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2:06 AM
@Chris finished Limbo. Good shit man.
 
ah cool
 
Jon
O_O
 
it didn't need to be longer
 
I haven't bought anything from the Steam sale
 
oh yeah steam sales, looks like shadow of morder is on sale. amazing game as long as you never finish it. horrible, horrible ending.
 
2:14 AM
@Chris I got Verdun
 
:D
 
played only the one hour, but like it so far
I got an acheivement for "10 kills while NCO" NCO is the squad leader. I don't recall even being the squad leader. :)
 
Jon
i picked up cs:go
i am a natural at that game
 
I'm tempted to grab that, since it seems to be the big competitive game outside of mobas
but from the videos I've seen, it seems a bit too simple
 
Jon
it is pretty fun
it does what it does
 
2:17 AM
recoil be damned
 
haha
 
 
1 hour later…
3:35 AM
Oops. Caught myself looking at flat earth theory. Have to stop before I get angry.
4
 
4:06 AM
@AidanMueller :D
 
easy fix: just be perpetually angry at everything. flat earth theory won't make it any worse then.
like, compared to this bullet physics shit, flat earth theory is kind of refreshing. it requires so much less thinking.
actually I finally figured out how to handle player collision, and now I'm just pissed at my own framework because I don't understand my design anymore, lol
"design"
 
hahah
i found out recently my statemachine system in Cognizer is fragile. changing the game flow once it's in place isn't taht simple
bits and piece hang out and bugs crop up
been using it for a long time. was in crystal shuffle, match-m proto, lane blaster proto, cognizer proto, now in cognizer unity
 
reusable code is nice
 
:)
I should come up with something new
I don't like the one they use at BHVR... each state is its own class.
so the state code is split up over a bunch of files
 
ah yeah
 
4:58 AM
whoo I can't fall through the floor anymore! :D
such a small accomplishment but it took like a week of work avoiding the headache to make it happen lol
 
5:19 AM
GRATS
hooray for physics?
 
yeah...screwed it up again though. trying to simplify things and improve the structure a bit, and apparently the code is more fragile than I thought.
 
6:11 AM
-1
A: How do I refer to a native library with Unity 5 on Android?

Surya App DevelopmentAndroid Game Development being one of the most popular mobile platforms of modern times, Android game development has shot to popularity within no time. MobileAPPtelligence is a leading Android game development company, developing games for Android devices including phones, tablet and phablets in...

spam
could use some flags
-1
A: How to compress game frame by frame animation to a minimum on disk

Surya App DevelopmentMobile Game Developer For a client based in USA – we look forward to hire mobile game developer with proficiency in android platform. Proposed mobile game development project is chess board project. Three mobile game developers are expected to work on this project. The project development will ha...

same account
 
6:48 AM
eh what?
 
 
6 hours later…
12:22 PM
i broke my head
 
user92578
nice
 
user92578
I bought a wacom
 
user92578
 
user92578
Now drawing pine trees
 
lol
thats perspective right there
 
user92578
12:25 PM
lol I try :D
 
gpu code == hell on earth ... pine trees == simplicity
 
user92578
hmm the trunk is way too tall
 
user92578
12:44 PM
They look a little bland:
 
user92578
 
Pip
So
I've been trying to come up with something interesting to work on that's not a game
No great ideas so far :(
It's not like I'm expecting a great idea out of thin air or anything, but yeah
 
user92578
:(
 
Jon
a boob simulator
in 3d
 
user92578
lol
 
Pip
I mean, some product that people would actually use
and yes, I knew you would say that
 
user92578
2:01 PM
like really advanced GPU calculated boob physics
 
Pip
:P
 
 
1 hour later…
3:05 PM
do i have to have functions in hlsl include files?
seems a bit wierd
hmmm nvm its the include statement itself it doesn't like
 
3:19 PM
hmmm could be bug by the looks of things ...
 
3:40 PM
hello
 
yo
 
Pip
sup
Everything that happened?
 
well. i have been working more on my new game
and it is going slow
there is so much logic...
all the methods...
cant keep track of it all any more
 
user92578
that means that it's time to clean
 
spring cleaning
and it is also that the logic goes over two main classes
the main logic class and the activity class
well i have to ask you since mods again removed my question; Is it possible to see 1 star ratings without comments on google play?
 
Pip
3:51 PM
I have no idea
 
someone gave me a one star rating and i think i know who it is but i cant confirm it
someone has also been voting down on all of my questions
 
user92578
Are they good?
 
yes
i got more reputation yesterday because of it
got this:
so it isnt if a question is good or not(in this case)
Tri hours laetr
NASA crashed into a moon
noone survived
but the emptyness of space
 
user92578
4:12 PM
what?
 
idk have been playing too much StarMade recently...
 
user92578
ideas for flying enemies that aren't bats?
 
Mutant Eagle,(more comming)
Pterodactyl
that is all i can come up with
 
Pip
@Tyyppi_77 bats?
 
user92578
every god damn game has bats
 
Pip
4:18 PM
lol
 
user92578
I think I'll try something like the little ball in Star Wars that Luke uses to practice
 
user92578
Robot Ball
 
@Tyyppi_77 baseball bats with wings
 
user92578
lol
 
no i dont think he meant baseball bats. maybe he meant crazyguygoinggaroundwithabat bats
 
user92578
4:21 PM
hmm naw I don't think the robot ball will work
 
user92578
It needs to be somehow "real"
 
user92578
Small war drones would be cool
 
user92578
But I can't draw those
 
go on google!
google - we are here to solve your problems!
 
user92578
google can't teach me how to draw drones in like 16x16 pixels
 
4:22 PM
that is impossible
 
user92578
again
 
user92578
I know what they look like
 
@Tyyppi_77 for one thing, drones are rarely square =p
 
user92578
That does not mean I can draw those
 
well it is still impossible to make one in 16x16
 
user92578
4:23 PM
drones are way too big
 
unless....
 
user92578
maybe I'll just do something else
 
how do i upload an image here again?
 
Go with eagles!
@Polarbear0106 with enough rep the upload button
 
user92578
hmm, maybe falcons?
 
4:24 PM
Otherwise just upload it to imgur and paste the image link here
 
how much is "enough rep"?
 
user92578
trained war falcons
 
@Polarbear0106 dunno
 
user92578
100 I think
 
halfway there
one moment....
little blurry due to scaling from imgur
 
user92578
4:29 PM
lol
 
it is about 15 pixels used - totally
finnally i got through!
 
5:05 PM
any unity folks around?
my exception does not seem to be caught when reading data past the end of a file
oooh catching wrong exception type
 
@Tyyppi_77 what about giving the regular enemies jetpacks or wings
 
 
1 hour later…
6:37 PM
Any ideas how to improve the performance of a huge 3D tilemap in Unity? Right now I'm only instantiating tiles that are in view and using an object pool to cache tiles that go offscreen so the actual size of the map is not an issue. It works fairly well, but I can't zoom out very far. The scene begins to lag once it starts showing about 30x30 tiles in view.
 
you're already doing everything I would know how to do
make sure your textures are optimized properly. square, power of two, proper compression, etc
 
I think it has to do with instantiating so many GameObjects :/
the lag happens when trying to scroll the map, IE instantiating new objects
 
you mean "choppiness" or some other word. "Lag" means "network latency"
 
Jon
Pool
 
he is pooling
 
6:50 PM
lag doesn't mean network but yes, choppiness (iow fps drops)
 
it does mean network
it refers to latency with your commands getting to the server
people started using lag to mean "bad framerate" sometime in the last 10 years I think
 
if I'm walking with a person and they are walking slower than me, they are lagging behind
the word is not specific to computing
 
yeah "stack" means to pile things on top of each other.
has a different meaning in programming
 
anyway, yes choppiness :)
 
time to make the pause menu :(
 
Jon
6:57 PM
@FuzzyLogic the trick with pooling is to pre-init your blocks
when you are moving, you re-position them instead of instantiate
 
I can't just reposition them since the tiles may be all unique
if it were 2D, I would do that.. also instantiate in chunks with custom mesh
 
Jon
Yeah you can if you rethink the way you set your tiles.. do you have a screenshot?
tiles are not 3d
 
these are 3D tiles. what do you call them?
they are arranged in a grid
 
Jon
blocks, lol i dunno
anyways, the point of pooling, is to not have to instantiate
if you are destroying, recreating the objects, then you are defeating the purpose of a pool
 
well with the pooling I can reuse objects that have already been instantiated once and haven't been pushed out of the cache yet. it's not a pre-cache
 
Jon
7:01 PM
still no point in using a pool if you are creating an object for each instance
 
I know what you mean though. guess I should just call it a cache.
 
Jon
you would be better off using an octree
 
it does make a substantial difference
 
I don't think I've ever had to work with a tool as bad as Flash Builder.
 
Jon
each block is a different type -- but the gameobjects are re-used
proper pooling :P
 
7:03 PM
Even after using it for a while, a simple task such as 'create an empty project and don't immediately lose it to the program's weird workspace stuff' takes >1 hour
Upgrading the AIR version is also hell.
 
hey jon... I have a button on an object. the object also has a black sprite to hide stuff behind it.
if I set the button to z = -100, it shows up above it, but so do other elements not related
 
Yeah, I should call it a cache, not a pool. So if I pre-allocate GameObjects, how do I assign different 3D blocks to those GO's?
 
some idea what's going on?
 
Jon
button is UI element?
 
z = -50 does not show above it, though I think it should
yes
 
Jon
7:06 PM
what is the canvas order?
 
I don't see anything about "canvas order" on it
 
Jon
the button has a canvas attached to it?
 
has a "canvas renderer"
but that doesn't have any settings
 
Jon
ah yeah
its in the canvas object
 
but it's already open. no properties in there
 
7:08 PM
Canvas has sort order. UI elements are ordered based on position in hierarchy
 
Jon
add a canvas to the button object
 
ok and I can "override sorting"
thanks man
 
Jon
should probably do it
@FuzzyLogic a 3d block is always the same size?
What is different between your blocks?
Also @Lokkij you should have used Microsoft Frontpage back in the day
 
yes, right now at least, they will be all the same size.. I could break them down into component parts to be able to pool properly.. Right now I'm just testing with sprites though anyway
 
Jon
what I do, is provide a spritesheet to the pool manager
 
7:12 PM
this will be for a dungeon generator, so each tile would be an intersection with floor, walls, columns, lights, etc
 
Jon
Then when I Set() a object from the pool -- I adjust the texture position
based on the terrain type
super fast operation
alternatively, you could pool an X amount of each terrain type
But that isn't very efficient
 
yeah, I can't do that with 3D tiles though, since it will be actual meshes, not just texture
 
Jon
wouldn't it be the same mesh though?
 
the component parts of each tile/block will be mostly the same, but their configurations will change
 
can't click the buttons now :( Set their local Z to -10, so they should be "above" the black sprite
FUN
 
Jon
7:20 PM
lol
so the black sprites is to hide it?
 
the black sprite hides the rest of the interface
the buttons are supposed to be on top
they're visible, but they don't receive touches
 
Jon
why not?
 
I set their "sorting order" to 1, and the black sprite is 0
 
Jon
so the button is on top?
 
seems to be
the Override Sorting means it's visible regardless
but I have their z to -10
the black is 0
 
Jon
7:25 PM
ah
ok, well you can fix it
 
the pause menu owning that is -100 to the rest of the scene
 
Jon
if you don't mind manually raycasting to see if your touch is on top of your button
 
I don't "mind", but I shouldn't "have to".
I want to know why this button isn't getting touches the normal way
or what is going wrong with the layering in the first place
 
Jon
if you question unity too much you will go crazy
 
it's why I wanted to use spritebuilder
but I really need x-plat
 
7:27 PM
can you make a minimal example of the problem?
 
i will if I have to, trying to fix it first
 
Jon
MEHHHHH
 
and my save game stopped working without warning :(
 
Jon
WARNING! WARNING! YOUR SAVE GAME IS ABOUT TO STOP WORKING!
that would be a lot weirder.
 
save game fixed, that was stupid on my part. hope the button is too
 
Jon
7:33 PM
bought a second xbox controller for pc
 
no comment
 
Jon
i need to look into the vive
i have a feeling it will be pushed back
 
I think the buttons themselves are busted. turning off the blocker in the editor, they still don't get touches. so it's not the blocker
they don't block touches either... goes through to the items in back
 
Jon
in 10 years from now, people are gonna look at this like it was the stupidest thing ever
 
how about 10 minutes from now
 
7:36 PM
I was already thinking that, lol
 
Jon
anyone play Brothers?
 
ok created a button from scratch, still doesn't work.
that's all done
A button that is a child of a canvas object

The canvas object must have a GraphicRaycaster component

There must be an EventSystem object somewhere in your hierarchy.
wow this is weird
 
Jon
yeah
i like to do my own raycasting
 
there's another "button" in the scene, and it works fine
 
Jon
7:54 PM
just picked up Brothers and Guacamelee on the steam sale
 
I keep seeing "make sure you have an EventSystem" as the solution for this
 
Jon
it also needs to be in the same node as the canvas root
hmm, i seem to recall that you can only have one
you have have to make both buttons share the same one
 
I have the PauseMenu on an object that's beside the pause button in the hierarchy
the pause button works
ok got it to work, can't have multiple "canvas" components. but now I can't get it to display on top of the blocker :D
took blocker out of pause menu, put at -100 z, put pause menu at -150 z, still can't see the buttons
something weird going on with the damn layering
putting -100 z on Exit makes it visible, but makes other things appear on top of the blocker as well
@jon got it... forgot that hierarchy order is draw order, not z-order.
 
Jon
good stuff
Brothers looks like a game me and my son are going to be able to play together
 
cool
 
Jon
8:05 PM
one is a weak, agile character -- the other is a strong, larger char
 
Brothers looks like a nice game for $2.50
 
it's not consistent... lower items supposed to display on top, but it's only on top of some things, not others
 
Jon
seems to be a single player game.
 
it says co-op
 
Jon
i know that is what pisses me off lol
you need to use the same controller
 
8:17 PM
oh re-read 'co-op in single player mode'
 
so I can either A) have the buttons work but not sort properly, or B) have them sort properly by adding a canvas component, then they don't work
until I figure out what basic UI shit I am doing wrong
 
Jon
just raycast yourself
it is really easy
you write the script, then attach it to your buttons
However, you would typically have a "event system" that would run a raycast over all buttons in the scene
Easy if you tag your buttons, then run a GetByTags
 
ok got it
made a seperate canvas at the top level for the pause menu
that's on a PauseMenu Sorting Layer
 
Jon
hehe, ok
 
that layer is set to draw on top of everything else
 
Jon
8:21 PM
To play Brothers local co-op, you need to install JoyToKey
 
so you can't nest canvases, but you can have several at the top level
 
Jon
then controller 1 can control both brothers -- and controller 2 can only control 1
 
sounds like a hassle
what's it written in that it can't handle multiple joysticks :(
 
Jon
They are saying the game is meant to be played single player (it was the whole point of the game)
the developers were insistant on not having the option.
 
I thought about remapping the controller to two joysticks, but what about buttons?
 
Jon
8:22 PM
which to me... is fucken stupid.
the mapping is hardcoded.
you can only remap the keyboard.
So.. JoyToKey comes into play
map your joystick presses to keyboard presses
 
sounds like it's a very short game anyway, probably not worth playing two-player co-op
 
:(
 
some of the reviews are saying 2-hours gameplay
 
yeah brothers is definitely a single-player game. some of the puzzles would actually be really hard with coop, just because you wouldn't have enough coordination.
also you really want a controller to play it with. a keyboard will just make you rage.
as for its length, I think it took me more like 4 hours, partly because I was using a keyboard. it's pretty short.
mostly it's just a cool story with pretty unique puzzles. worth the experience but I wouldn't pay more than $5 for it.
 
ok i think that's it for today
 
8:44 PM
So I just found out my domain was expired...
without any notice it seems :|
 
Jon
there is a 2 month grace period
you can buy it back
 
emm... it was actually free
it's "alis.cf"
so I just registered it again
 
Jon
cool
i had the chance to get jon.ca a long time ago
should have gotten it, lol
 
problem is... didn't they used to warn it's going to expire?
 
Jon
yes
but it is your domain provider that typically emails you
 
8:46 PM
@Jon I wanted to register a domain... "bigfatdudes.ca"
but it was not free... so I gave up :P
 
Jon
why?
 
jon.ca would have been nice
 
@Jon I don't have any money to spend (yet)
maybe after I've distributed mergeit on Windows store, i'll consider it
 
Verdun made with Unity. Can't say I'm surprised. :)
 
Jon
bad ui?
 
9:07 PM
@FuzzyLogic 3d tiles??? Do you mean like voxels?
 
no, not blocks. above is just a basic prototype of one permutation
for a T-intersection
 
Oh ok that's 1 tile right?
 
yes
 
Are there a lot of different types of these tiles or could you basically cache the whole set then billboard them
 
there are 15 different types, plus variations
 
9:12 PM
@Jon Small team, 3d game, probably unity
 
I think I'll worry about it later.. for the most part it shouldn't be an issue unless I zoom out to a map view, in which case I might be able to render to a texture
 
Hmm ok so its probably possible for you to instantiate all of the tiles on load then just billboard as you need
 
don't think I can billboard.. I think I'll have to pool the components and generate the tiles instead of prefabbed
 
if you were working more directly with opengl I'd tell you to look into instanced rendering
but with unity who knows where the bottleneck might be. you might need to do some profiling to figure out where to focus your effort.
 
for now, increasing my cache size helps and for the most part the view won't scroll very fast, so I'm getting ahead of myself. the low performance is due to Instantiate/Destroy being called too often when scrolling
 
9:19 PM
rammus went afk around 25 minutes
we could have won that if he hadn't :(
 
10:11 PM
we are right now playing with the worst kind of player... he is literally killing his own team mates
I just want to cry right now...
 
Jon
10:31 PM
cry.
these are not like bees ... they will attack, and send a signal to others to do the same
take down a human fast
scary shit
 
crikey
 
11:00 PM
oh yeah, yellow jackets. they're actually even worse than that 'cuz the nests are usually underground and nowhere near that big. so you'll step on the nest without realizing it and about 10 of them will swarm you.
you won't usually get thousands of them like that, but instead you just can't see them until too late
 
Yo
 
and the stings hurt waaay more than a normal bee too. like a normal bee hurts a bit, but I can just rub it away and be fine, but a yellow jacket will put me in a chair with an ice pack for the next hour, cursing life the whole time.
'lo zupo
 
Jon
i had a nest under my deck
i went out, scooped it off with a shovel, then ran inside
which was a ridiculously stupid idea
 
Did the bees kill you?
 
Jon
11:22 PM
no
 
you're supposed to say yes if someone asks if you are dead or sleeping
 

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