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00:00 - 18:0019:00 - 00:00

Jon
12:20 AM
Kids were playing my game tonight and having a blast
Feelsgoodman
I needed that
Also. Fuck it is amazing on tablets
 
Sie
I've got a relatively old laptop on my hands and it works fairly well but I notice that any having to deal with accessing the HDD it starts to chug a bit. Would upgrading to a cheap-ish SSD help much? Like I know it will but I'm trying to gauge the amount it will.
In task manager it frequently shows the disk access being maxed out.
@Jon Oh ya you got two big ones coming your way.
There we go. Got it.
 
Jon
Eh.
Old laptop probably doesn't support ssd
@Sie ohhhh thanks man!
 
Sie
No problem :). I really liked what I played before. Plus it's nice to see a modern successor to Red Remover anyway.
 
Jon
Cool man please rate it 5 stars :D
Love you
 
Sie
Lol. Will do.
 
12:30 AM
Typsy tower 2 is hard
 
Sie
@Jon Well this site claims that it supports SSD's: crucial.com/usa/en/compatible-upgrade-for/Acer/…
And by the way no way in hell I'm paying them especially at that insane premium.
 
Jon
@Almo I adjusted the par
Oh sorry no I didn't
You think it's hard? Haha
 
Sie
Getting that Cookie Clicker urge out of your system Jon? lol.
 
Jon
12:45 AM
My son lol
Ok almo. I need to fix that level it's too hard. Thx
 
Jon
1:25 AM
5-3 fix change to circles
3-21 too hard
5-6 too easy lol
3-27 star impossible
 
@Jon :D
 
 
2 hours later…
 
1 hour later…
5:07 AM
bloody hell
Damn raycasting
 
5:46 AM
There, all fixed
 
6:43 AM
@Jon GORB is cool, my 6-year old likes it as well although she does get through some of the levels entirely using trial and error.
 
 
2 hours later…
8:18 AM
@ChrisMcFarland some share for Supercore? dafuck?
 
8:41 AM
Hi
Any opengl gurus here?
 
8:56 AM
let it not be said I never have problems with OSX. Just less often. A more tolerable level.
0
Q: Why is OSX telling me I can't open a document from an unidentified developer?

AlmoI thought this feature was only for apps, not for documents. This is a C# script file, and I've told it to open it with Visual Studio Code. I can open VS Code with no problem, so it doesn't seem to be the permissions on that.

 
@Leggy7 Eh what?
 
@ChrisMcFarland is it an axe, right? what would you like its translation to sound like?
 
Oh, that axe name, right. "Supercore..." I think I was dreaming of something that would have come from the core of a mountain
 
ok, fine :)
 
Looking at the other names (65, 55, 45, 35, 25 for that)
Hillcrush, Bouldering Axe, Rocksplitter, Pinebound
yeah definitely mountain side naming ideas haha
@Almo maybe it assumes some macro stuff is gonna happen, I dunno
 
9:01 AM
Seems really weird :(
the icon looks like a shellscript, but I told it to open them with an editor
 
Jon
@bornander cool :)
 
9:21 AM
:D
 
@jon Rated 5 out of 5.
@Jon It feels very polished. Makes me want to do another iteration on the UI of my own current project.
 
One nice thing about Rimworld is that it draws the paths that the characters take
You can see how often theyupdate the pathfinding
 
9:45 AM
@ChrisMcFarland what are magnight granades?
 
I don't know
A play-on of "midnight" and "magnum" probably
 
@ChrisMcFarlandrofl you have a fucking huge load of items
 
6
Q: How do I move the camera in full pixel intervals?

JoschuaBasically I want to stop the camera from moving in subpixels, as I think this leads to sprites visibly changing their dimensions if just ever so slightly. (Is there a better term for that?) Note that this is a pixel-art game where I want to have crisp pixelated graphics. Here's a gif that shows t...

 
Jon
@bornander yay
When betas attack
 
10:01 AM
@Leggy7 Yep lol
 
ooooooooooooooooooh
Shaders are sometimes pain
actually annoying
YEAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
I DID IT
I found the error, and I FIXED IT
WOHOHOOOOO
 
10:40 AM
@ChrisMcFarland please you need to help me with these granade names. I have an hard time understanding some of them
druglope, what does it mean?
 
DH.
@Jon 330 stars so far, only thing I want to report is that 7-13 is acting a bit weird at the start, some hexagons are already moving, making the level easier to complete you take advantage of that to remove some shapes
 
Jon
11:00 AM
Ah cool
 
Honestly I was just putting two nouns together to create a silly name haha
 
rofl
quite lol name for granades
 
Yeah I was stretching for ideas
 
11:19 AM
you were probably high
 
Pretty sure I came up with all the weapon names in one sitting
was quite the flow
Wouldn't surprise me if I was slightly drunk at the time too
 
@ChrisMcFarland don't you think Emerald Dagger of something is a bit too redundant?
I mean dagger is emerald and also something else
 
Well, they aren't normal daggers
they're *emerald* daggers ;)
If you think it's too redundant, go ahead and take out Emerald for some of them
 
DH.
Didn't you played the game to know why the all the daggers are emerald Leggy?
 
11:53 AM
they all are?
 
DH.
In Tallowmere, yeah
 
well the "emerald" part actually makes sense but I had a feeling there was normal daggers in the game too.
 
DH.
There's no lore, but all the daggers after some time out of combat makes you invisible, something that remembers me the Emerald Dream of WoW
 
yeah... invisibility was the reason I said emerald part makes sense
 
12:20 PM
I don't own a copy of the game. I saw that all daggers are emerald loooking the sheet Chris gave
 
Jon
Fuck that's a good idea
 
DH.
Now I'm curious but I can't see it because I'm at work
 
Jon
Trains. You shoot people inside and outside of driving trains
You operate a train and have to help people on board. Your goal is to reach the station. How are they going to make that portion of the game interesting
 
user92578
 
user92578
I decided that it was about time I add a Super Meat Boy reference level to the game
 
user92578
1:07 PM
The level also works as a nice introduction to the spinning blades
 
user92578
Dude decided to do the traditional one-sprite-per-frame animation, but in 3D: gamedev.stackexchange.com/questions/129295/…. Ouch
 
DH.
I like how I'm going to die there a few times
 
user92578
I died too, so no problem!
 
user92578
It's actually a really easy level
 
user92578
Just don't drop to those lower platforms, there's no way up
 
user92578
1:10 PM
Incase you don't remember all SMB levels:
 
user92578
 
Jon
Cool shit man
Reported! Holy fuck blatant rip
 
user92578
:)
 
Oh wow... phantasmagoria is available in a humble bundle..!
 
1:22 PM
@Jon hey gonna work on gorb now
you got more changes to send to me?
 
Jon
Yes
 
ok
 
Jon
Some level tweaks
 
do you want an "App Preview" sent? that's a video
ok
 
Jon
That link doesn't work on mobile
 
1:25 PM
oh you on mobile
 
Jon
Yeah at work
 
ok it describes the bitrates and sizes of the app rpeviews they like
so do I wait for you to send changesd?
or you want the version I have up?
as of tonight, I'm in Maine until monday
 
Jon
I'll send you something now hold on
 
ok
shop keywords?
 
@Tyyppi_77 you could get back up in case of SMB
man I'm not sure but I think I could only (safely) pass that level if I directly jumped from one side to the other without getting help from those platforms
I'm not sure how I'm going to pass them in you game (with out ridiculous jump time!)
 
Jon
1:30 PM
Physics puzzle cartoon fun challenge gravity best
 
ok
 
Jon
Tablet
I want to emphasize designed for tablets
I am gonna update my store listing.
A guy I know said he would make a trailer around the 8 of September
 
ok
I can add that later
 
Jon
I don't want to say designed for tablets 5hough since phone users might say fuck that
1 min eta
 
1:40 PM
@Almo +1 for 60fps trailer
 
i get 5 screenshots on iOS
you know which one you want?
 
Jon
the ones I have on the play store are fine
if you have to make new ones, try to get some action shots, not a big deal
 
ok
 
Jon
code update sent -- version 1.04
 
user92578
@Ali.S I know
 
1:42 PM
I love if you can add more references to other games as well
maybe I could help with that?
or every body else in this room
 
user92578
Also, it's easier to land on small platforms in GH than in SMB, so the level is pretty easy. You can get past two of the blades on one rotation, and then just wait one rotation, and jump to the exit.
 
user92578
Well basically I would want to add references to games that mean something to me personally.
 
user92578
It would be pretty awesome to add a reference here and there.
 
@Tyyppi_77 I have a cool idae
you have people you can talk, hire etc?
name them with our names (of the people who wants ofc)!
 
user92578
Umm, currently there is not really any story in the game, and I don't plan to have a lot
 
1:45 PM
@Tyyppi_77 any plans for hiring people etc, or the people you save helping you?
 
user92578
I have a very vague idea of what I want to add to the game story wise, but in general I want to keep it quite minimal, as my cutscene system is really basic and I didn't really set out to make a story game
 
user92578
@arda not really
 
user92578
But who knows what'll happen once I start bringing the campaign together
 
fuk never finished TIS-100. two levels to go. really do NOT feel like asm programming at the moment though
 
user92578
lol
 
Jon
1:48 PM
@Almo thanks man.
 
oh shit gotta do the contract still
will get that to you today I hope
 
Jon
if not no worries
i don't expect you to fuck me too hard
 
hahah :)
 
Jon
How long for approval process again?
 
@Jon up to a few weeks
 
1:58 PM
it's a couple days now
they changed it
 
DH.
They still charge 99$/y?
 
Jon
 
hahah :D
@DH. yes
 
DH.
Fuck Apple
 
i've worked with android enough now to say, no. fuck google.
android is the worst to develop for
we spend weeks fucking around with android-specific problems on our gma
 
2:04 PM
@Jon you actually sold more than $500 copies of picross
 
and a couple days with iOS
 
why are you upset?
 
there's just no comparison
Just look up the problems you get with Adreno GPUs on specific devices.
what a hassle
 
DH.
Ah yeah, Android is really bad to deal with, but all the prices with Apple, it's just like paying to get fucked
 
shaders don't work, other horrible shit
you pay to get tools that WORK
hardware that's homogeneous, so you test on 6 devices, not thousands.
like, the Asus ZenPhone 2 has a problem with our game at work
 
DH.
2:06 PM
And a fucking Mac costs half of my yearly income, because reasons
 
wtf man are we supposed to have one of each type of device?
 
DH.
ZenPhone was the worst idea
 
android was the worst idea
Let's make phones have the same hardware/driver issues that PCs do! GREAT IDEA
@Jon you got a cheat to unlock all these levels?
 
DH.
Isn't that the Guru one?
 
oh yeah, I think so
hmm didn't work
maybe there's a certain order
 
Jon
2:08 PM
There is a order
 
ok
 
Jon
What do you mean 500$? On Android?
 
can you tell me what it is? :)
 
Jon
Look at my twitter @coderjon
 
@Jon well your game has price tag of 1$ and you sold more than 500 copies on google play
it has 500-1000 installations
 
Jon
2:10 PM
 
@jon nothing happens when i do that
forget it
didn't stop to see the about part :)
 
user92578
You'll never guess who's doing some debugging :)
 
user92578
 
user92578
(It shows the calculated bounding boxes for all sprites, which I use for queuing stuff from the rendering QuadTrees)
 
:D
 
user92578
2:20 PM
The arms of the spinners are the trouble makers, as you can perhaps see
 
user92578
I was noticing that the bottom spinners didn't show their arms, and this is why
 
user92578
(I hacked this code in, but I probably should add it to my regular debugging toolkit)
 
DH.
@Tyyppi_77 If I had to see this in fullscreen, my eyes would be bleeding
 
user92578
:)
 
@Jon you have mail, screenshots on 12.9 inch tablet res look weird going to check in the editro
ok forget it, it's just the screenshot tool not quite working
 
user92578
2:30 PM
Fix'd
 
user92578
 
user92578
Or... is it?
 
DH.
It's just me or your sawblades have gigantic bounding boxes?
 
user92578
If you read above, you'll find out that those are not the bounding boxes
 
user92578
Hmm, the arms are still not rendered, however all the sprite boundings seem valid now
 
user92578
2:35 PM
Ohh... this is not a QuadTree culling issue
 
user92578
The renderer discard the arms, because their positions are offscreen
 
user92578
But because their rotation turns them...
 
user92578
So, the solutions are A) Add more padding to the culling that happens in the renderer, or B) calculate more stuff in the Render() function, which would be cleaner, but might impact performance more
 
@Jon when you want picross to go free?
 
Jon
Not now
Around Christmas time.
 
2:45 PM
Is this on topic?
1
Q: Backup virtual goods to survive game reinstalls

Sergio ViudesI'm developing a game using Unity3D (for Android and iOS). I would like to save all user's virtual goods, so they are available even if the user remove and reinstall the app, or even if the user install it on a new device. AFAIK an approach would be to authenticate the user, and save all the dat...

 
@Jon ok
@AlexandreVaillancourt i say too broad
there are a lot of ways to do this
 
I voted to close because not specific to game dev..
 
user92578
const CBoundingBox* GetBoundingBox();
const CBoundingBox* GetBoundingBox() const;
 
user92578
Is that acceptable in C++? Or should I just name the second method to something like GetBoundingBoxConst()?
 
const CBoundingBox* GetBoundingBox() const;
      CBoundingBox* GetBoundingBox();
 
user92578
2:49 PM
Hmm, on the other hand, I could also just make a member mutable
 
user92578
The method uses a dirty flag, so if it is set, the CBoundingBox is recalculated and the flag is reset
 
Why do you need a non-const then?
 
user92578
Because the flag is modified, so the method can't be marked const
 
Ok, so yeah, const CBoundingBox* GetBoundingBox() const; with the mutable flag!
 
user92578
That's the way to go here?
 
2:51 PM
@Tyyppi_77 if neither one modifies anything why have 2?
@Tyyppi_77 oh that's why
Yeah just do mutable
 
@Tyyppi_77 Yeah
The contract to the users is 'don't modify this shit, and it's not going to affect internal state, at least to you'..
 
user92578
Aight. I'm always a bit vary on using the mutable, but I guess it was put there for a reason
 
> as often used for mutexes, memo caches, lazy evaluation, and access instrumentation
This is lazy evaluation (pretty much)
 
user92578
Yeah
 
user92578
I think I've only used it once so far, which was for a random generator
 
user92578
2:54 PM
It modifies it's state, but I felt like GetRandomNumber() should look const to the user
 
No :|
It changes externally visible state
Having a random number generator that is useless while const is perfectly fine
 
Yeah, in this case if you call the method many times, it will not always return the same value..
 
user92578
It just seemed idiotic to me that I couldn't access my random number generator from const methods
 
user92578
Josh didn't seem to have a problem with that back in the day when I was wondering about this
 
I'd say that in this case it's up to you :P
 
user92578
2:57 PM
Yeah I was just about to say that while I understand where you guys are coming from and with what experience, this is how I like it :)
 
@Tyyppi_77 have a GetLastNumber?
 
user92578
But that's not random
 
It's constant, it's supposed to be the same thing every time =p
(And if you need a sequence, seed a RNG with GetLastNumber)
 
user92578
string NameGenerator::GetRandomName() const { return "Name" + std::to_string(random.next()) + std::to_string(random.next()); }
 
user92578
Now that wouldn't be valid, if random::next() wasn't const, while to me, it seems reasonable that GetRandomName() is const.
 
user92578
2:59 PM
But this might just be me overusing const.
 
Sounds like it, after all it's incorrectly named. The full name would be GetNewRandomName
 
user92578
Possibly. All though to me already the NameGenerator::GetRandomName() part indicates heavily that the name returned is random, and generated, so very possibly a new thing.
 
3:40 PM
@Jon getting the launch image and splash set up
will send back project once it's done
conditionally compiles for iOS, so shouldn't affect android
 
user4704
@Tyyppi_77 mutable?
 
user92578
I'll try to find the conversation
 
user4704
I don't remember it and I'm not sure what's going on now, but if you really need to generate a random number from a const method just make the generator mutable (if it's a member).
 
user4704
Or pass the generator as a parameter. This might be better depending on the context.
 
user92578
Right, that seems like the solution now. I actually often times (in my entity logic) inherit the random generator from a base class.
 
user92578
3:45 PM
Mar 31 at 15:51, by Josh Petrie
mutable std::default_random_engine m_engine;
 
user92578
Actually, you just said that.
 
user4704
:D
 
user4704
I try to avoid mutable where possible, since I feel like it detracts from the purity of a const instance.
 
user92578
I asked if there was way to use my random generator in const methods.
 
user4704
However, if I need one, what I would do is:
 
user92578
3:46 PM
This might be a slight question about what one considers const.
 
user4704
"Is this member involved in any way in the comparison of two objects?"
 
user4704
Two const instances should always compare equal if they ever compare equal.
 
user4704
Similarly they should always hash equal.
 
user92578
Hmm, sounds like a good question to ask. However it seems troublesome in situations where comparing the type to another seems... weird.
 
user4704
So as long as you don't involve the value of m_engine or whatever other mutable values in the implementation of your operator== or any hashing functions for that type, I think it's okay to make something mutable.
 
user4704
3:47 PM
If you have to.
 
user92578
So I assume that in the real life, GetRandomInt(from, to) isn't const?
 
user4704
Any kind of pseudo-random generator in a computer has to involve mutating state, so they can't truly be const, no.
 
user4704
Now, an alternative would be to provide the generator to the random name generation function: std::string GetRandomName(Generator g);
 
user4704
This might be desirable if, for example, you have different streams of random numbers and you want to make sure you're always playing them back the same way.
 
user92578
I've tried to accomplish that with having the objects own their own random generators, so that in case I need to some day insert a system that replicates values, I could save the seed while serializing the object.
 
user92578
3:50 PM
(That was what I thought when I coded that part of the framework. Now, having less random generators seems like a slightly better idea.)
 
user4704
One per object seems a bit much. It's usually more like one per system.
 
user4704
Like you might have one for gameplay and one for rendering.
 
user4704
Maybe a few more if you have both deterministic and non-deterministic aspects of gameplay.
 
user92578
Yeah exactly, but the noobish programmer that I was a while back realized that it's easier to access if everyone owns their own random generators just as a simple member
 
user4704
That's true.
 
user92578
3:56 PM
Looking at the code now though, it seems that almost all logic portions have an access to the owner CLevel, which could own a random generator for entities to use, for an example.
 
4:18 PM
anyone knows what represents _Myhead in an std::map?
mine seems to be pointing at the wrong location :/
 
user92578
ouch
 
Oh god, I hop I don't have something that writes at the wrong place... eek!
 
user92578
There seems to be something about _Myhead
 
user4704
It's a head pointer into the tree.
 
user4704
4:21 PM
The thing that contains that map is likely bad.
 
user4704
Garbage or deleted, that kinda thing
 
Yeah, either that, or I could be writing to an array outside its boundaries?
 
user4704
Or that.
 
user4704
Bad memory stuff.
 
The head is correct when I initialize the object, but it's not (points to 0x00000005) when I'm about to use it...
 
user4704
4:23 PM
0x00000005 is an interesting value.
 
user4704
Set a memory breakpoint on &_Myhead.
 
Err... is there a way to do that in the code (VS2013)? I found this to add data breakpoints, but I'm not sure yet how to get the address when debugging..
 
user92578
Umm, break somewhere in your code where you have access to the map, then open the breakpoint view, click New, and create a data breakpoint
 
user92578
Something like that, atleast in VS2015
 
Ah I think I found a way..
Yeah, I did that to add the breakpoint, but I need to get the address of the _Myhead var
Ok, it's complicated but it worked for me: in the ctor of the containing class, I put a breakpoint, when the breakpoint is triggered, I expand the map variable down to the _Myhead value; then I drag this line to the Watch tab; I change the watched value and add an & to get the address.. copy-paste to a text file, extract the value and add a breakpoint to it.
@JoshPetrie thanks for that tip!
 
4:45 PM
In the data breakpoint for the address you can really just put &_Myhead
so long as the debugger has broken at a scope where _Myhead is a variable
 
Ok, I'll try that!
Oh, and of course, I fucked up by writing outside the boundaries of an array...
@Honeybunch Ok, I had to use the whole variable name, which is about 2k characters wide, but it works!
 
user4704
Yeah, you do generally get the best results if you use the fully-qualified name and let the debugger tell you that name (in a watch window, drag the field in question into its own watch slot and it will produce a gross expression that the debugger will generally always understand.
 
user4704
Unless it's on the stack and you leave that frame.
 
Yeah, that's what I did! Fixing the error now!
(you don't want to type that by hand, a sure way to not get what you want :P)
 
sup guys o/
 
5:00 PM
Hello!
 
how are things
 
Wonderful! I'm about to eat :)
 
hah I'm about to head to a bbq myself
well after I finish watching this new anime I found. Cant let social life get in the way of weebness :D
 
Ah anime! Haven't been there for a while.. No time for that :P
 
well I took a vacation day today cause I felt like it and why not watch some anime am I right :D
 
5:04 PM
It's your vacation day, you can do whatever you want :D As long as it doesn't hurt others!
 
true true. Well except hard drugs maybe :D
 
Well doing hard drugs will generally end up affecting (hurting) those around you. So it's best avoided ;)
 
exactly
 
Jon
5:23 PM
 
nice world names
 
Jon
I adjusted the saturation in that bonus world text
 
I think the other background colors should be moving as well but in their respecter color spectrums. Like a orange gradient going from left to right. Might look cool
 
Jon
Yeah maybe
 
Sie
5:40 PM
I forget who and which game it was but I remember reading some interview where the developer admitted to smoking pot and doing some lcd (maybe?) while developing the title.
 
lsd dream simulator :D
 
DH.
> Doing some lcd
"Yo man, fuck Hitachi, let's make our own lcd"
 
@Jon I like Joel's stuff more
 
@Jon you got the version with the ios splash screen to work from?
 
Jon
5:56 PM
Yeah I'll have to check it out
 
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