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Pip
12:55 AM
o/
 
Now, to build unit tests for the stuff I've been working on all week. I'm sure it'll work the first time, right?
 
Pip
definitely
 
@Pip \o
 
Of course, I have to add some code to allow the tests to run, but that's a minor detail, right?
 
Pip
who needs code
 
1:09 AM
LOL, even just writing the unit tests I'm finding bugs.
 
1:22 AM
@PearsonArtPhoto Consider TDD :P
 
Yeah, I know I should do that...
 
greetings
 
I'm at least half-way there...
 
runs in terror
@PearsonArtPhoto TDD is really great if you can get into it.
Not sure how well it works for gamedev though.
 
For some things it does.
What I'm doing now it'd probably work pretty well.
It works well for rule sets and stuff like that.
 
Sie
1:27 AM
I think Jon is dead @Mick.
 
response wasn't PC enough, check discord lol
 
1:48 AM
Dammit
Hmm, if you say so. SQUIDID is soon on greenlight. https://t.co/h3adnVTzCL
I used to have goodbad ideas now I have badbad ideas.
That thing does have some better ideas though
 
@arda
gtf ih
 
Does anyone have strong feelings on how to best build an SNES Final Fantasy clone for development/learning purposes? Specifically in terms of build engines/languages and tools?
 
2:04 AM
Yuck...
Why SNES?
Finally have progressed far enough with Supply/ Demand that I have a checklist, which should make things move much faster:-)
The check list is 14 items long...
And that doesn't even consider the 10 related items on a separate list. Still, listing it out helps!
 
@PearsonArtPh
Ack, @PearsonArtPhoto, what are you talking about with checklists etc? Why SNES, because nostalgia I guess. Also, hopefully lower tech means lower learning curve.
 
That's a part of my checklists, about half of them.
 
okay, a low res *.png isn't very helpful. But thanks though.
 
LOL. I don't know why I bother with such measures, as I pretty much post in my weekly blog entries a lot of what's in there, but... Habit.
The list is really only for myself, so it only probably makes sense to me, but...
 
2:40 AM
Organizing was supposed to be my task for today, and then a wild 1080 appeared.
 
2:54 AM
@Sie censored.
 
Sie
3:29 AM
@Mick WAKE ME UP INSIDE.
 
3:47 AM
RIP @IcyDefiance
 
Sie
4:05 AM
@Mick Going to catch some z's.
 
 
4 hours later…
7:37 AM
@Ali.S Yep
also, how is this not a dating site?
GDSE is the epitome of a dating site - there's nothing but love to go around
 
7:58 AM
@ChrisMcFarland this is wisdom
 
guys quick Unity question
it seems SetActiveRecursevly is depricated
any other quick way of disabling a gameobject and all of its children ?
 
if you disable a gameObject
all its children are disabled
 
nope cause some code on a child keeps trying to get its animator and trows warning about animator not being initialized.
 
that is REALLY strange, uri
I use this stuff of disabling a lot and I'm pretty sure the children get disabled
are you surethe error is thrown by that gameobject?
 
ah
I was using activeSelf to do a check
not activeInHierarchy
turns out activeSelf returns true even if the parent is disabled. That makes sense.
 
8:10 AM
I would have suggested you as next check. Fine, now it works fine?
 
yep
just got back from my vacation and got a 4 page doc of changes and fixes that need to be made till the end of the week before release. I'm a bit overwhelmed :D
 
9:00 AM
you can loop through a transform's children with like, foreach (Transform t in someTransform)
and do that recursively
 
well yes I know that but why waste the cpu time. I dont even need that. A simple if is enough
 
Someone has to check it recursively. Just because it looks like a single if somewhere else doesn't mean it's cheap to calculate
Also that's what activeInHierarchy is for
 
user92578
9:30 AM
morning
 
morning. how goes the greenlight ?
 
user92578
slow
 
10:01 AM
but in a positive direction at least right ?
 
user92578
well not really, I drop in percentages because I hardly get any traffic
 
10:13 AM
You have a steam greenlight project?
 
user92578
Yeah
 
It looks good from the video.
How many more votes do you need?
 
user92578
Steam doesn't tell you, it's a really obscure process
 
user92578
And thanks!
 
user92578
10:22 AM
Last week's wrap-up: gunherogame.com/#WeeklyUpdate20
 
DH.
10:56 AM
@gecko It's not a "get X votes and you're greenlit" process, getting more votes just means you're on top and you're more likely to get greenlit by the community managers
 
Jon
I got greenlit with no votes
 
user92578
^
 
Jon
They saw it was the jgallant and cleared me
 
user92578
lol
 
11:13 AM
ez
you should become a publisher, jon
I got that Unity tshirt btw
even had a Unity employee buy my game on his phone haha
 
Nice!
How'd you score the shirt?
 
Everyone that attended got one for free
there were only maybe < 30 ppl
 
DH.
I must be missing something, attended where?
 
ah, was a Unity Roadshow event in my city unity3d.com/events/roadshow
 
user92578
damn you Chris, livin' the dream, getting free tshirts
 
11:24 AM
lol
even got some stickers
 
user92578
AND STICKERS
 
DH.
My life feels incomplete without free shirts and stickers
 
merch is life
 
user92578
I gotta finish this game so that I can move on to fetching free tshirts and stickers
 
I got a free t-shirt from the JS16k compo thing
 
user92578
11:26 AM
except that there probably isn't a SDL Roadshow
 
Hmm there's another one this year I might join it again if the theme is fun
And if I can fit gta.io in it CC @MickLH
And... I wanna say @Jon?
 
Jon
It was my idea
Friggen Chris, pimpin with the unity shirt
 
DH.
No wonder there's no Unity roadshow on Brazil lol
 
11:32 AM
or Bulgaria. I didn't know what to expect tbh
 
DH.
Well, the problem is that Brazil is a big country, geographically speaking, and we aren't much famous of good game productions
 
KSP ?
 
DH.
It does have a brazilian in the team, but it's not made here :P
 
oh.. I watched that one lecture from Unite and it was the brazilian guy so I thought it was made in Brazil
 
DH.
The only good game I can recall that is brazilian is Dungeonland
 
11:43 AM
KSP is made in Mexico.
I did place a space game made in Brazil once, a MMO I think...
 
DH.
Oh there was Taikodom, but that game died
Not that Dungeonland is actually alive, but well, at least if was globally published :P
 
Yeah, that one.
I think...
When I played it, the English version still had quite a few dialogs not translated...
I really should go to one of the Unity events here. They have them on a semi-regular basis, but it's in downtown DC, which is a pain to get to...
 
DH.
The game became had a snowball effect because they wanted more stuff and it became unstable to maintain, so they simply stopped developing it
 
It's challenging to have a game remain in scope...
One thing that helps me quite a bit is my day job is a Systems Engineer. A Systems Engineer is responsible for looking at the big picture of a project, and figuring out what is in scope and what isn't, and keeping it that way.
I remember the advice of an old Chief Engineer of mine, which was there comes a point in a project where you need to "Shoot the Engineer", meaning to stop taking updates, just fix the minimum of what needs to be fixed and get it out the door.
 
ok ok ripping my previous pinch zoom code and putting in the new project does not work. Thanks Obama.
@PearsonArtPhoto the other people at the studio want new features 1 week before the release schedule
 
11:49 AM
LOL.
 
shoot me now
 
One week before release, in my opinion, the only thing that should be done is things absolutely critical to the project.
And that really means critical bug fixes.
Or re-labeling stuff, stuff like that.
 
yeah I know. I will explain it in the next few days. Ease them in. Also add 1 or 2 new things so everyone is happy
 
In this day and age, however, one can always send out a patch with new features.
 
exactly
 
DH.
11:52 AM
Adding stuff with one week of release is knowing that you'll break everything else
2
 
I just spent 10 mins to figure out my orthoZoomSpeed was 0
X_X
why does it take me the longest time to fix the simplest problems
 
DH.
Because we often don't think in the obvious
That's why the "talk to a rubber duck" is so efficient :P
 
thats exactly how I realized that the zoom speed was 0
:D
 
I spent about 2 hours debugging code and found out that the source was I copied the code to reset everything in to two blocks that were further down the line. Remove the wrongly copied initialization, and everything worked fine.
 
Pip
o/
 
DH.
12:08 PM
Hey Pip
 
Pip
Sup dude
 
Dev Blog- Sea Trading Game. Supply starting, path forward identified, and I start setting some goals. kd7uiy.com/2016/07/sea-trading-game-modeling-supply-and_25.html
 
Pip
clicks
 
DH.
That's some big plans you have there
 
Yeah, I hope it all comes together...
The thing I'm worried about is the balancing aspect.
I've had this in mind for about 2 months, but this is the first I'm speaking publicly of it, because I didn't think that I could do it until now.
 
12:24 PM
worst thing right now is we have to redesign the UI .. again.. cause it failed usability testing.... again.
 
Now, I just have to name my game...
 
DH.
And how they test usability?
 
since the game is targeted towards kids we just put it in the hands of a bunch of kids and see how they handle it.
its just the part where player stats are displayed not the whole UI
I'm kinda sad that my cool dynamic world space UI idea did not fly.
 
user92578
12:49 PM
 
user92578
Just gotta implement a key combination listener now
 
@Tyyppi_77 ahahah They owned you?
 
user92578
Naw I'm putting this in as an easter egg
 
user92578
Josh suggested it a while ago
 
splendid
 
user92578
1:19 PM
Aight, enter the konami code using your keyboard in the main menu and the logo changes
 
user92578
This is how you spend your development time wisely
 
here you're gonna need some of these
 
@Tyyppi_77 ↑↑ ↓↓ ← → ← → B A enter or what do you use for start ?
 
user92578
↑↑ ↓↓ ← → ← → B A
 
user92578
That's what Wikipedia told me the code is
 
1:27 PM
Im 90% you had to press start on the old NES controller after that
 
user92578
Okay, you don't need to do that in GunHero then
 
you could press select too
 
user92578
I could add controller support if I wanted
 
user92578
1:41 PM
god damnit rendering artifacts
 
user92578
probably some floating point stuff going on somewhere
 
user92578
OH
 
user92578
floor(-78.1) = -79
 
damn it's so cringe how several people have tried to tell you that over the years but at least you finally got it lol
 
user92578
Aight now that's fixed (for now)
 
user92578
1:50 PM
m_RendererDestinationRectangle->X = (float)(int)(destX * localRenderScale.X);
 
@Tyyppi_77 Well, obviously. floor(...) and ceil(...) have a clear meaning. It's round(...) you have to watch out for.
 
user92578
Yeah, this is definitely something that I overlooked, the behaviour of course makes sense
 
In this case, it's all functions that you didn't read the manual about that you have to watch out for
 
user92578
This rendering code is so old, I guess younger Tyyppi hasn't thought about rendering stuff starting at negative coordinates
 
lol no, you did, remember?
you just were really confident that you were right despite people saying otherwise
 
1:58 PM
@MickLH, you're being a jerk again
 
for being honest about the thing that is most beneficial to his productivity?
 
Jon
Cell phone provider will continue to charge you for a subsidized phone after contract period has ended. Not surprised but fucken pissed off.
 
@KevinvanderVelden I could say you are for bringing out the personal attacks, but I'm not that low
 
Jon
Charging me 25$ more a month than actual cost for no reason.
Gonna file a complaint with the BBB
 
@Jon Bed, Breakfast and Brunch?
 

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