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00:00 - 20:0020:00 - 00:00

Jon
8:14 PM
Lol shit bro
K let me get to a pc
 
lol
Ok
 
Jon
wtf
dude its a doc file
lol
ok
it doesn't work
 
user92578
Microsoft Word is my goto IDE for scripting
 
doc file
wtf
 
Jon
yeah it asks me to open with google docs lol
 
8:24 PM
where did u donwnload it from
ok
well you dont have to obviously
Save as html or use other link
 
Jon
i did though
i saved as html
opened it
 
did it work
no
 
Jon
i see text, but no rectangle or anything
 
hmmm
what browser
 
Jon
oh i got it
 
8:25 PM
ok
what ya think
 
Jon
lmao
 
DH.
And Chris, when Jon asked you to host it, use something like Heroku
 
Jon
man...
I think if that is what you need to do...
then so be it -- it is a specialized tool
However, if you can calculate this value automatically, do that instead ....
 
What about the virtual pixel approach I mentioned before
 
Jon
test it
 
user92578
8:27 PM
I still don't know why he needs this but I won't ask him again
 
I answered @Tyyppi_77
 
Jon
what are the inputs?
 
I need to have the image drawn to a sCALE WHERE W/ H is 1.625 and i want to determine stuff like positon on elbow pad in inches
The inputs are the upper and lower arm length of each person ( 2 people )
 
user92578
But I don't understand why this needs to happen on a real scale
 
It needs to just be proprotional
 
user92578
8:29 PM
Just use any dimensions and scale accordingly before showing stuff to the user
 
user92578
Yes!
 
not to the real dimensions of 26 inches wide and 16 inches hieght
 
user92578
That could be then 260 PIXELS and 160 PIXELS
 
user92578
Or 130 and 80
 
user92578
The unit doesn't matter
 
user92578
8:31 PM
Just scale before showing data to the user
 
That is the method I was talking about this morning
say its 500 pixels wide divide 500 / 26 to get the virtual pixels per inch right?
 
user92578
Yeah
 
user92578
Actual inches on the screen don't matter
 
But I think it would be better to make the canvas the whole ui
becuase the user resizing shit will fuck up the scale
and i can alert("Hey, quit fucking around with the program"); but
 
user92578
Depends on how you scale, I can't really say anything about that
 
user92578
8:34 PM
What does the UI have to do with this? Isn't it just labels and text entries?
 
Yeah basically
and maybe buttons
 
user92578
Yeah. So either keep the canvas size constant, or look into scaling stuff you draw by an aspect ration constant
 
user92578
I'm assuming that the canvas draws with pixels as units
 
Yeah
 
user92578
Resolution scaling is something that pretty much all games have to do
 
user92578
8:38 PM
I divide the window size by a predetermined window size constant, round that to an integer and then scale everything while rendering with that
 
so the terms are resolution scaling , keeping canvas size constant or scaling shit you draw by an aspect ratio constant
Like?
See the fucking ui is outside the cnavas
canvas
so the user can fuck it up changing the window size
 
user92578
So my game code can assume that the window is like 480x320, and the renderer just scales everything to fit to 1920x1080
 
user92578
User can fuck up what?
 
user92578
The canvas size?
 
The ui
The viewablility of shit when they make the window retarted
 
user92578
8:40 PM
Can fuck up how?
 
user92578
So fix your CSS
 
like posted before
 
user92578
I've spent many hours testing amd writing CSS that makes my website look & work on different devices
 
how fix css
thier is so much going on
 
user92578
That's webdev for you. I've said this so many times to you already: look into responsive CSS
 
user92578
8:42 PM
Gotta be like the fifth time
 
Jon
oh dear.
venison.
 
user92578
Pick a website, and start dragging your browser to different sizes
 
Jon
try mine
 
user92578
Or mine
 
Jon
or mine
 
user92578
8:45 PM
Yours looks nice
 
user92578
My lightboxes are a little weird
 
Jon
lol yours is better
 
user92578
Blog CSS is a little out of date still
 
user92578
Also I learnt a ton while making the front page
 
Jon
Mine is very old
I need to redo it
 
user92578
8:46 PM
Blog literally uses <center> everywhere
 
user92578
Only recently learned about margin: auto 0;
 
user92578
But I've got like 30 blog posts to fix... so meh
 
@Tyyppi_77 get on my level. I have 2000 images I need to optimize on my server.
 
user92578
I mostly ripped the front page from hue the game
 
@DH. oh, btw that was just one person. We'll have 2 tomorrow and 1 on wed, thur and fri
 
Sie
9:10 PM
I'm freezing my was off.
 
user92578
from bed under warm and fuzzy blankets
 
user92578
I'm not
 
lol I walked to school today in the morning without a sweater, 1 mile later I was pretty frozen
 
user92578
Winter is coming
 
Sie
Don't know why they keep this one building so cold.
 
9:14 PM
@Jon my friends finally finished all the worlds but the last one for gorb
they seem to love gorb
 
user92578
The seven worlds were awesome. Eight was a load of fun, and the credits just topped it all
 
lol its pretty fun watching people try so hard just to solve one level
 
Jon
Awesome!
Glad they like it
The market seems to want me to make it free with ads
Blarg
So I am contemplating a free ad driven model.
Can't beat them
Might as well join them
 
9:38 PM
Can anyone explain me why game graphics or should say vectors nor images comes in fixed sizes sequence such as 32, 64 etc.. I know it has to do with computer data storage but Assuming i have this 8x24 image, what happens then? it goes into 32x32?
need some information resources to shed some light
 
40
Q: Why are textures always square powers of two? What if they aren't?

KeavonWhy are the resolution of textures in games always a power of two (128x128, 256x256, 512x512, 1024x1024, etc.)? Wouldn't it be smart to save on the game's file size and make the texture exactly fit the UV unwrapped model? What would happen if there was a texture that was not a power of two? Wou...

 
9:55 PM
@AlexandreVaillancourt god bless
 
Jon
10:08 PM
Papa bless
 
10:58 PM
@AlexandreVaillancourt holy shit
one of those answers was edited by Jeff Atwood...
 
11:12 PM
@Jon Yea everyone asks me whats the name of the app but once they find out its 2$ they kinda get turned away
they're too used to just playing games with ADs and not paying :c
 
Any ideas why AddForce isn't working?
1) Not kinematic.
2) Use gravity is checked.
3) Only rotation is frozen not position.
4) Force up is grater than gravity.

Force Up: (0, 330.1, 0)
Gravity: (0, -10, 0)
 
Jon
@TheMuffinCoder would they pay 1$ for it?
 
Sie
Easy there Daddy Warbucks.
 
Jon
 
Sie
That's almost enough for me to buy a soda from a vending machine.
 
Jon
11:23 PM
 
@Jon doubt it :c
they rather not play and spend a dollar on snack instead
wait no
its more like they rather play a different game if its $1
there's too many quality free games that doesn't make them feel justify spending any money ; - ;
 
Sie
The solution is obvious. Invest in dogecoin.
 
I already did :D
But I factory reset the pc that had my wallet so now it's lost for ever
never to be accessed again
 
Jon
quality free games???
where?
 
umm maybe not actual quality
I mean playable enough to be entertaining
One rn that all the math teachers are playing is called Brain It On!
And while searching that I found this game Beat Stomper
Installing rn its seems so fun
holy cow this game looks amazing O _ o
 
Jon
11:38 PM
first webgl build
ehhh
doesn't seem to be working
 
after years of genetic engineering, I proved all my colleagues wrong. I synthesized the first multi-color organism from GORB base elements
 
@TheMuffinCoder yeah people don't like games being so bitchy about asking for money, but when presented with a good game for $2 or $3, they say oh that's so fucking expensive
they have only themselves to blame for the state of the market
devs give them what pays.
 
yea ik
For example everyone I know likes Geometry Dash but only play the free demo. I'm the only one who bother to buy the full version to help out the devs
 
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