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12:04 AM
yooo
Corgi here woof
Hey @Tyyppi_77 @Tyyppi_77 @TheMuffinCoder @Jon @JoshPetrie
@ton.yeung
 
Jon
Die
You dead?
 
So my arm wrestling programs going good .
But, i have yet to find an accurste way of pulling the pixels per inch using js. I dont think browser scripting languages alow acces to this inflrmation about the computer. Ive done reseaech on SE / SO pages and they do not accurately get the ppi
I wrote a program that lets you change the width of a rectngle untill you can put a ruller to it and it is 2 inches wide and it will prompt you the pixels per inch
Will this make most people not want to mess with the program all together
 
Jon
12:27 AM
Hehe
That is pretty funny
 
12:40 AM
Ppi?
 
1:04 AM
@ton.yeung your asking why inwant poi
?
@ton.yeung
 
1:48 AM
Anyone not AFK ?
 
2:00 AM
:(
 
Jon
2:14 AM
it sounds like it would suck to have to calibrate in such a way
However, if you are providing a tool that does what you say it does -- it would be acceptable to have to do
IMO
I mean, the number of people that will be using this is going to be pretty low
 
True
can it be done with browser code?
Ie in a browset
browser
@Jon
 
Jon
2:33 AM
I don't know
 
 
1 hour later…
user4704
3:39 AM
@ChrisOkyen Please do not ping everybody unless there is a reason. It's rude.
 
4:29 AM
0
Q: Do we still consider programming questions off topic if the context is game-dev related, but the problem turned out to be generic?

GnemlockI was aware that we do not accept generic programming questions, but does this include questions where the problem was encountered in game developing but turns out to be generic? I came across this question, today, where a user was asking about a Unity error. A user voted to close the question a...

 
 
2 hours later…
user92578
6:30 AM
@ChrisOkyen Seriously, no need to ping me.
 
user92578
7:47 AM
 
user92578
I hope my answer makes sense & does what he wants
 
I'd take out the "This is actually pretty simple." sentence
Might not be simple to someone!
 
user92578
good call!
 
replace it with "ez"
 
user92578
I was mainly thinking "not very hard, as this involves no hacking and no shaders (cause SDL doesn't have any)"
 
user92578
7:59 AM
back to drawing pillars... damn shading is hard
 
Fun
I am sorting out the last of this Russian stuff
 
user92578
oh fuck right I gotta do that translation stuff too
 
user92578
I think I'm at like 20% done or something like that, so it's not like I haven't done anything
 
user92578
8:07 AM
but now that my final is over I'm sure I'll find time for that
 
user92578
fuck I also just noticed that there have been spreadsheet changes
 
Recently I've been appending rows to the bottom
I am sorry lol
 
user92578
oh no worries
 
user92578
I thought you added stuff to the middle and such
 
I did for the first handful of updates? but then realised that was rather inconvenient
for T2 I will make a website-based translation system so it's more streamlined
 
user92578
8:10 AM
okay yeah I'm lost
 
Which bit(s)
 
user92578
oh nvm, I already had some stuff I thought I didn't have
 
user92578
so I just copied the stuff from Beta 2 and down to my spreadsheet
 
user92578
anything else I need to worry about?
 
there's some Beta 3 strings in the middle of // Languages section near the top, but that's it
 
user92578
8:14 AM
The row number's don't matter do they?
 
Nah, doesn't matter
 
user92578
you've done a hell of a work with assembling this stuff together though
 
Thanks, I've tried to make do
I regret having the _Caps versions for some of the menu strings but ah well
I am also regretting having a combat log lol
 
user92578
lol
 
user92578
yeah from a translator perspective I feel like I'm typing the same strings after each other, with different words capitalized or with three dots at the end :)
 
8:24 AM
or at least, trying to be fun with it with different verbs for actions
just annoying heh
Yeah, that's just me with my grammar styles
 
user92578
all this stuff also sounds so awkward in finnish
 
user92578
especially the enemies were super tricky
 
user92578
I probably gotta return to those
 
user92578
what's the difference between Rumble & Controller Vibration?
 
8:29 AM
For the Wii U, had to use the word "rumble"
 
user92578
oh
 
user92578
now do I need to translate those differently?
 
So I'm listing challenges for a game I'm making I'm calling "Graveyard wars". One challenge is "Search & Rescue", another is "Search & Eat"
 
@Tyyppi_77 I don't see any official support from Nintendo for Finnish so wouldn't worry about it, just use Vibration probably
 
user92578
aight so the lines can be equal?
 
8:32 AM
@KevinvanderVelden nice
@Tyyppi_77 Yeah should be okay. I don't even know if Nintendo allows Finnish as a language or not heh
 
user92578
aight :P
 
It's a parody of junkyard wars where you play a team of necromancers and build a zombie to compete in challenges and such
 
braaaaaaaaaains
 
user92578
sounds cool
 
I also have a section where you go through a graveyard to find bits to build your zombie out of, if you find a firefighter your zombie gets fire resistance
That kind of awfull stuff :D
Or old people who have fake hips which are sturdier, while young people are faster and have more health
 
8:36 AM
haha
 
user92578
tbh there's no way my translations would fullfill any sorts of accessibility guidelines :P
 
Hmm, like how so
If I get a bunch of angry users going "the Finnish translation is horrible", I don't know what I'd do lol
 
user92578
like I feel like there aren't proper translations for certain crucial controller parts or something
 
user92578
then you'd let me know and I'd fix that I guess :P
 
user92578
8:39 AM
Like it's not awful and WIP
 
controller stuff, eh, I kind of assume some stuff is very English-oriented
 
user92578
yeah, I just use the terms "D-Pad" and "Thumbstick"
 
Looks like Xbox supports suomi
 
user92578
oh
 
user92578
8:42 AM
ooh thanks a lot
 
user92578
So thumbstick == 1 in the image, right?
 
user92578
8:59 AM
I think that instead of a web-based translator for Tallowmere 2 you should spend years building an in-game translator tool :)
 
user92578
(I feel like I translate the best when I look at the text's in-game)
 
Sounds like a good idea at first thought
but wouldn't really work for variables, and having to place them in certain sentence order
and all that kind of hard stuff lol
The ability to have a mouseover tooltip for the stringID to show might be kind of cool though maybe
 
user92578
yeah it would be suuper hard
 
user92578
but very cool for translators, just being able to click on labels and edit them
 
user92578
11:17 AM
 
It's true
aww you deleted lol
Unity is very barebones
but - it handles most of the annoying stuff good enough for you, cameras, physics, sprites, 3D rendering, playing audio, and the latest UI stuff is mostly okay
 
user92578
lol idk I guess I realized I was looking at things just from a different perspective
 
on the other hand, when Unity tries to implement its own "handy" features:
- Its networking sucks
- Its pathfinding sucks, and doesn't even work with 2D
- Its input/controller management sucks
 
user92578
Why is controller management an issue?
 
user92578
Like are they literally trying to do it themselves? Using directly some driver stuff or something?
 
11:27 AM
It doesn't support every controller out of the box, I guess, which is the biggest kicker
 
user92578
Like I use SDL's controller management stuff and I don't think I've ever seen anyone anywhere complain that it doesn't work
 
SDL has a big database of controllers, yeah?
you can open up the different profiles and see the button IDs yeah?
Unity has none of that
 
user92578
~150 controllers I think, so yeah
 
yeah, unity has zero
 
user92578
Makes me wonder why Unity just doesn't use SDL under the hood...
 
11:28 AM
so I use this InControl plugin which has all that info and jazz
 
user92578
Or something similar, I'm sure SDL isn't the only thing that does this "properly"
 
Unity's editor shines for me the most though
the ability to click anything and inspect everything in real-time, pause, move the camera around, move things, without me having to code any of that myself, it's such a time-saver
I remember trying out XNA and Flash, and I was like, uh.........
 
user92578
Yeah that's basically what I've lately felt like I'm lacking
 
user92578
So back earlier I was doing a little translating, and decided to check what the stuff looked like in-game, and totally just dropped the translating and had a blast playing
 
user92578
I felt that I too easily started to feel like I was invincible
 
user92578
11:31 AM
Then got killed the next moment
 
lol :) yeah that's the low-health aspect of the main game, until you manage to find some super gear
and to me, it's such a fun gameplay mechanic, feeling invincible if your shield is up, yet feeling extremely vulnerable when it's down
rather than feeling fragile all the time (or too tanky all the time, as some games tend to be, having the player act as a bullet sponge)
 
user92578
11:52 AM
yeah. such a great game :)
 
user92578
hmm, I feel like adding cool features but I also need to make more levels for the desert stuff... hmm
 
user92578
I think I'll pick the features :)
 
Features are fun
 
user92578
Yeah they are :)
 
user92578
And it's not like this is the feature creep, the game desperately needs more content variance
 
11:56 AM
gogogogo
I suppse your game has to try and stay semi-realistic?
 
user92578
That kinda depends
 
not like Mario where you can have enemies in bouncing boots or have the sun shoot fireballs at you
 
user92578
I like to define it as "cartoony mechanics"
 
:P
I didn't play BroForce for too long, but that certainly was just different guns, grenades, barrels, helicopters eh, very military and that's it
 
user92578
well that's basically where GunHero steps in
 
user92578
12:08 PM
The goal is to be more a traditional platformer with cool and awesome obstacles
 
user92578
And combine that with guns and grenades of Broforce
 
user92578
I've only played the Expendabros actually
 
user92578
Which according to greenlight people I should not have done :P
 
of course
:p
how dare you
but ah yep, that's cool then!
Tallowmere has like, no traditional platforming elements despite being a platformer
no ladders, no lifts, no bottomless pits lol
infinite jumping, wat
 
user92578
Yeah that's really nice actually
 
user92578
12:11 PM
I love the jumping mechanic
 
user92578
It opens up stuff so much, but then also makes movement a lot harder to master
 
user92578
> Just sneaking around a little. It's amazing what amount of information you can find on certain users. Maybe even find out that Tyyppi_77 owns The Expendabros...
 
user92578
one of my favorite quotes in the world tbh
 
rofl
that is excellent
 
user92578
makes me laugh every freaking time
 
user92578
12:12 PM
simply hilarious
 
there was one comment on my greenlight
something like, "I don't like the font"
 
user92578
lol
 
I originally was trying out pixellated fonts, cuz hey, pixel art, pixel fonts, right?
but I just did not like them :s
 
user92578
yeah fonts are hard
 
user92578
I think I'm using something between pixellated and smooth
 
user92578
12:16 PM
(No aliasing, but not rendered at the scale everything else is)
 
user92578
> Maybe I can mod my own typeface into the game?

Other people might really like it, but for such a unique and brilliant fantasy game, a default MS Word typeface looks bland, cheap and lazy.
 
It's crazy how much feeling a font can give off
 
user92578
yeah that's very true
 
user92578
a while ago I realized that the font I was using wasn't free
 
user92578
So I spent like a weekend trying to find a matching font from Google Fonts
 
user92578
12:18 PM
Luckily I found one
 
my latest font fetish is Roboto: fontsquirrel.com/fonts/roboto
see it more and more on the Web
Destiny uses it in-game
I tried it out, it's quite nice
 
user92578
looks nice
 
user92578
Pretty sure I use this one: fonts.google.com/specimen/Russo+One
 
user92578
Except that to create a desired style effect, I ask SDL to weirdly "bold" that
 
cool
at a glance I'd attribute it to a space theme
 
user92578
12:27 PM
yeah, that's not a bad glance feel :)
 
user92578
basically having looked at one font for like two years I knew I had to find one with a similar feel
 
lol :)
 
user92578
So the pipeline for new entities consists of creating a new line in an excel table, creating the entity class and then adding an if-clause to the factory method
 
user92578
like 80% of the time I forget to add the factory part
 
What does your factory code look like, if you don't mind sharing?
Because I ran into this problem a lot with T1
 
user92578
12:31 PM
It's a 400 lines long method
 
user92578
I'll cut a part for you
 
and my solution for T2, is to just get the thing I'm creating, and lookup its definition which is elsewhere outside of my spaghetti code
(certainly for new features you'd still have to code in the check though)
 
user92578
So it's basically 400 lines of this: pastebin.com/x4n3EUst
 
user92578
I have a dynamic property system built to the level editor
 
user92578
"dynamic"
 
12:33 PM
but I use to go like
if monster is archer, do X
if monster is fire mage, do Y

but now for T2, I go more like
if monster.hasPropertyX, do X
if monster.hasPropertyY, do Y
 
user92578
yeah that sounds smarter
 
something something reusable generics can go a long way if coded correctly I'd say
still, for particular mechanics like blade spinning, perhaps that needs to be a single check, even if it's only ever used for the one thing
 
user92578
yeah basically this is a custom implementation of "generics"
 
maybe not have a "blade spinner" per se? just a "spinner", and the spinner has a "blade" attached in this case
opening up the "spinner" to be repurposed to spin other things
 
user92578
attaching key-value pairs to entities in the editor and then checking for specific properties for specific entities
 
12:37 PM
yeah
 
user92578
Yeah, the trick is though that my editor doesn't support entity "nesting"
 
Potentially, I kind of feel that a lot of objects in the game can then be extremely multi-purposed
mmmm right
 
user92578
So it would be more like <Entity type="Spinner"><Property name="Type" value="Blade"/></Entity>
 
user92578
Which I do use for some entities, like cannons have a Type property that can be attached to them
 
user92578
Not the best system really, but something that younger me thought was a good idea
 
12:39 PM
I mean there's nothing wrong with "here's a thing, it does one thing and only one thing"
which is fine, cuz it gets the job done
just becomes annoying later on when there's so many things you want to add, and you're forever looping through each entity type all annoyingly
 
user92578
yeah
 
user92578
but it's a little different when I can't just drag a GameObject to a slot in a property editor window
 
right, yeah
 
user92578
that would be awesome
 
user92578
just creating a spinner object, and creating a blade object, and attaching those to each other
 
user92578
12:41 PM
That seems to be kinda how that Mario Maker thingy works
 
There's that sense of reusable components where in theory you just add a component to an object and voila, it dons a new behaviour (though it becomes annoying having to link the components to each other on the single object)

but, depending on how your code is structured, just have a checkbox for each thing you want to enable, so it might feel bloated but as a tradeoff might feel easier to enable things
yeah, here's a sprite, it does X Y and Z and looks like A
from reading Derek Yu's Spelunky book
 
user92578
Code-wise the BladeSpinner entity creates a regular Blade entity and moves that in a circle path
 
pretty sure he said he made his blocks-that-shoot-darts traps just be a monster, but ticked to say it never moves and has the dart-shooting mechanic
 
user92578
So in theory if one day I want to spin a barrel on an arm in a circle, I could separate the spinning code to a separate class
 
(I could be wrong, been a while since I read, but he had a couple clever reusability tricks like that up his sleeve!)
Right, yeah
 
user92578
12:44 PM
But that would basically clean a little the factory code, and nothing else really
 
it's that kind of generic thinking that feels like a pain but might save you time later on
lol yeah
 
user92578
So instead of return new CEntityBladeSpinner();, I would do return new CEntitySpinner(new CEntityBlade());
 
user92578
That's basically what I do when I need a second spinner type
 
yeah
the code still has to go somewhere
what code, how much code or how little code, still have to have some
 
user92578
I have a bad habbit of not doing this on the first object
 
user92578
12:46 PM
Oh man I've been meaning to get the Spelunky book
 
It's not a super technical book, but it has little cool insights, it's a good story too of how things came to be
 
user92578
hmm yeah, I kinda promised my mom that I would read a book in English in preparation for my English final
 
oooooo :D
 
user92578
And I bet she wouldn't complain if I said "mom, I want to buy a book online" :P
 
here's a slide I made for my gamedev talk recently: http://www.tallowmere2.com/nzgdc2016/12.html
looks at Bungie's way of reusability for monsters
and then I show my examples over the next couple slides
it's this kind of thinking that makes adding new things easier in theory, imo (compared to how I used to do things anyway)
hah :)
 
user92578
12:49 PM
yeah
 
user92578
I feel like we might be talking a little about different things, but that might just be me
 
I'm just babbling about reusing stuff where possible lol
It's on my mind lately haha
but yeah
implementing something new
and you run it
and then ohhhhhhhhhhh that's right, that class over there needs an entry for this new thing I just made
every time :D
 
user92578
actually I have an assert at the end of the factory method
 
if it doesn't exist, throw an error?
 
user92578
So basically I make the test level, then open the entity list box, select the new entity, and crash
 
12:52 PM
there ya go
 
user92578
that's my reminder to add the code to the factor method :)
 
yup same lol
which is kind of sad in a way hahahaha
 
user92578
yup :P
 
user92578
I just realized that because it's exam week and my senior year (very few courses), next time I need to go to school is on wednesday
 
nice
Are your parents still letting you use the computer every day?
 
user92578
12:55 PM
surely I got some studying to do, but it's nice to get a little break after that Swedish final
 
user92578
Yeah they are now
 
user92578
I'm doing great at school and I've got a game greenlit so there isn't really anything they could be complaining about :)
 
Keep it up :)
 
user92578
I will :)
 
user92578
1:03 PM
 
user92578
Not quite what I was looking for :P
 
user92578
Supposed to be one of those spinning laser things
 
user92578
I think I'll change approach
 
The fireballs look very defined
like, they're not wild and flamey
(assuming they're trying to be fireballs lol)
 
user92578
It's kinda supposed to be a laser beam
 
user92578
1:05 PM
This is kinda how my prison boss emits its huge laser beam
 
user92578
But I don't think this particle-based approach is going to work anyways
 
ah yeah
Well, it looks dangerous in any case :)
 
1:29 PM
bedtime, 2am, lates!
 
user92578
sleep well!
 
Jon
Chris sleeps while I work. What a lazy guy
 
user92578
HAHA :P
 
user92578
fucking unit circle, rotating the wrong way
 
user92578
you try positioning shit with that
 
Jon
2:08 PM
i am pretty good at positioning shit
 
user92578
fuck I had set my rotation origin wrong
 
user92578
 
user92578
sigh
 
Jon
Le. Sigh.
Looks cool though
 
user92578
lol a spinning laser on the works
 
user92578
2:20 PM
been fighting with those beams for a while
 
Jon
2 years in the making
 
user92578
I should probably take a break and write my weekly blog post
 
Jon
Spend 3 years making a game. Have people take 10 seconds to write a comment telling you it sucks. Priceless.
 
user92578
lol
 
user92578
 
user92578
 
user92578
Finally!
 
Jon
sweet
 
user92578
just gotta add particles at the edges, and damaging
 
3:02 PM
@Tyyppi_77 your in hoghschool and doing that game wow
 
user92578
:)
 
How old r u
 
user92578
18
 
good deal ur going toncollege?
 
user92578
that's basically a must here, as I chose to go to high school
 
3:04 PM
what will be ur major?
 
user92578
probably computer science
 
nice
is finland much like other scandinavian countries
 
user92578
when it comes to..?
 
descentendant
ancestry history
culture language
 
user92578
umm yeah I guess
 
user92578
3:06 PM
language belongs to a different language group though
 
slavic?
 
user92578
Finno-Ugric
 
What is urgic
Like slavic
 
user92578
IDK, but for an example Finnish and Hungarian are related
 
Ahhhh
 
user92578
3:07 PM
Finno-Ugric (/ˌfɪnoʊˈjuːɡrɪk/ or /ˌfɪnoʊˈuːɡrɪk/), Finno-Ugrian or Fenno-Ugric is a traditional grouping of all languages in the Uralic language family except the Samoyedic languages. Its commonly accepted status as a subfamily of Uralic is based on criteria formulated in the 19th-century and is often criticized by contemporary linguists. The three most-spoken Uralic languages, Hungarian, Finnish, and Estonian, are all included in Finno-Ugric. Linguistic roots common to both branches of the traditional Finno-Ugric language tree (Finno-Permic and Ugric) are distant. About 200 words with common roots...
 
Hungary has a wayyy different oriigin than other european inheard
they have like more asian or aomethkng
Can you understand slavic languages then
 
user92578
no
 
Ah
can u understand some swedish or norwegian
 
user92578
I can speak Swedish
 
user92578
It's our second national language, everyone is taught Swedish here
 
3:16 PM
Ahh
Cool
So @Jon you said it may work for my lrogram to calibrate the ppi by having rhenuser resize the widthbof a rectangle untill they can put a ruler up to it and it is 2 inches long..
 
user92578
why does that actually matter?
 
What @Tyyppi_77
 
user92578
PPI calibration
 
1. Cant get it in browser program
 
user92578
yeah but why do you need it?
 
3:21 PM
2. Need it because i need to draw the drawing toscale of th actull size im dinensions of the real life object in drawing
And i want to tell the user where i am oriented in inches relative to a point
And i want to tell the user where i am oriented in inches relative to a point
??
@Tyyppi_77
 
user92578
yes?
 
3:37 PM
I msged why i need ppi
 
user92578
and I read your messages. why did you ping me?
 
@Tyyppi_77 :)
 
user92578
well that was difficult
 
;)
 
user92578
 
user92578
3:42 PM
Looks pretty awful but IDK what to do about it
 
user92578
Reference pictures or other feedback would be appreciated
 
user92578
ooh what if I used the fire particles
 
Was Waiting for answer thats why i pinged
 
user92578
 
user92578
@ChrisOkyen you didn't ask anything
 
user92578
3:46 PM
oh yeah I'm really digging the fire
 
Fire looks good
Oh true no question.
 
@Tyyppi_77 maybe make the lasers a bit smaller then the emitter?
 
user92578
good idea
 
user92578
do you think I should make the lasers smaller or the emitter bigger?
 
Is their possibly any way to get the ppi in browserss?
 
user92578
3:48 PM
not from what I googled
 
user92578
but I gotta say that I still don't really understand why you really need it
 
woukd a lightweight web app
@Tyyppi_77 let me explain why
Give me a second
 
user92578
 
user92578
How's that?
 
I think it looks better
 
user92578
3:58 PM
aight, good! that's definitely better
 
user92578
 
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