« first day (2395 days earlier)      last day (2632 days later) » 

1:12 AM
@Tyyppi_77 If it doesn't matter if the prisoners die or live, you might want to not have them die.
Also, when I run it, it has a popup displayed, that seems a bit odd...
 
need to be able to pick them up and use them as shields
 
A security thing, will try to capture it if I can. Don't know if you can do anything about it, but... It asks if I want to give it permission to make changes on my computer. That will scare away some people.
Another thing: Some way to change directions when firing would be helpful. I'm not quite sure how that should work, but...
 
ugh, I went down the completely wrong path for object updates in my editor. 3 hours gone.
Also
template< class InputIt >
void std::set::insert( InputIt first, InputIt last );

Is a $%^$% pain to use.
it gets confused with iterator insert( const_iterator hint, const value_type& value );
YAY. I got update!
 
1:37 AM
Another small annoyance. You should really advance to the next level automatically on the map.
Also, a small tap might be a way to change directions without actually moving.
There are many times that would be nice...
 
The blue outline doesn't update yet but the level object regenerates.
 
@Tyyppi_77 ^^^
it's almost an editor now :D
 
okay I finished a Wii U update today
now I gotta wait
and then in a couple weeks I'll probably get failed due to some language issue I had no idea about, make a change and then wait another 2 weeks
 
I need to hook up CTRL+S to xml->Write() then it'll be an actual editor :P
 
1:42 AM
@Tyyppi_77 Last thing, for now. The grenades for the enemies that have them seem a bit overpowered. I have yet to find one that didn't blow itself up.
 
@ChrisMcFarland
*twitches*
Stop bringing back bad memories
 
The best is when they invent new rules that they haven't yet updated their rulebook with.
 
Steam and mobile is so easy compared to console stuff :/
lol...... :(
but that's alright. back to Tallowmere 2 for now
 
Or when they reject your game for 3 months of sound fix requests before they admit that it's not actually on the GameBoy Color that it has the audio bug but their new YET-TO-BE-RELEASED Game Boy Advance.
 
1:45 AM
ohhhhhhhhhhhhhh boy
 
..... yyyyyyyyyyyyyyyuuuuuuuuuuuuup.
And a very small batch of 1st gen GB Color that had an unfixable defect in double-clock mode.
 
;__;
I can only imagine what developing for hardware like that would be like
 
which made the music sound very slightly different. not off tune, just that sometimes it picked the wrong square wave duty ratio.
3 months.
 
Then there's a non-nintendo console that had good carefully picked DDR ram chips in the dev and test kits and not-so-good ones in the home consoles that ran slower making FMV movie decoding stutter horribly with no way to know, no way to test.
 
1:54 AM
far out
 
The fun of console deving :P
 
>______________<
I am keen to get T2 done enough to do Steam Early Access I think one day
and ride that for a long while
Entering the world of console development has opened my eyes as to how bloody hard it is :)
 
I'll probably do a few months of early access just to work out the driver bugs on integrated graphics I don't have access to :|
 
Sie
@Tyyppi_77 Are you doing some kind of beta?
 
2:00 AM
Right now it renders fine on Windows: nVidia, AMD, Linux: All open and proprietary drivers, OSX: All (last I tested OSX)

And it renders a black screen with a diagonal line on Windows Intel drivers.
Same hardware under Linux: perfect rendering.
 
Sie
What renderer do you use primarily?
 
I only have an OpenGL renderer for now.
Intel is essentially forcing me to write a DirectX renderer just for them...
 
Sie
Is there a chance the hardware you're testing on is so shite it doesn't support that?
 
No, like I said, same hardware under linux works 100%
 
Sie
Oh right.
 
2:03 AM
And it also renders fine on the Raspberry Pi (OpenGL ES)
albeit very slowly
 
Sie
I've been wanting a Pi but I have no real use for it.
 
I just use it to test my engine on ARM/OpenGL ES in case I ever do a mobile game again...
Or a PS4 game
XBox One and the buggy Intel drivers are the only reason I'd need to do a Direct X renderer. I'd rather spend that time on a Vulkan renderer.
 
 
7 hours later…
user92578
9:10 AM
@PearsonArtPhoto That's a stupid Steam bug, there's a workaround but I haven't gotten around to it yet. It installs DirectX stuff
 
user92578
@StephaneHockenhull Looks awesome!
 
user92578
@Sie Yeah, add me on Steam (same nick as here), I have a few keys left
 
10:35 AM
6
A: Why can't I get a bool packed and aligned into a D3D constant buffer?

Josh PetrieFor efficiency, constant buffers will be mapped such that values do not straddle GPU registers. Each register is four floats in size (16 bytes) so constant buffer structures must be a multiple thereof on the GPU. Your C++ structure should be padded accordingly if you want to use it as a convenien...

Lurking around and upvoting good answers... I found Josh
 
user92578
yeah?
 
10:55 AM
yes... I were kinda off the school and not doing much but I am back on.
 
 
2 hours later…
user92578
12:35 PM
@PearsonArtPhoto That's the behaviour I experience currently: You spawn with the weapon you died with.
 
It seems odd, but maybe that's just me.
I kind of expected to respawn with the weapon I started the level with.
Another thing, I'm not sure how keen I am on the sound effects.
Especially the guard alerted sound.
 
user92578
One of my design ideas has been "let the player choose the weapon", so I don't want to make them look for their favorite again if they happen to die.
 
user92578
The guard alerted sound is a little weird that's true
I've just grown so accustomed to it that I'm not really sure what I would do to it
 
user92578
Thanks a lot for the feedback though, there's definitely some stuff that I need to rethink
 
user92578
I really don't want to sound like a huge dick dismissing any feedback I get so I hope that's not how I'm coming off
 
12:55 PM
Nah, you're fine.
The alert sound would be better with a bit more variation, and sounding a bit more alert or something.
 
user92578
So I'd love to do like pitch shifting stuff on sounds that are repeated quite often
 
I know you are going for retro, but I think you can do better than something that could almost be a doorbell sound.
 
user92578
The audio lib's processing functionality isn't really documented at all so I'd have no idea how to implement pitch shifting
 
user92578
Yeah I agree, door bell is not perhaps the greatest thing
 
If nothing else, pick 2-3 base sounds, it'd make a big difference.
And I think the alert is the biggest thing that needs some variation.
 
user92578
12:58 PM
Yeah I'll add this to my task list, maybe do some YT research first and then see what I can come up with
 
Gun firing/ explosions, well, they can all sound the same.
Anything that comes from a person should have a bit of variation at the very least.
 
user92578
Yeah that's a great point, I didn't think about that at all
 
As for the weapons, well, ideally you would make it so each of them has something about it that makes it strong, but also something that makes it weak.
Maybe a pistol will do less collateral damage, that could be a strength.
It could be interesting to have a tutorial, or mini-level, where you test out the various weapons.
 
user92578
Mmmm, yeah, then on the other hand you have the whole game to do that :)
 
user92578
What do you mean with "collateral"?
 
1:01 PM
Well, the first level, second prisoner.
There's a 3 high stack of crates, the top one of which explodes (Or burns, or whatever)
With a pistol, maybe only the bottom box will blow up, not causing the top one to burn.
There should be reasons to let the various weapons shine, at least in my mind.
Maybe not a huge thing, but...
Of course, I have a predisposition to puzzle type games, and making your game into a bit more of a puzzle would appeal to me. That would accomplish it.
 
user92578
Yeah, that box thing is not really about the weapon as that's just how barrels behave: if they are dropped, they explode.
The idea of weapons having more varied behaviours/use cases is definitely something that might be cool but also very tricky to add in at this point
 
Last thing, it isn't really clear that shooting a switch will cause it to switch, at least not until you have actually done it. The first time there was a switch, I manually touched it, the second time, I tried to do so and died, only to realize that I had accidentally switched the switch by firing on it.
 
user92578
Yeah someone else mentioned that too so I'll add that to the tutorial
 
Still, it has come a long ways!
 
user92578
Sure thing! :)
What in the world is going on with your account image?
 
1:07 PM
It's a logo I did for an app I made for determining your location in Amateur radio speak.
Ham Finder.
 
had to go through and ban another entire page of picross levels.
 
user92578
I mean it's showing your generated icon when it's large
 
I'm not sure I know what you mean...
 
user92578
pic incoming
 
user92578
 
1:09 PM
I think it's a bug with gravatar...
6
Q: Some users' chat icons are sometimes displaying as default gravatar depending on size

Byte CommanderIn Ask Ubuntu chat, there are some users (e.g. cl-netbox and Thomas Ward) of which the user icon is recently displaying wrongly most of the time: cl-netbox' icon on all sites id a blue square with the white letters cl. It shows up this way in the user list on the right and even in the popup ...

 
I don't see that, strange...
 
not really...
 
user92578
BTW I checked your photography website Pearson and the description text part thingy shows a weird scrollbar
 
Then there is this guy.
 
For me, Community's avatar looks like crap..
11
Q: Community ♦ user's avatar has changed in question lists

Alexandre VaillancourtI have noticed that Community ♦ user's avatar had changed yesterday on Gamedev.se. (Not that I mind, but the new avatar is harder to spot because it blends in with other new users' avatars.) Then I clicked on the avatar to consult the profile, and it was the same old, usual avatar. So there a...

@jgallant Did he leech it from somewhere?
 
1:13 PM
i don't know
its all one guy
 
These look interesting, though.. good value for you!
 
@Tyyppi_77 I'm tempted to drop that, I haven't really done any photography in a long time... Sigh.
 
looks like he added them over the span of 5 days
the last 5 days
 
> You should start by using your favourite search engine
@AlexandreVaillancourt I hate you
 
user92578
1:17 PM
Guys do you use "the" with [help]?
 
user92578
"Visit help center" vs "Visit the help center"
 
Visit the help center because you refer to a specific one
 
I think I use 'the' but English is not my first language :P
 
user92578
Yeah, I was kinda wondering why [help] doesn't expand to "the help center" instead of "help center"?
 
@Alexandre I can't share comments on mobile, but that's a part of one of your comments
 
1:20 PM
@Bálint Yeah, but why do you hate me?
 
Duckduckgo
Is that really your favourite search engine?
 
Not really, but I like it; the thing is: if I do a search on duckduckgo, and see that there are actual results what would help the user, I'm sure that if he does the same search on the same search engine, he'll get the same results as I did. This is not true if I use google...
 
user92578
I'd love to use DDG given the privacy and such, but Google's oneboxing is just so much better
 
okay, got my language system and UI system coded nicely so you don't have to restart the game to have the languages be applied.
 
user92578
Awesome! Damn your UI looks slick!
 
1:23 PM
^^^^
 
user92578
Seriously though, I need to rant a little about the documentation on effects for SDL_mixer:
 
user92578
void noEffect(int chan, void *stream, int len, void *udata)
{
    // you could work with stream here...
}
 
thx
time for bed now D:
 
user92578
That's what I get: "you could work with stream here"
 
1:24 PM
don't let the bed bugs bite
 
@Tyyppi_77 lol...
 
user92578
I checked the "examples" that come with the mixer, i.e. positional audio and it's just this 1.5k file with weird pointer arithmetic implementations for like a million different integer types, signed and unsigned, 8, 16 or 32 bits...
 
@jgallant Give that guy cookie!
 
user92578
 
user92578
What am I supposed to do here?
 
1:28 PM
click and drag it back to the bottom
 
user92578
I've already flagged that from outside of the queue
 
You're screwed... skip...
 
user92578
nice...
 
ha no
it's "looks ok"
This is a bad question which deserves to be closed, but should not have been flagged as low quality.
 
user92578
really? I skipped already
 
1:29 PM
Yeah, no worries..
 
Primarily opinion based? :P
 
user92578
how to get started
 
user92578
so is it because my rep is <3k that I can't select anything from that box?
 
user92578
why is it even display it to me then?
 
oh you couldn't select anything..
 
1:32 PM
It's because you can't vote to close, you can only flag, I guess, and since you've already flagged it, you can't flag it another time..
 
user92578
"hey let's display a close vote dialog to this user"
"wait he doesn't have the reputation for that"
"remove the radiobuttons"
"what why not just remove the whole button?"
"REMOVE THE RADIOBUTTONS"
 
user92578
LOL
 
1:44 PM
@Bálint What's wrong with duckduckgo? :P
 
 
2 hours later…
3:32 PM
Is there a way in VS to report functions that have their return value not handled in c++?
 
user92578
I'll throw in a guess: no
 
Cuz you know... returning error messages but not handling them...
pretty useful.
 
user92578
yea
 
@Tyyppi_77 I guess you're right; internet says to use a static analyzer...
 
user92578
I'm having a lot of trouble figuring out how to speed up my interpolations
 
3:36 PM
A lookup table?
 
user92578
Oh, by speeding up I mean the actual interpolation, not the calculation :)
 
Ah, right, sorry :p
 
user92578
I have a global timescale float which entities apply to their acceleration and velocity
 
user92578
But for cutscenes, I use a lot of pure interpolations and move their positions with those
 
user92578
So I might just have to change all that code to set velocities instead
 
user92578
3:38 PM
It's a little annoying since interpolations are so slick, no need to worry about overshooting or anything
 
Hmm, could you have two timescales?
 
user92578
What do you mean by that?
 
Like, instead of having one global float, you'd have two, and use the one you need?
Ah, I think I'm saying crap, forget about it :p
 
user92578
nonono that's not the issue, the issue I guess is just with modifying the interpolation helper class to account for the timescale
 
user92578
3:41 PM
but the tricky thing is that the player can disable or enable fastforwarding within interpolations, so I can't just half the target ending time for an example
 
user92578
a part of me just wants to throw the fastforwarding out of the window
 
What is it used for?
 
user92578
going through cutscenes faster
 
user92578
given my few cutscenes I don't think it's a huge must
 
Can you skip them?
 
user92578
3:51 PM
no
 
muwahahahahaha
 
user92578
what's up jon?
 
If there are not a lot of cutscenes, I think you can drop the feature of fastforwarding them if it does not add much to the game..
 
nothing
voting was broken on picross on steam for like 5 months
 
user92578
just doing an evil laugh for fun?
 
4:01 PM
MUWAHAHAHA
 
user92578
4:14 PM
it would probably make sense to not display the cutscenes with the villain after he has been killed, right?
 
unless he is dead in the cutscene
build for my gf
 
user92578
hey jon how did you whip up the minimum PC requirements for PT?
 
I thought, what is a shitty PC and wrote up specs
OS: Windows
Processor: Pentium 4
Memory: 32 MB RAM
Graphics: Onboard Video
Storage: 50 MB available space
Sound Card: Any
Ultimately it should say directx9
 
user92578
yeah I know those, I visited your page
how come there's no trailer? I thought it was a must
 
i deleted it after the fact
 
@Tyyppi_77 Looks like the static analyzer from visual studio can do that!
 
user92578
4:49 PM
oh cool
 
user92578
too bad the tool is fucking slow as hell
 
user92578
OS is gonna be easy and graphics backend probably too, so will memory stuff
 
user92578
CPU is gonna be the tricky one
 
just wing it
look at other SDL game requirements
worst comes to worst someone can't run it and you refund them.
 
user92578
yeah; those other SDL games might be programmed better though ;)
 
4:53 PM
offer a free latte in the great finland area
i gotta go bbl
 
user92578
and it might be likely that they use OpenGL or directx themselves, not the ancient SDL implementations
 
user92578
k
 
@Tyyppi_77 Yeah; you run it once in a while before you leave the computer.. :P
 
5:04 PM
SDL's renderer isn't ancient at all... it didn't exist before SDL 2.0
SDL <= 1.3 is ancient, but that has no renderer
With that said... SDL's renderer is immature which is arguably even worse than ancient.
 
6:00 PM
@Tyyppi_77 make it run on linux and i will try to run it on my pi
 
user92578
6:19 PM
I won't prob bother before Win release
 
man
2000 picross levels is way too many picross lvels... i need some monetizing suggestions here...
I was thinking of having either something like 4 levels packs -- 1 free and 3 @ 99 cents each
or buy all 3 in one shot for 2$
or possibly no free packs at all, and just add 20x20 levels to the main game
or 1 time 2$ purchase you get all levels
or nonthing
The concept of the packs is that I could add more later on
 
user92578
Yeahyeah people love card packs, just make your level packs worth the money
 
user92578
One free is a good idea
 
6:40 PM
@jgallant how about pack-subscriptions?
you might be able to play into people's ego assuming they can solve all the levels, and sell them new levels in advance with that
 
2 cents a level
 
user92578
Sounds reasonable
 
Lol min is 99 cents on store
You are not allowed to sell below that
 
DH.
Your store would get a bit polluted if you sold levels separately, no? lol
 
7:36 PM
I can't sell levels individually
 
 
2 hours later…
9:16 PM
 
9:33 PM
not again
you're a broken record, Jon
 
@jgallant Flow Free has a pretty straight-forward monetization model, with similar magnitude issues. They sell a pack based on a certain grid-size where each pack contains a large number of puzzles in the $.99 to $2.99 range.
 
 
1 hour later…
Sie
10:52 PM
@jgallant Not with that attitude.
 
11:15 PM
Lik
Hambone
 
11:35 PM
The Polish "Japonski" made me laugh
@jgallant Technically you could probably play on a 386 using software rendering through Linux using MESA OpenGL software renderer and WINE's DirectX to OpenGL layer...
It'd be fun to find a 386 with enough RAM...
 

« first day (2395 days earlier)      last day (2632 days later) »