 
user92578
7:33 PM
Aight
 
user92578
Ive tweaked the gravity and jump speed to make it less too-fast
 
user92578
Its a lot better already
 
Pip
8:05 PM
Yo
Anyone in here running linux right now?
I have a linux box around if no one else does, but yeah
Or even better
@Almo can I hit you up with a mac exe to test when you get home from work?
 
Pip
8:20 PM
Guys I found @MLM. It looks like he works at Gitter.
 
MLM
:D
 
Pip
:D
Btw @MLM, how are Troupe Technology and Gitter different?
Is Troupe the company, and Gitter just the application, or is it deeper than that?
 
MLM
@Pip Troupe is the name of the chat product in the beginning stages that evolved into Gitter: blog.gitter.im/2013/11/20/the-journey-begins/#background
 
Pip
Got it, thanks!
I totally missed the blog.
@MLM I also found a huge formatting issue, adding an issue about it now.
 
8:57 PM
What the hell happened here stackoverflow.com/posts/4673436/revisions
 
Pip
I have no idea, wow
 
Jon
9:42 PM
Bow wow
Almost done with this damn thing. Android update eminent
 
user92578
0
Q: Too many if sentences cause lag?

MortiI am trying to make a vertical scroller game with collison tiles on both sides. I'm using Libgdx and android studio. The problem is that i have made every tile as an object with a rectangle for collision and there are 12 on each side that get checked every time the update method is called. I no...

 
user92578
guys
 
10:10 PM
-_-
 
10:29 PM
@Pip No such thing. If you mean .app and not .exe, sure. ;)
@Lokkij -_0
 
Jon
Pussy pass
@Almo i need a sfx for a menu select
 
low key
or arcadey?
 
Jon
low key
I tried adding a SFX for a tile swap
but fuck that is annoying
couldn't put anything that wasn't annoying
 
heheh
 
Jon
so i dropped that idea
 
10:35 PM
i imagine a very very light "tack" sound
 
Jon
a slight digging sound
like, snow compressing
but still.. when you slide fast.. man it sucks
i put a 0.04 ms sound
still shit
 
Jon
for the tile? LOL
 
if you raise the volume on that sound by editing it, that could be a menu select sound
 
Jon
ah yeah
 
10:39 PM
puttin ikea furniture together time tonight i think
gonna take on the order of 5-6 hours for all of it, so I think it will take a few days
 
Jon
how much shit you buy?
@Almo you should try the new version
i put some sounds
 
I decided that I was wasting so much time on abstracting stuff that I might not actually need to abstract that I would be better off not abstracting and re-abstracting later if I actually need abstraction.
 
Jon
and like.. beating a game now, feels a lot better
this is gonna sell
i need to make a video
 
@Jon 100 cm wide wardobe, a corner wardrobe and desk plus all the shit (doors, drawers shelves) for inside
@Jon ok will get
 
Jon
well wait
ok uploaded
 
10:49 PM
i only see "Optimizations" from a day ago
ok got it
 
Jon
the sounds are not finalized
obviously
 
ok
 
Jon
and the "sounds on" option doesn't work yet
but the other 2 do
report bugs :)
 
ok
@jon when i hit play, it skips size and goes straight to puzzle select
 
Jon
Ah might have left something in
 
10:54 PM
back button in game doesn't play sound
 
Jon
yeah its not complete
i was mainly messing with the sounds for now
i'm not happy with them
i like the success sound when you beat a level
that one is staying
the rest... not so much
that back click, i think I can use
but not for the X, FILL select on the game grid
 
Pip
@Almo yep, I do. I'll get it to you later, gotta head to dinner now
It's totally fine if you don't get to it tonight either
 
ok
 
Jon
11:33 PM
whooohooo just passed whmis
83%
17% of the time, I would kill someone -- only needed 80% to pass
 
@Tyyppi_77, just read it. Thanks everyone for the honesty. I'll update with some time and accept pull requests.
 

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