« first day (1796 days earlier)      last day (3209 days later) » 
00:00 - 16:0016:00 - 23:00

Joe
12:02 AM
no worries
 
Jon
12:39 AM
watch the video if you wanna go to bed
 
Joe
lol
really interesting to see someone elses unity c# though...
 
Pip
According to the comments it's horrible
 
Joe
thats fine always good to look at more code
as long as they complain about why its horrible maybe I can learn something
 
1:00 AM
@Pip That's ALL it's about? :P
 
Pip
:P
 
 
2 hours later…
Joe
3:18 AM
WHAAAT!!!?!! this is soo easy docs.unity3d.com/ScriptReference/WWW.html
 
@Joe I don't see, what's the problem?
 
Joe
no problem, just happy that the API is straightforward
no immediate json api though... looks like ill have to convert
 
 
1 hour later…
4:38 AM
Rule 110 in Minecraft. I think I need to refine it a bit, but it works!
 
 
2 hours later…
Joe
6:18 AM
because... why not
 
6:52 AM
lol
 
7:24 AM
@Jon you got an alt link for that (cant see it in my shitty country)
 
 
1 hour later…
user92578
8:26 AM
Good morning
 
Morning
 
Morning
 
8:43 AM
Morning
 
8:57 AM
morning
 
user92578
9:31 AM
Played 7 fucking games of GRP
 
user92578
0 wins - 6 defeats and one tie
 
user92578
MVPd all the games
 
user92578
Now
 
user92578
How am I going to escort the players out of the level
 
user92578
I really like how Broforce does it, but I don't think I can mimic anything from there anymore
 
10:19 AM
How does Broforce do it, and what else did you think about?
 
user92578
10:29 AM
Broforce does a "jump on this helicopter and fly away"
 
user92578
I'm not really sure what else I could do
 
user92578
I suppose I could add a truck that the player jumps to
 
Or a rocket.
 
user92578
I thought about that too
 
user92578
But I want to save that for later I think
 
10:32 AM
In a smaller variant, have a drop crate with a rocket backpack inside drop, use that to fly away while the level explodes/gets flooded with lava/gets napalmbombed/...
Or have the level flip around and fight your way back to the starting point.
 
user92578
lol
 
user92578
I thought about jetpacks too
 
Create a giant lava slide with a snowboard for lava on it and have them board away on that
 
user92578
I gotta go eat stuff, brb
 
user92578
Aight
 
10:46 AM
Have a vehicle conveniently waiting at the other end and just calmly use it to leave the level. Doesn't matter what vehicle, and it can vary per level: lorry, sportscar, camel, ancient Greek trireme, horse buggy, train, ...
 
user92578
That sounds good
 
Have a robot centaur ride in and carry the player to elsewhere
 
Alternatively, a silver robot unicorn spreading rainbows, while Erasure's "Always" plays in the background.
3
 
Pip
Morning
 
@MartinSojka wasn't there a game that consisted entirely of that?
 
11:00 AM
@snake5 That's the one I referenced, yes.
 
anyway, who killed screenshot saturday?
 
that's not the original one
I'm talking about this one: screenshotsaturday.com
 
Pip
I don't know
 
screenshots! I'm currently experimenting with decorating my world
user image
4
modelling a tree atm
 
Pip
11:10 AM
Why are you so good at game dev?
 
user92578
Yes, why?
 
lol
 
user92578
I mean this is getting out of hand
 
Pip
Seriously, chill Chris. Enough is enough.
XD
 
I've got big ideas in my head.... long road ahead
 
Pip
11:11 AM
Cool
 
cuz it ain't gonna decal itself lol
 
Pip
Oh man that looks really good so far
 
the sheer scale of walking around is much more fun than my little turn-based prototype
:D I'm not sure how closely I'll keep to the block structures, but it's good for rough layouts at this point
I also really don't fancy creating organic-looking environments if you know what I mean, like hand-sculpting every rockface and cliff and stuff... trying to suss out some compartmentalised objects ideally
 
What kind of gameplay will it have?
 
I'm hoping to try out projectile-firing, third-person aiming system.... or maybe it'll be more run-and-jump on things, not sure tbh
 
user92578
11:33 AM
Yeah...
 
user92578
 
user92578
That turned out a little too big
 
user92578
Back to the drawing board! (after one(?) game of GRP)
 
GRP?
 
user92578
ghost recon phantoms
 
11:34 AM
Size aside, truck looks good
 
user92578
Thanks, it's nice to hear that I've got the basics figured out
 
Pip
Yeah I really like your art style
I wish I could art :/
 
user92578
ty pip
 
Pip
@Jovito you created a repo three times?
@Tyyppi_77 np, it looks good :D
 
user92578
lol
 
Pip
11:40 AM
HAHAHHAAHA THE LINE CHANGES
about 5k each of additions and deletions were json changes
 
user92578
lol
 
user92578
you should see my "monthly commits"
 
Pip
pics are required :)
(this was this morning's work and some of last night's, maybe.... 4 hours?
I pretty much totally revamped my tile system
 
@AidanMueller neato
 
11:54 AM
any c++ template masters in here?
I need to enable conversion between class<T> -> class<const T>
 
Pip
Talk to.... @JoshPetrie or @MickLH I think
 
:/
none seem to be here atm
 
user92578
I was going to suggest asking snake5 but then I looked at the asker
 
Pip
lol
 
oddly enough, this is a very difficult issue, none of the straightforward approaches such as defining a templated constructor or one that takes struct<mutable_T> yield the required result
 
Pip
11:58 AM
Trello like a boss
We're kind of doing scrum with Trello... I like it actually
 
MSVC is being super cryptic about it as well
says that there's an error, says it recognized the constructor and... that's it, no mention of the actual reason being the error
 
Pip
huh
I'm running out of things to do that have been discussed since my friend (and the other programmer for my game) is on vacation this week and we were supposed to come up with a TODO before he left
I might see if I can find a drop-in, simple AI system. I really don't want to define my own at this point. I have some basic stuff, but anything more complicated would be a ton of work at the moment
Or.... I can go read about it. @amitp you have saved me again! XD www-cs-students.stanford.edu/~amitp/gameprog.html
 
user92578
12:41 PM
Too small or nice and cute?
 
user92578
 
I think the tan colour makes it not stand out very much
 
Joe
@Chris DUDE! awesome
 
user92578
@Chris Yeah I'll definitely recolor it
 
@Joe :D
@Tyyppi_77 Sweet, yeah it looks more reasonable-sized at least
 
Joe
12:56 PM
how are you getting one mesh? combining multiple meshes in blender?
 
I am currently not combining any meshes.. or rather, Unity's Static flag is combining the lot, though it still has a few draw calls for being separate meshes
 
Joe
ooo interesting, you make and assemble multiple meshes label them as static
 
I'm gonna leave things not combined for my sake until I absolutely have to merge them together if performance becomes an issue
 
Joe
and it just "compiles" them?
 
well when looking at an object in the inspector when it's running, it magically says the mesh is "Combined Mesh (root: scene)" instead of what it usually says
cuz honestly, modelling all this in Maya or whatever sounds like a huge hassle
but..... I mean if I have an end product, theoretically I could make note of each object and merge it all into one one by one
 
Joe
1:01 PM
im not great with any of the 3d applications... blender is the least painful or costly
 
Pip
@Tyyppi_77 I like it
 
or... use a script in Unity that combines all meshes I've chosen into one mesh, which sounds alright for a final version of a scene. prototyping though, I like the ability to move anything anywhere easily
yeah I gave up on Blender and am finding the monthly sub for Maya LT worth it so far
 
Joe
@Chris i think you just take the quickest / easiest path for until you decide its time to pump out final level geometry post prototype stages
@Chris what is it 30 bucks / mo?
 
yeah. and honestly, mesh merging is for performance stuff. not gonna optimise til it's needed
yeah $30 USD/month I think
 
Joe
perfectly reasonable
 
1:04 PM
it's like a cut-down version of Maya, basically just no pretty rendering
but it's fully functional for game stuff, modelling and exporting
and is more appealing than shelling out $3k at once
 
user92578
I like this a lot better:
 
user92578
 
yeah that's good man
with non-conforming meshes, you also get issues with lights showing through when they shouldn't
 
Joe
id imagine some of that stuff, maybe even collision glitches
 
yeah... but honestly it's about the end result, or just the temp result for now haha
 
Pip
1:12 PM
So Chris
How does the Tallowmere AI work?
 
The typical enemies basically:
- Walk forward.
- Check to see if the hero is in view - if so, initiate their "hero spotted!" state. otherwise -
- Check to see if they're about to collide with a wall or fellow enemy, or
- Check to see if they'd fall off their current block if they walked too far.
- If can't walk further, about-face
 
Pip
Hm. Thanks
My AI has to be a little more complex than that... I'm looking into behavior trees and such
 
I imagine most enemy AI goes like, patrolling, enemy spotted, decide what to do
attack? flank? change position? retreat? alert allies?
use ability X or Y
 
Pip
Yeah
 
One idea I had for a "guard this area" AI (but I didn't check if it made sense yet, much less implemented it) would essentially try to "paint" the area with the cone of view. Keep a simplified version (say, a 2d grid) with values corresponding to when the part was last seen, when nothing to do, find the oldest one at some min distance and path there, "painting" everything on the way with your cone of view. Repeat.
 
1:18 PM
ah yeah, that sounds pretty cool, rather than just following a set path
 
Pip
I need more like a:
 - Job
   - if requires materials
     - are materials present?
       - if yes, flag them as used
       - else request and wait
     - bring materials to area
       - get one material
       - bring it to location
   - build a thing or do a thing
annoying
 
Sounds like Dwarf Fortress AI, a bit.
 
Pip
I'll have to check it out
 
the more complex you want it, the more complex it gets, haha
no magic bullet I don't think
 
Only there is no "request and wait" there, just "pause the job", IIRC. But you could instead push it down the queue and grab the next one too (works best if there are multiple agents capable of doing the job).
 
1:21 PM
a priority system
 
Pip
@MartinSojka oh that's a better idea
 
keep each Job in a List? reorder the list as needed depending on whatever
 
Pip
I have a task queue (basically a FIFO collection)
 
It has the downside that "reserved" materials for a job stay reserved (and unusable for anything else, even emergencies) until the job either completes or is cancelled.
 
Pip
yeah... hm. I'll have to think about it a bit
 
1:23 PM
It's a downside, not a showstopper.
 
Pip
Yep
My current goal at the moment is to stick a bunch of cards in Trello then write a few basic tasks, maybe implementing a factory or something
just a basic MoveTo function for now I think
later pathfinding, etc
Welp, that filled up my ToDo list
Anyhow, I've got to head to work for today. Talk to you all later tonight
 
1:44 PM
I remember using this Mesh.CombineMeshes thing at runtime, decreases drawcalls all nice, plus less shadow casting draws. or it looks like there's a Simple Mesh Combine asset, $7 sounds like a steal
even export as an OBJ so you could potentially join vertices togethers in Maya and then put back into Unity lol
 
Joe
2:12 PM
hmmm
interesting
 
2:45 PM
if you haven't seen it already
 
Joe
@Almo no one wants to see pictures of your junk man cool it, we already saw your subreddit I take back everything bad i ever said about you
 
Joe
oo expectations
 
user92578
@Joe LOL
 
@Almo I'll be buying that for sure
 
2:49 PM
I won't, but only because it an Xobx exclusive
love the art
 
Joe
amazing
 
official website says Steam & Xbox One? unless something's changed
 
user92578
I really like this design:
 
user92578
 
user92578
But I'm starting to feel like it's a bit too small
 
2:52 PM
and missing some detail
 
user92578
true
 
@Chris thing I saw said "Xobx exclusive"
"A single player or co-op "run and gun" platformer, heavily focused on boss battles. Inspired by 1930s cartoons, the visuals are hand drawn and inked and the music is all original jazz recordings. Xbox One Console exclusive."
 
user92578
Maybe I'll try to scale it up a bit
 
ah real, must've signed a deal
hmm
 
Oooh... Maybe I wouldn't want to play it. "heavily focused on boss battles"
I really don't like boss battles. :(
 
2:58 PM
aww you'd hate dark souls then, lol
 
and monster hunter
 
Joe
@Chris you played much with the async load level? I literally had an idea last night while sleeping... Level 1 has doors to Levels A,B & C... on Level 1 load think one could lazy load ABC immediately, just basically preload all of the player options, try to optimize the transition
no matter where your going
 
you'd have to see if there's any hiccup at all
 
Joe
I build an SPA like this once, and was wondering if the practice could work for the levels - I imagine there will be a stutter for rendering
but I dont think it would be a pause
 
cuz if the act of finally enabling or disabling the level is at all clunky, you might as well just load it normally with a screen...... Or just have all the level stuff in their own GameObjects and enable/disable (if they're not too memory intensive)
I dunno about on PC, but async loading on Android is clunky
framerate drops while loading
 
Joe
3:05 PM
I read an article about how to prevent "some" of that
 
load level async was not good on iOS either
 
if you can pull it off seamlessly without any stutter, great, but otherwise yeah just stick to normal loading imo
I don't think Unity is quite there
 
(in a lot of ways)
 
lol
 
Joe
Application.backgroundLoadingPriority was the silver bullet according to one guy... but I havent been able to reproduce the problem or the fix yet
something about thread priority being too high on default
 
3:09 PM
good to know, ty
 
Joe
lol dont need to thank me, I havent gotten it to work yet... just thinking out loud
 
:D
 
Joe
so what does unity have to do on load level? grab all the game objects + textures + sounds from disk (guess im just still trying to turn whales into cats)?
 
it's magical
 
Joe
Jul 1 at 17:32, by Joe
lol im reading a tech book and the author is comparing speed of RAM to other things... "Imagine getting data from RAM is equivalent to the weight of a cat... from the hard disk a whale. Getting things from the network is like 100 whales"
so ridiculous to think about, I cant see things normally anymore
 
3:15 PM
lol
so how many cats does your game need to run?
 
Joe
however many you need to pull a snow sled
16 billion i guess?
 
should put that in the official system requirements somewhere
 
Joe
one 16 billion lb cat at least... but performance might be sluggish
 
Pip
lol
 
From my experience with cats, they're only sluggish when they are alone. Once a second (competing) cat arrives, they are suddenly both fast and especially hungry.
2
 
3:20 PM
So depending on how they're stored
they might perform faster or slower
I assume the unit of measurement would only be an average cat though. age, size, gender, cuteness levels
 
Pip
> So depending on how [cats] are stored, they might perform faster or slower
Would storing them in a fish tank be better than in a cardboard box?
Sounds difficult to store in a hard drive.... I think you would have some left over cat bits
 
Fishtanks and electric currents probably wouldn't mix well
I assume the cats have to be alive to get any benefit
 
user92578
Aww yea, I think I got the size:
 
user92578
 
looks good to me
 
user92578
3:23 PM
Aight, now detailing and final colors
 
Pip
hold on a sec
I feel like the window and that part needs raised one pixel
 
user92578
If an army truck and a school bus had a baby, that's pretty much what it would look like
 
Pip
actually.... maybe that whole front part just needs stretched
the window looks way too steep [on the side]
hm
if you fill in the two pixels at the bottom of the window and top of the window
then it might look better
and then even out the diagonals
 
user92578
How about turning the 2-2-2-2 line at the bottom & at the top into a 4-4
 
Pip
I was thinking more of a 3-2-3
but either works. Try it out
Other than the window everything looks good
 
user92578
3:26 PM
3-2-3 looks good
 
user92578
Thanks
 
user92578
Now to the details
 
user92578
That's the hard thing for me
 
@Almo studiomdhr.com/… "Cuphead coming in 2016 exclusively to Xbox One and PC".
>studioMDHR Mod Samuel Welch • 3 days ago
We are 99.9% sure that we will be on Mac (it's a priority!) - but probably not right at launch. It is an Xbox One exclusive, so it won't be coming out on PS4!
so sounds like console-wise, Xbox One only, but still on personal computers
 
ah, so console is exclusive to Xobx
makes sense
 
3:31 PM
poorly worded though lol
 
If someone has a PS4 and a Mac, it's unlikely they can get that person to buy and Xobx or PC
 
:P
 
Man @Tyyppi_77 the colours in your avatar are to similar to Mick's.
 
^
 
user92578
@Lokkij Yeah, that's very true
 
user92578
3:33 PM
But we're really easy to tell apart by the IQ level from the actual message
 
Hahaha
 
user92578
Mick's really smart
 
Pip
@Tyyppi_77 cool
@Tyyppi_77 also sometimes a jerk, but yeah. Stupidly smart :P
 
Pip
3:50 PM
I'm starting to like TDD... in the context of Rails
I don't think I could do this anywhere else without some practice and a bit of effort
 
user92578
Added details, including a camouflage pattern to the canvas part:
 
user92578
 
Pip
I really like the camo pattern. Looks good!
 
user92578
Thanks
 
user92578
Now to the coloring, the school bus look has to go
 
3:53 PM
doesn't read as a schoolbus to me
 
Pip
It looks good the way it is, I agree with Almo
 
the green camo back takes care of that
 
Pip
mhm
 
too many wheels as well (to be a bus)
 
user92578
 
user92578
3:55 PM
Now that you say it, the yellowish does work quite good
 
user92578
But these army-green/grey mixes work quite well too
 
Pip
It matches the structures quite well (the tan)
 
Joe
looks good to me in yellow only complaint is the window glass blends too much into the background
 
user92578
True, it's actually the same color
 
user92578
Lazy me just using color picker
 
Pip
3:56 PM
I mean.... moreso in the second pic
@Tyyppi_77 lol
 
Joe
foreground should be obvious from the bg in my brain at least... I dont know if thats always the case
 
user92578
Window colors are tricky for me
 
Joe
could put a glare streak accross it and keep it the same?
 
user92578
There is a glare streak already
 
user92578
So I suppose the problem is the color
 
Joe
3:59 PM
oh crap i didnt even notice... maybe its not pronounced enough
 
I noticed it
:D
 
Joe
im just a horrible person.... sorry
 
hahah
 
user92578
np lol
 
user92578
It's like...
 
00:00 - 16:0016:00 - 23:00

« first day (1796 days earlier)      last day (3209 days later) »