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Sie
12:00 AM
@IcyDefiance How hard is it to learn? Like for someone who is average at math.
 
I'd say it's a pretty natural progression from high school algebra. Not really more complicated, but it builds on top of that.
 
There's nothing like trying to add a new mechanic and realize that a shortcut you took a month ago to add a previous mechanic is now coming back with a vengeance...
 
Sie
@PearsonArtPhoto Are you me?
 
LOL, we are programmers, it's a curse of the trade.
The good thing is, I think I can fix it fairly easily...
 
Jon
12:16 AM
man
ever code till you got a heart failure?
 
Sie
1:06 AM
@Almo Feel like another ranked game? It went really well last night. I feel.
In like a half hour though.
 
@sie ok
i'm streaming some lol
 
 
11 hours later…
11:37 AM
bob ross is here? @EthanBierlein
 
DH.
"The joy of making games"
3
 
11:54 AM
^^
 
12:32 PM
is there a way to handle nicely text truncation inside a text field?
I see that selecting wrap as option it wraps to the last word
 
DH.
You mean wordwrap?
 
in unity, yes
is there a way to sort of justify text?
 
DH.
Damn, I never used UnityUI yet, IDK
 
Jon
sort?
 
I mean that text justification could look horrible, like huge spaces betweein words
but atm I cannot find a way to justify text
so I was wondering if any of you has experience
 
Jon
12:35 PM
are you using a textmesh? or a TextUI component?
i has
 
I'm doing it all via canvas
so I have a TextUI
 
Jon
in that case, you need to place it inside of a container, and set anchors
*panel
 
ok, no problems till that
but setting anchors just resizes the text field accordingly
if inside it I write a wall of text
it wraps randomly accoring words length
 
Jon
ok, the text component has properties you can adjust
Alignment
And horizontal/vertical overflow
also max size/min size
Also, Scale to Fit
 
with alignment I can tell it if align left/right/center and to wrap/overflow horizontally and vertically
since I dont want the text to overflow I need to wrap
well, actually best fitting this shit it is less horrible than before
but if I load text dynamically is there a way to force best fit?
could be a temporary fair solution
 
Jon
12:41 PM
Yes
I do this
 
elsewhere I force font size to depend on canvas scale
I was wondering if this is the path to follow or if there some better option
 
Jon
Yeah one thing though
for it to work properly you can't use Endlines
you have to have like, no breaks in your text
 
what exactly is a break in text?
 
Jon
like pressing ENTER
 
so no newline
for "it" to work properly? what is "it"?
resize font according to canvas scale?
 
Jon
12:50 PM
yeah the resize is messed up when you put in linebreaks
 
oh really? what does happen?
 
Jon
it only resizes up to the linebreak
 
this sounds strange
if I set the font size to be like X to a textField, it applies only untile linebreak?
 
Jon
looks like it to me
 
cool stuff!
thank as always @Jon
 
Jon
1:04 PM
np
 
1:16 PM
@BobRossGameDev
Within each of us is a developer. You too can make a game.
131 tweets, 27.7k followers, following 1 users
 
DH.
LOL
 
user92578
1:55 PM
@Lasse Zaphat :D
 
Yes.
 
user92578
You have inspired me to abandon GunHero and start working on HeroGun
 
user92578
The protagonist is a gun
 
user92578
He's saving his girlfriend, a nice and shiny bullet
 
I'm always glad to be a source for inspiration
 
Jon
1:57 PM
nice.
i'm gonna make my mosquito game then
 
Will it be full of bugs?
 
user92578
LOL
 
@Tyyppi_77 So you'll be making Gungeon? =p
 
user92578
Oh right
 
user92578
nvm GunHero it is then
 
1:59 PM
There was a Ludum Dare theme sometime, "You are the Weapon"...
 
2:30 PM
loo dumb dah ray
 
Jon
2:46 PM
wuuuhhh
time to dine on steak
@Almo hoops update sucks.
 
Hey guys, one little questions : For a game, where the player (with animations), 50x50 big map with 2 layers (one for walls, other one for floor) is drawn and also calculates physic objects, also light... i have got about 1300-1600 fps on my pc (gtx 960 ) is that much for a game ? Or are there any performance iusses ? ^^
 
user92578
3:01 PM
Not much
 
user92578
That's a good FPS, my game runs at 60 (heh, ofc)
 
user92578
You don't want to start optimizing stuff that doesn't have to be optimized
 
user4704
@genaray FPS is a bad profiling metric.
 
When Is the next ludlum dare? I wasn't able to participate in the last one
 
user4704
If it runs fast enough for you, it's fast enough for you and don't worry about it.
 
3:02 PM
@epicTCK august somewhere
Nothing more specific announced yet
 
Hope it's during summer break.
 
user4704
And generally if you're over 60 you really don't need to worry.
 
Otherwise I won't be able to pull an all-nighter....
 
Ok thanks :) I really want to know why i got 2 days ago like 2000 fps and today only 1500 ... without changing anything :/ Any ideas ? Or also normal ?
 
Jon
you have a virus
 
DH.
3:04 PM
You are having a stupidly high FPS, just don't worry about it
 
user92578
Download more RAM, that should help GPU cache quicker, resulting in more FPS
 
DH.
If you had 100 FPS and dropped to 10 then I would worry about it
 
Jon
stop, drop and roll
 
Ok thanks ... just worried about that ^^
 
Jon
No worries until it dips below 30fps if you are coding on console
 
3:05 PM
@Jon yeah? I thought it was fun, we played it for about 45 min yesterday at work.
and of course I like the Cosmic arena.
 
@genaray 2000fps vs 1500 fps, count how much that is in miliseconds
 
Jon
Cosmic?
i didn't see that
 
That's 0.5 miliseconds vs 0.6 miliseconds, the difference is negligible
 
Jon
does that actually work?
ohhh nice i'm downloading an extra 32 gb of ddr4 ram
 
3:07 PM
Yeah nvm it does work. I just tried it!
 
user92578
yeah
 
user92578
get ultron too
 
Jon
sweeeet
 
user92578
it's the browser that nasa uses
 
Ok understood that, thanks Velden :)
 
user4704
3:08 PM
FPS is a nonlinear measure; the difference between 2000 and 1500 is trivial
 
user4704
But the difference between 20 and 15 is less so.
 
user4704
When you're worried about actual performance and profiling, measure frame time instead.
 
the difference between 1 and 10 is humongous.
:)
 
Naah, it's just 0
@JoshPetrie another possible helpful thing is the deviation between frame time so you can watch out for spikes
 
Jon
man you can just keep downloading more and more
 
user92578
3:10 PM
wow nice!
 
Jon
i'm gonna try to get 50,000
 
Also one more question, if you could choose between a game engine or an IDE what would you choose ?
 
user92578
what
 
user92578
if you could pick between an apple and a flying trash bin, what would you choose?
 
Jon
haha
 
3:11 PM
So i mean between game engine or to code all yourself ?
 
Jon
IDE is a Integrated dev environment
 
@genaray that's not a choice
 
user92578
^
 
you still will use an IDE even if you use a game engine
maybe even two
 
user92578
Everything that almo says
 
3:12 PM
I'm rolling my own engine, because I'm crazy
 
user92578
I have a custom "framework" built on top of SDL2
 
I'm working on my fourth engine now
 
Jon
i just build games really fast
 
user92578
I develop that and my game in Visual Studio, and I'm editing content files in Sublime
 
Jon
unity does a good job in providing a link between platforms and a c# interface
c#/unity/.net/xamarin are all in bed at the moment
the baby is due in 9 months
 
3:14 PM
so but no one of you would prefer drag and drop engines like gamemaker or construct 2 ? (unity,unreal engine etc not included)
 
@Jon it'll be late and fat
 
Jon
what ? lol
 
user4704
@genaray They are great tools.
 
user4704
But they can be limited in certain ways for people who are already capable or used to programming.
 
Jon
@genaray i've seen some nice looking games made with them
they limit people that are adapt with code
 
3:16 PM
@genaray Gamemaker is quite good. But I know how to program games with Unity, so I wouldn't go back to it.
 
Jon
even with unity, i like to generate my levels instead of drag dropping
 
@Jon its a unity endeavor, so it'll be late, and it's a joint venture with MS to get the xamarin and latest .Net profile working, so it'll be fat / bloated with shit that don't work
 
Ok thanks guys :)
 
Jon
it will be wrapped into Unity
it will just unlock up to 5.0 framework
 
3:38 PM
UDP for games – security (encryption and DDoS protection) - ithare.com/…
 
@Jon I look forward to doing async programming in unity, i'm practically begging for that day already
 
Jon
4:01 PM
does this work?
left click to destroy a block
right click drops water
that was done in unity
 
4:16 PM
@Jon I like that
you really should do more with it
 
Jon
4:36 PM
i probably should at some point
that is actually the unity build, an older one at that
the monogame build has trees, and day night cycles... pickups, bombs, etc..
pretty much a ready made game missing a story
 
4:48 PM
just do what they did in terraria and add a few npc's with a few "outlines of a story"
then put it up on steam for like £10
 
 
2 hours later…
Jon
6:24 PM
I need to redo my site
 
DH.
You need to finish GORB
 
Jon
Yes.
i know.
i like to take a little break from projects like this, so that I can come back with a fresh view on it
 
Hey guys, i posted a little video about my game called "DuengonGainers" what do you think about it ? : youtu.be/XX5RbEu14gE
 
Jon
it looks decent
what is it going to be?
 
Thanks, thats nice that someone likes it ^^ I thought about some kind of duengon crawler rouge like with rpg elements in it :P But atm im far away from that dream
 
Jon
6:30 PM
your first game?
 
Not really, my second if pacman counts as a game :)
 
no it's actually a simulator for training criminals. helps them run from cops while still grabbing all the loot.
 
Good interpreted :D
 
@IcyDefiance This also explains why we naturally progress to Mario. Once we have mastered escaping with the profits, it only makes sense to learn how to one-by-one stomp on the head of every goon of a rival gang if they have disrespected you by touching your woman.
 
Jon
cool stuff
 
6:38 PM
of course
 
Jon
Flailing arms widly
 
o shit
reminds me of a comic book in the good way
 
user92578
Looks good
 
Jon
6:58 PM
i'm redoing the site and trying to include as much to show off as possible
 
Sie
Here is some game play from my game. It's mostly just a tutorial-ish area but it shows off the core mechanic a bit. It's still a bit rough around the edges? What do you guys think?

https://vid.me/WZeT
 
Jon
that is cool
aside from bridges, have you found other gameplay mechanics you can use that with?
the perspective is ridiculous
 
I like the principle and it could make some cool puzzles, but I think you have to add some restrictions
 
Jon
Yeah, first I think you need to have clear nodes
if it was me, i'd make them almost cartoon like nodes
that you can grab on specific objects... again, this object would probably be a defined color
so you can look around for them
 
Sie
Ya. I figured that would get stale pretty quick. In the next level the player will be using those bridges will be used to help robots get across obstacles to do things like activate switches or you can use the deformed shapes as walls to shield yourself from baddies and the like.
@MickLH Ya. That is why I've decided to make the deformation limit finite. Similar to how World of Goo limits how much you can stretch.
 
7:03 PM
I want to push you to use the raycast functionality to not let players move the vertex inside of some other geometry
If you don't do that, I will gladly show you how I can probably break any puzzle by exploiting the way the physics engine adds magical energy when objects overlap in space
 
Sie
Ya I know :P. Can't tell you how many times I've sent myself flying into the air due to not seeing two objects clipping.
 
You could use a ghost collider to make sure that nothing clips, and you could use a raycast to automatically adjust what the player is looking at and "pull it back" exactly enough to not go through their target
 
user92578
So I downloaded tons of synths today but I think I'll just end up using a 8-bit like one. Already made some drum presets and got a beat going, I think that's what I'll be working tomorrow, getting a nice action song going on.
 
Sie
Ya I could do that. The way I have it setup is now is that until the player lets go of the vertex the mesh is not finalized. Perhaps I could make it so that the mesh constantly updates? Not sure if that will harm performance. I've got a party to go to in about an hour so I still need to test more.
 
I guess you could do that, but I just meant creating a ghost collider before updating the mesh
If it's gonna spawn colliding, then you can tell the player "no" lol
 
user92578
7:10 PM
@MickLH Why not just use a boundimg box :DDDDDDD
 
@Tyyppi_77 Because that's not even relevant at all. Whatsoever. Not even slightly, and actively makes the problem more than 100% worse without offering any benefit of any type. At all seriously.
 
user92578
I know, I was trying to make a joke. Now I feel horribly bad.
 
I have a habit of doing that to people when I don't like what they said lol sorrrrryyyy bro
<3
 
user92578
<3
 
Sie
Anyway. Hopefully by mid-late May I will have a rudimentary co-op build ready. If anyone wants to test let me know.
 
7:21 PM
Could be interesting, good luck with it!
 
what's up
guys
 
Alles Was Nicht Angebunden
 
Lerp did the trick
I was adding smooth cameraz movement
looks good
 
Lerp is cool but Smoothstep ball so hard yaint even be Drop that shit.
 
smoothstep is nice, but I also don't need it for this
I just want the player to be able to out run the camera by like.... a few pixels
 
7:37 PM
Which would be best for a tutorial series?: Inventory/crafting system, dialog system or quest system?
 
I wont even bring up smootherstep
 
user92578
My camera works with a constant-percentage lerp
 
user92578
current = lerp(current, target, 0.1f);
 
@Byte56 Dialogs seem the most general, but Inventory is so important and so often just skipped for some reason
 
user92578
@Byte56 I think inventory might contain interesting and useful concepts
 
7:39 PM
@Tyyppi_77 Do you do this on a fixed timestep?
 
I was thinking inventory too :)
I have a design for inventory/crafting/tech tree system. All the items/recipes are defined in data files (as they should be). Crafting trees and tech trees are dynamically generated from that data.
 
user92578
@MickLH Yeah, I think I have a precision cap somewhere that stops the interpolation at somepoint (so the asymptot stuff doesnt happen)
 
@Tyyppi_77 I only asked because it should be on a fixed timestep if you use it like that
 
user92578
Ah right. I was kinda trying to think ahead of things you might catch on :)
 
If you use it with a variable timestep anywhere, you can pretty easily factor in dt btw
 
7:45 PM
@Byte56 I'd do a quest system
It imlements more features that seem unapproachable to beginners I'd say
also @Byte56 hello. You've answered questions for me and I've upvoted a lot of yours before, Thanks.
haha
 
user92578
That might be interesting, however it's really late and I think I should get some sleep instead of doing maths :) But it might be awesome to learn about this stuff at a better time!
 
@Tyyppi_77 Yea mines the same way, I multiply the percentage with delta time
 
@FullyLucid Hello! Thanks for the feedback. I'd probably do all of them eventually, I'm just trying to decide which to do first.
 
that's the only difference between ours
@Byte56 Inventory would be a good choice first
 
All are likely intermediate/advanced courses
 
7:48 PM
Oh alright, then whichever you think has the coolest system for sure
Honestly.
 
Udemy is asking me to create a course, so I'm researching.
 
I wish I had the money for udemy :P
Is it 1 monthly price?
or is it subscription per video/tutorial/user?
 
Cost per course
One time
 
Meh. I throw my money at books in the case of that
I retain information better that way I think
 
Hit me up if you see my course on there, I can get you a pass.
 
7:51 PM
for sure
sounds cool.
 
It'll be a while, since I haven't started :)
 
any particular language?
or mainly pseudo/easily translatable?
:P
made this today and last night
 
The concept is widely applicable, it'll be created in Unity with C# though.
 
well all o f them are if you're patient enough ;P
 
Correct
 
7:53 PM
My next adventure is resolving collisions detected by separating axis theorem
and also returning penetration depth, since right now my implementation simply returns a boolean
 
You must be making an engine, not a game :)
 
I'm making one of each
the game is with Love2D
That's for immediate satisfaction though, not because I plan to do too much with it
the engine is because I'm a bit of a masochist
and the engine is in C++ with SDL2 and OpenGL
 
It's good for skill development
 
It definitely is
And it's way more fun
for me
 
 
8:09 PM
understanding natural language should still be on the wall :P
at least mostly. maybe peel off a corner or something.
 
Only a human can draw pictures
That's good art
 
AI can draw just fine
 
pfft elephants can draw better pictures than some humans
 
AI is programmed by humans
 
No.
 
8:11 PM
Plus at that argument, AI can do most of those things written down
if they're taught toi
 
DH.
But the machine learns for itself
 
It's no argument dude.
 
The point of AI is that it's not programmed by humans.
AI training algorithms are programmed by humans.
 
an argument is an argument, I'm not saying I was bothered by it
Right
 
8:12 PM
But that's the point
It's not an argument.
 
Debate then
either way
 
Not either way... why do people always try to weasel out of the details
You might be able to use the "heated exchange of opposing views" definition of argument, but I am using the "set of reasons given" definition.
 
Hahahah
 
Ok, relax Mick. :)
 
a reason or set of reasons given with the aim of persuading others that an action or idea is right or wrong.
an exchange of diverging or opposite views, typically a heated or angry one.
2 definitions, with the slight subtlety that "typically a heated or angry one" is there, you could choose that definition and then it wasn't an arguemnt
but that could just be cultural
 
8:14 PM
Yes, it only qualifies as the latter, and that is only if you believe that AI are directly programmed by humans. This would imply that humans have no free will.
 
Nah... It can be a debate or an argument regardless. That's a cultural choice whetheer you choose to define it by the first definiition or second
 
Again I'm specifically not using the debate definition...
I'm using the given set of reasons definition. The claim did not include supporting evidence.
(Our own neural network training algorithm is an included part of our genetic material, and runs on a computer called physics.)
 
I don't actually see how any of this is related to what I said
but alright.
I suppose I see your point
 
Sie
There's this cool little puzzle game I've been staying updated with. It's inspired by Portal and looks pretty promising.
 
DH.
Have you seen the blog updates about Bumbo?
 
Sie
8:25 PM
Ya a bit.
Are we sure he isn't trolling? I think he may be.
 
DH.
He's almost done with Isaac
It's certainly a new game for sure
 
Sie
@DH. True. I don't want it but I don't what else he can do with it.
I've thought about the idea of making Isaac into FPS type game which could work but I'm not sure.
 
DH.
What I'm not so sure is that in the Isaac's tumblr there's in the end of the post a "super secret project update"
 
Sie
This thing?
 
DH.
It's just a really weird black and white only image
No texts, no name
Just black and white images
 
Sie
8:27 PM
 
DH.
Well I'm at work, it won't load here
 
Sie
It looks like a cross between steven and sloth. What does it mean though? If anythign.
 
DH.
But yeah, it's Steven-like style
 
Sie
Tumblr won't? Well here is a mirror:

https://i.imgur.com/dBXN4Nu.png
 
DH.
Ah yeah, are those images I meant
There are other 2 IIRC
 
Sie
8:28 PM
I could be wrong but to me it just seems like a red herring.
Then again there was that epic greed hunt thing.
 
DH.
In this one you can actually see a face, in the other ones there's a worm that looks like a bit that Snake boss
 
Sie
I found a Kiosk copy of ATV Offroad Fury 2. It says not for resale.
I picked it up thinking it may have been some sort of weird demo or beta build but it just seems to be a re-branded disk for retailers.
 
DH.
Weird
 
Sie
Kind of. I don't know why but lately I've had a thing for getting old PS2 games and digging around and seeing what I can find.
A while back I found this .ini file that seems to be for debugging on the iso of an old Spongebob game. pastebin.com/918cQkqm
 
Of course you have to modify the INI file, repack it, and see if the game actually uses it...
 
Sie
8:43 PM
@MickLH It's been years and if I recall correctly someone tried to do it (in emulator) but once they modified, and repacked it got rejected. Some sort of validation or DRM related problem.
It was likely used with a PS2 Devkit back in the day or something similar.
 
I assumed you'd have to defeat the signature check
You basically always have to defeat the signature check, I mean it takes literally 3 minutes to program in an integrity check against your data files which not only protects your players from experiencing corrupted game data, but also fends off probably most of the cheaters instantly
 
Sie
Is there any 3D modeling software that a person with literally 0 artistic capabilities can use easily without having to worry about licensing crap?
 
"artistic capabilities" can be learned
they don't teach you how to use software
learning how to use software without those capabilities will still result in shit art
 
Sometimes, the very first time I hear some music it just stops me dead in my tracks and I say "god that's awesome". It usually takes many listens for me to come to that conclusion, but very occasionally it's on the first time.
 
Sie
You don't have to be Picasso in order to make decent art for games.
 
8:56 PM
hahaha
I doubt Picasso would make decent art for games.
But I get your meaning. :)
 
Sie
Basically I'm looking for something like Autodesk's 123D. Very good, beginner friendly 3D modelling software, but sadly it's non-commercial unless you pay up. I guess I'm going to have to learn Blender or go home.
 
For free stuff I liked Wings3D
but never liked it enough to get good at it lol
 
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