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12:00 AM
Nsfw but awesome
 
@IcyDefiance how do you implement the scene flow? when each scene runs
 
THE COPS WON'T HELP YOU
 
I have a "SceneManager" which was basically just a stack of scenes. Whatever scene is on top of the stack is the one that gets updated and drawn.
 
THE PRIESTS WON'T HELP YOU
 
What I'm doing is running a callback when the current scene exits, whatever that scene is, and then deciding which one should run based on the one that exited.
 
Pip
12:02 AM
lol
@IcyDefiance but Ruby :D
 
I let each scene have access to the stack so it could say "manager.Push(newScene);"
then the manager would call "OnPause()" on the old scene, then "OnEnter()" and "OnResume()" on the new scene
also "OnPause; OnLeave();" when a scene is popped from the stack
 
Pip
@OMGtechy yeah, true :)
@Chris Dotadotadotadota
dota
dotadota
 
Best album trailer ever
 
Pip
@Chris Pls Volvo the cult be with you
 
@IcyDefiance so scenes are created from within scenes, not from an outside class
 
12:05 AM
wasn't required, but yeah they could be, and I mostly used it that way
I figured the scene itself would know best when it was supposed to die and start the next scene
 
but what if sceneA needs to push a sceneB onto the stack, and sceneB also needs to push sceneA. woudn't you have circular imports?
 
Pip
Hahaha for some reason Steam just forgot my Dota client was there.... When it started downloading again I canceled then selected "Update" and it finished in like 2 seconds (it had to redownload the exe which it deleted for some reason)
 
@Icy was that stupid?
 
imports...what language are you using?
python?
if so, that could be a problem. my framework is C# so projects "import" each other, not individual files.
 
Sorry, I mean, you would need to have a reference to sceneA's constructor in sceneB and a reference to sceneB's constructor in sceneA, right?
That seems like it would be a problem.
 
12:16 AM
shouldn't be. it's not in C# at least.
if the constructor of each was referencing the other, that might be
you'd get a stack overflow error then
 
I'm using js, but I don't know if require() would have a problem with circular "imports".
 
Pip
Oh nvm
that's a lib
 
yep
I was talking about node's require().
 
Yeah, I thought so.
 
12:18 AM
yeah in javascript you might need some kind of workaround for that
not a problem at all in C#
 
how does c# solves this? I'm curious
 
all files in the same project just know about each other by default. they don't reference each other or anything.
 
Pip
yep
as long as they are in the same namespace (including the default)
(which is the solution btw)
 
and 'project' is a language thing?
like a package?
 
nah even if they're in the same namespace they know about each other
 
Pip
12:20 AM
yep
 
err, *not in the same namespace
you just need to qualify the name with its namespace then
 
that's weird
 
also namespace != solution. they're usually named the same, but they don't have to be.
anyway
"project" in C# usually compiles to a single binary, either exe or dll
so basically if two files are going into the same binary, they know about each other
separate binaries aren't allowed to circularly reference each other without some crazy tricks (introspection would probably work...probably...it's crazy though)
 
Loading scenes, as long as the player knows the game hasn't frozen, anything's game. Art, bar, circular loader, animated or not, tips, lore, basic screen
Overlaid on top of an existing scene or as a separate thing, no right or wrong way imo
 
preferably animate something other than the loading bar and do your loading async, so if the game freezes then it's obvious
if you want to get really fancy, make sure the animated thing is being loaded over and over from the hard drive every time it loops, instead of just keeping it in memory
 
12:25 AM
@Chris but if the loading screen had some interactivity then wouldn't it be better for it to be a scene on its own?
 
that way if the game doesn't freeze, but it stops loading for some crazy reason, the animation will still stop :D
 
@Icy thats a good idea
 
@Jovito it would probably be easier and cleaner from a developer's perspective, yeah
 
but that extra measure something very few people do. it's not that necessary.
just something animated is good enough
 
my Fire TV version, I know it takes 50 seconds to load, so I made a very basic loading screen, fiery soul that moves along with the bar
Generic Android version gets a message asking users to "please wait" lol
cuz up to 60 seconds with no progress percentage report from Unity is kinda bad
 
12:31 AM
witcher 3 got really fancy with their loading screens. instead of a progress bar they have a narrator recap the story of whatever main quest you're on, complete with an animation representing what is being said.
 
in-game, since it's forever one scene, I just show a black sprite over the whole screen, and use a white line to load across the bottom, there's like 10 steps to the loading and it's always super quick
ah nice
 
since the main time you see a loading screen there is when you first open the game for that play session, it's actually useful
 
Ouch
Typescript's generated code is 100x slower than my regular js
It's literally running at 2 fps now
 
ship it
 
lmao
am just coding to look for a minimizer/optimizer
noooooooooooooooooo
my typescript sprite scaler is broken D: i guess I'll just use the regular js one
 
@Jovito thank u ;( i needed this to express how i feel
 
@TheMuffinCoder how do you make private variables in js following the classical oop model?
 
@Jovito lol i give up on doing that stuff in js
I went to typescript which made that much easier
 
function Whatever() {}

Whatever.prototype.iDontCare = function() {}

Whatever.prototye.coudntCareLess = function() {}
 
12:44 AM
I've seen it like this
 
Before
After
@Jovito in typescript u literally only have to write the word private
 
function Whatever() {
    function iDontCare() {}
    function coundtCareLess() {}

    // private attributes
    var privateShit;
    var privatePoop;
}
 
@Jovito sry cant help u out
closures, variable scope, object... etc got to confusing for me in js
 
I understand, I almost killed myself over this some time ago
 
lmao
Hey Jovito
 
12:48 AM
I asked @Aidan for an air strike but it never came
 
Sorry for ignoring the main point, but why dont u use TypeScript instead or something like Dart?
All your current js is valid typescript too
 
and so it iiis yeah, just like you said it would be
 
never used typescript or dart for that matter
only js madness
 
lmao i used to do that too... actually 4 days ago
xD a week ago i tried to make private values too but then I said to myself, screw it i dont care if they're global
 
12:59 AM
@TheMuffinCoder that's messed up dude
 
@Jovito lol but it didnt really matter to me
I was global in my namespace at least
not the whole dom
 
oh, alright then
you scared me
 
xD i also only had that script so it wouldnt had matter either :P
 
what do you mean? you're doing everything in a single file?
 
:P it wasnt a big script and was easier to deal with in the IDE
 
1:20 AM
user image
2
 
Pip
nice
 
Hey guys am having problems with the canvas, the sprite is distorted
what do u call this type of problem? the eye size changes randomly
@Pip thx but it doesnt render correctly D:
 
Pip
Aww yeah
I did pretty shit but we still won
was good game
 
@Pip :P u still had a positive score, more assists and kills than deaths :D
 
Pip
:D
@JohnMcDonald oh god
I played Bad Rats
oh god
My friend's opinion
 
1:45 AM
mmm that weird scaling problems seems to only occur in Chrome, IE doesnt seem to show it... I wonder why the sprite gets scaled... the position and dimensions are whole numbers
 
looks cools
Early WIP of a new enemy I started last night
 
 
2 hours later…
4:12 AM
@Jovito Sorry. The idiots who built the rocket used devil's venom as fuel. The whole thing was corroded on the inside. Thankfully we noticed before launching it. If you still want it, it will take a while.
 
4:32 AM
@AidanMueller Yeah but it just rubbed me the wrong way for some reason
 
Hmm. You know any good free synths?
 
5:10 AM
 
I think somebody at youtube made a mistake :P
@Chris Looks great. Are you going to make it move a bit more?
@Jovito Why is this thing all asian?
 
@AidanMueller Working on sorting out some sort of flying movement at the moment
 
 
2 hours later…
7:43 AM
Ping
@Chris Why would you release such foul creatures in the lobby? D: Poor citizens!
 
Easy testing zone :p
 
But think of the children!
I should public the code for my current project..
 
user92578
8:26 AM
Good Day!
 
user92578
My matrix exam went well and I'm in a super good mood!
 
user92578
@Chris Looking good
 
@Tyyppi_77 yay!
 
user92578
Today's food: pasta in a box
 
user92578
way better than pasta in a bag
 
8:39 AM
@Tyyppi_77 Nice! :D
Meanwhile I had to study for my english exam for tomorrow, but I ended up playing minecraft.
 
user92578
lol
 
user92578
I should read for my Swedish and Finnish exams
 
It's a cruel world..
Yetta bra!
 
user92578
Jätte
 
user92578
quite nice tough
 
8:41 AM
I haven't had Swedish since kindergarden :P
 
user92578
:D
 
user92578
I only started studying it on seventh grade
 
Nice
Kinda strange that you need to learn Swedish :P
 
user92578
Well it's like 5% of the Finnish population that speak Swedish
 
user92578
And it's an official language
 
user92578
8:44 AM
So every 20th
 
Ah i didnt know you had that many
 
user92578
That's quite a lot actually
 
Agreed
@Tyyppi_77 Funny thing about Denmark is that we can understand the Swedes easily and we even have a lot working in Copenhagen, but we can only remember few phrases which are actually Swedish :P
 
9:29 AM
 
Tongues?
 
I think you could call them that
 
What is their abilities?
 
I've got them flying around atm, they stop moving when they see you, tongue shoots out. Thinking of damage on tongue impact, then probably pull you towards them. If their tongue hits your shield, probably no damage but maybe still pulls you until you lower your shield
probably will be dodgeable if you jump out the way in time
 
Sounds nice
 
user92578
9:36 AM
Awesome! @Chris
 
 
Are you using Unity's line renderer?
Oh! I just got an idea: You should add a non-sticky shield
Basically a shield where their tongues can't stick
 
9:53 AM
@Chris
 
nah not using the line renderer, those are scaled sprites
that's a cool idea
 
Ah also thanks
 
so many ideas and suggestions I have jotted down!
 
At least two from me :D
I'm just happy I can help
What are your favorite ideas so far?
 
I still want to do a paintball gun, coloured splats
and a gas mask so the acid traps do nothing
I don't really have a favourite though
sometimes I just get urges to try something spur of the moment, or an idea sort of builds inside me, itching for me to try
 
10:02 AM
I love that feeling.
All the ideas sound awesome :D
What about the bouncy bullet gun thingy?
 
@Chris Wooha that's pretty sweet
 
It sounds too futuristic
maybe as a ball of fire or magic somehow maybe though
 
Yeah
 
that line thinging's got a badass texture as well
 
@Chris Could you make the stick to where they hit the players body instead of the centre?
 
10:05 AM
@Hjorthenify probably, I haven't gotten that far yet
 
Would be neat
 
Jon
10:36 AM
would be sharp.
nice stick-a-tongues
 
or that it's tongue gets stick to floor or wall instead, if it misses.
 
Jon
cool idea
 
there's a monster just like that in "SlugCat" they launch their tongue and the tongue gets stick to whatever object it touches
 
Jon
there is typically a enemie like that in every zelda game
 
the monsters usually stick the tongue to the player then pull the player towards them.
!!!
 
Jon
10:39 AM
 
future-minecraft?
 
Jon
yep
 
10:55 AM
Minecraft with shaders is amazing
It is actually the sole reason why I play vanilla minecraft sometimes.
 
user92578
11:55 AM
Wow, I got a lot done!
 
user92578
I added proper climb pose sprites for guns, and shell particles for when you shoot
 
user92578
12:07 PM
That concludes weapon stuff for now!
 
Jon
good to hear
 
Jon
12:34 PM
-26
Q: What does this mean? for (int i = 0; i <5; i++) {

Nicholas WhitleyI am working through some code in a game. I know what most of it means, but not all of it. For the line for (int i = 0; i <5; i++) { - what does that do exactly? I know what it's end result is, but I'd like to know in detail what each character does. - (void) addBricks:(CGSize) size { for (...

 
    //my code
    public Behaviour(){
    	var condition = new Behaviour ();
    }
Unity breaks. It stops
 
Does it give an error? What happens?
 
It just stops. Nothing happens but time itself freezes.
 
Jon
heh, gif messes up
 
that's a cool green GUI.
 
Jon
12:45 PM
anyways, that is my atmospheric shader
 
user92578
Is there a "Break All" debug command in Unity?
 
user92578
If there is, hit that and see where the code is stuck
 
Jon
if stuck in a loop, no
 
user92578
If it's stuck
 
Jon
you need to end task
 
user92578
12:46 PM
Wow that's bad
 
Jon
I think that is pretty standard
 
if your computer cannot handle Unity endless loop swag, your computer might as well need to restart too. (mine cannot handle Unity swag)
 
Jon
a compiler can't determine if a loop will be infinite
 
user92578
Not having a break all?
 
Jon
VBA has a break all
:)
 
user92578
12:47 PM
VBA?
 
Jon
Visual Basic for Applications
this poop
 
user92578
ah
 
Why is it, I always tell Flash to update automatically, yet it constantly needs my attention to make sure I don't want McAfee internet security ...
 
Jon
packageware is what people do nowadays
if the software is free -- chances are you are being screwed for using it
6
 
@Jon vba also lets you index from an arbitrary number rather than 0 D:
 
Jon
12:52 PM
VBA arrays are interesting
ReDim Preserve
i wrote some pretty wicked stuff in excel vba when I was working for places that didn't let me use Visual Studio
server rack ui calculator, with visual rack representation
could pre-plan your farm moves
 
I had some obfuscated VBA that needed translating into Python >.<
 
Why do I feel so motivated to code during the worst possible hours? For example, I stay up all night when I have work in the morning, but I don't feel like codding during weekends-holidays-freedays.
 
Jon
 
user92578
Looking good
 
Jon
colors need tweaking
the blue is kinda weird
 
1:04 PM
oh man that's how it works? with that horizon shader? coooool.
 
Jon
yeah, i might write an article post on it
I keep looking for little bits to write up on
might be useful
 
user92578
1:44 PM
I think I should start working on somesort of a boss fight
 
user92578
But for that I need some sort of backstory
 
You should! :D
 
user92578
What the player fights?
 
user92578
Why?
 
Huh?
I was saying you should totally make a bossfight
 
user92578
1:47 PM
yeah
 
user92578
those were questions for me to answer
 
user92578
(In the backstory that I need to write)
 
Ooh
 
user92578
My current idea is that the game starts in a prison environment, and you need to escape from there
 
user92578
Then for some reason you travel all around in different environments freeing prisoners
 
user92578
1:49 PM
Maybe I'll just do the "evil robot mastermind is trying to take over the world"
 
Pip
morning GDSE
 
user92578
...and to the first typo of the morning
 
Pip
yep
 
Jon
 
2:38 PM
lol apparently restarting an SQL Server instance makes auto-incrementing columns jump by 1k or 10k
I was like "holy shit 10k things in my database already" and then there was only 180-something
 
2:52 PM
@Icy Does the scene pops itself when exiting in your scene manager?
 
no, but the scene can pop itself by calling manager.Pop() before pushing a new scene
 
so who does the popping?
 
anyone with bubble wrap?
 
besides those
 
nah I usually called pop from within the scene. like the scene popping itself.
 
2:54 PM
suicidal scenes
 
so why did you answered no? hahaha
 
sorry I thought you were asking if it was automatic
 
Pip
@IcyDefiance you know why?
(I have no idea, genuinely interested)
 
@Icy so you just pop the scene and forget about the popped value
 
@Pip no clue. it's intentional, but I couldn't find a reason right away, and I'm on the clock so I shouldn't spend too much time chasing down trivia.
 
Pip
2:56 PM
Ah kk
 
@Jovito pretty much. once a scene pops itself, there's usually no handle to it anywhere else in the program, so it goes straight to the garbage collector.
C# is really nice that way
 
Jon
i just do a GC.collect in my update loop
 
@Icy If I remember correctly you said that the scene manager calls onWhatever methods when they're pushed or popped
why not call those from within scenes as well?
I'm trying to understand the benefit of having this manager.
 
@Jon had a chance to take a look yet?
 
Jon
oh, naw, i forgot
 
2:59 PM
aha no worries, let me know when you do :D thanks
 
Jon
i hired a guy to mow my lawn this summer
I'm a job creator.
 
@Jovito each scene has OnEnter(), OnResume(), OnPause(), and OnLeave() functions.
 
@Jovito we need a YEAAAAAAHHHHHHH equivalent to this
 

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