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12:33 AM
that's what i was thinking
 
Sie
@Jon/@almo Bad wording. I meant how to do I change the objects origin/pivot point. You know if you rotate an object it will obvious rotate? I want to change that point.
 
1:12 AM
3
Q: Unity objects not rotating around pivot point

DavidSuddenly, for some reason, objects in the unity editor started rotating around their center of gravity (at least that's what I think is going on) instead of their pivot point. I tried placing the object inside an empty object which would serve as the new pivot point, like usual, but this did not...

try that
 
Sie
1:28 AM
Doesn't seem to make a difference. Here is a gif of the problem to show what the issue is...
 
1:46 AM
@Sie Are you trying to deal with the mesh after the user manipulates a vertex?
I'm gonna guess you're getting that effect where when you rotate something, it rotates by the edge or worse, instead of the center.
In that case, just compute the AABB and take the new centerpoint as the center of that box. Subtract the center point from every vertex, then add the center point to the game object's transform
 
Sie
2:04 AM
@MickLH When the user is holding something they shouldn't able to manipulate the mesh. Really after an object is manipulated (unless they get rid of it or reuse it) it is nearly impossible to pick up.
@MickLH Kind of. I made the shapes via an asset called ProBuilder and for whatever reason it really likes making the pivot point on the corner of the object. No idea why.
Wow.
What do you know? Google and you shall receive: protoolsforunity3d.com/forum/index.php?/topic/…
...and the link is dead. Fuck.
 
2:16 AM
@Sie put it in a parent object
use the parent object as the pivot point
or recalculate each vertex of the model
 
Sie
2:31 AM
Ya that's what I'm doing now. Should work. Feels sort of hacky but whatever.
 
doesn't seem unreasonable to me, using a parent object to pivot
seems very "unity" to me
any of yiou guys try the free web cognizer? maniac-games.com/WebGames/Cognizer-Free
I want to hear if it's working properly before sending to Kongragate and tweeting about it, etc
 
just dividing sum of all the vertex coordinate and using that as a new pivot position by adding it into the parent object sounds much better solution than, calculating new positions then uploading it to buffer every time u need to do it.
 
tempted to open unity and werk on the game again...
really shouldn't
@BlueBug but in unity does he have the vertex positions?
I've never dealt with vertex positions while doing unity stuff
 
I suppose MeshFilter's Mesh class provides buffer information as well, assuming Mesh contains all the regarded information about the mesh.
 
oh right
 
2:44 AM
I know it is possible because there was a clever function I copy pasted while back, that repivoted models.
myself is intellectually incapable of the task in practice
 
:)
 
Sie
3:17 AM
I was thinking about swapping my major to something in either IT or Cybersecurity. I'm finding that while I LOVE game development I'm not really like programming outside of it as much as I thought I would. Everywhere I read people just keep saying CS is better, and objectively it is but math is not my strong suit and really I'm just not sure if it's for me. Anyone have any input?
 
I cna't comment since I didn't study CS in college
I did physics
I guess you should try different things and see what attracts you
and if you find out you hit the wrong one, don't be afraid the change later.
my wife retrained for graphic design when she was... 40 I think
 
I major in gameDesignAndDevelopment
I think it as simply a title that says I know things about game development. I am now in a position of considering taking CS classes with Math because I need to appeal to the potential employer that I can program and do math.
but still, I think portfolio is the best that proves your learning that a degree.
most kids here use Unity to make things; game. And that does get them hired. And most kids don't take CS or Math classes either.
 
Sie
3:32 AM
I don't know. I'll have to think about what I'm doing. I mean I've ever really wanted to do was make games and work with computers. However going into game dev for profit is just plain dull. I'll have to think about this.
 
If you love making game with engines such as Unity, you can still pursue your desired direction, but remember, there are lots of kids like you who like to mingle with Unity only.
money is important. It brings food on the table.
 
Sie
I'm not sure why you are so focused on Unity but yes I'm aware there is a lot of competition in the game development field.
 
cuz Unity is now almost the game engine kids of college level use.
 
Sie
Not just kids. There are plenty of reasons to use Unity. It's fast, easy, and provides rapid prototyping. I'd say that right now is one of the best times ever to be a one man operation just due to the sheer amount of powerful yet easy to use tools that are out there.
 
building game by yourself is difficult regardless of the ease of using technology. It is now only less very difficult.
 
Sie
3:41 AM
I never said it wasn't.
 
...right now is one of the best times ever to be a one man operation... I disagree. The lowered entry barrier of game development simply increased expectancy.
 
Sie
Your point being? I was saying due the amount of flexible engines out there it is easier on one man operations. Not that the entire process of making a game is easier.
 
I simply disagree. I don't think this is the best time to be a one man operation.
 
Sie
I don't see anything wrong with a lower barrier of entry. The more developers there are who can get into the field the more room there is for innovation.
 
If this was an art, yes. But without sufficient knowledge, the engine-boosted game development innovation is limited by the easy-accessed-development-tools. Unity provides hell a lot of tools. But if you try to get into deeper, you certainly need to know things.
I mean, this is my point of view, because I see too many boring same Unity games. There are certainly very innovative unity games, but not so many.
 
3:59 AM
@Sie cross-platform. that's my main reason
 
Sie
@Almo That's also a big plus too.
 
Sie
4:42 AM
May 18 at 22:04, by Jon
its like hobos fighting over a cigarette butt
I had a tiny budget ($1,000) but I made the best I could with that.
@Jon @Almo
 
5:21 AM
@PearsonArtPhoto I disagree. How can you make an engine that can be used to make a game if you don't make a game with it at the same time?
 
Sie
@AlexandreVaillancourt My brain is fairly fried thanks to our AC being out. Could you rephrase that?
 
I assume you mean "fairly fried"?
 
Sie
lol see?
and yes I did
 
The point was that you should not make a game and an engine. If you only make an engine, how can you 'prove' that it is good enough so that you can make a game with it?
The only way to make sure of it is to make a game with it.
 
Sie
True.
 
5:27 AM
So if you make an engine, you should make a game as well.
 
can u load 3d model easily?
 
Sie
Well ya. I mean really why would you make an engine if you weren't planning to make some kind of game with it?
 
Brain masturbation.
 
Sie
That's what Reddit is for :P.
and circlejerking of course.
 
@BlueBug It's unclear to me: who's the target of that question?
 
5:32 AM
is there a way to load 3d model with a single code?
excluding writing a function call urself
 
Sie
We need context.
 
@Sie yeah, something like that; I don't Reddit, GDSE takes too much of my time already :)
 
something like "loadThisModel(filedirection)" in c++
I want a magical library that does everything for me once I type a single code out of it.
 
Sie
@AlexandreVaillancourt I mainly use GD/SE for the chat to be honest. I love Reddit though for it's more niche communities like /r/gamedev, and /r/unity3d.
 
osg::ref_ptr<osg::Node> scene = osgDB::readRefNodeFiles(arguments);
@BlueBug this loads a model from a file with a single line of code in c++; your specifications are very very vague.
 
5:36 AM
true..
I guess I want a function that organizes read file into a format that I can easily display in opengl
 
@Sie I think if I start doing more gamedev, I'll have to hang in there, and maybe gamedev.net also.
@BlueBug What do you want to achieve?
 
trying to load this cute bunny to my rendering project.
 
Sie
@AlexandreVaillancourt They're a good bunch. I prefer Reddit as they are a bit more lax than SE. I mean SE has it's place but I love to talk theory too but SE not so much.
I actually met a guy who worked for Valve on /r/gamedev. I won't disclose his user name because I don't want to risk people spamming him but he was pretty cool.
 
@BlueBug If you want, you can take a look into rendering engines; OpenSceneGraph, Ogre3d, Irrlicht... "load a model from file in c++" can be done in many ways...
 
Sie
Oh Ogre3d. Lost opportunity :/. I actually wanted to get into it awhile ago but their C# fork is dead and gone sadly.
 
5:40 AM
@Sie Yeah, meeting ppl who 'work inside' can be very interesting. And no, spamming them is not fun (for them) hehe!
 
I am using assimp assimp.org Open Asset Import lib
 
Sie
@AlexandreVaillancourt Ya. I actually thought he was a troll at first but he sent me a picture (all of this was via PM) so I doubt any troll would try that hard just to mess with me. It was really interesting to talk with him albeit briefly because Valve in particular can just seem so illusive at times.
 
Valve makes a great game
But they don't make many games.
 
Sie
It seems that way. Their last release was Portal 2, right? Which was like 2009.
Or was it Dota 2? I forget.
No it was Dota 2 which was in 2013.
 
@BlueBug Line 312 looks like what you need. You'll have to learn to ask question, and read documentation :)
Valve has money to make the game they want. No need to rush.
Oh, and they've been hard at work for their new hardware.
 
5:47 AM
in The Bridge, 30 mins ago, by Blue Bug
learning new lib is such a pain
in The Bridge, 30 mins ago, by Blue Bug
it requires reading. And reading is hard!
reads reluctantly
 
Sie
@AlexandreVaillancourt True. I'm glad Vive is going to end up killing OR. Did you hear how Facebook is working on a walled garden now for the OR?
 
@BlueBug Helping people that don't help themselves is pointless. It's not sustainable, so I'll stop doing it.
6
 
@AlexandreVaillancourt I was kidding man.
 
Sie
Still true though.
 
I of course read, and appreciate the help. Sorry if my reaction was rather disappointing. I have a wicked sense of humor that doesn't work with other people; which makes me a weird person.
 
5:49 AM
@Sie Looks like it's getting shitty on that side. They'll probably fail if the wall is to high; no dev will want to sell their soul...
@BlueBug Humor is harder to transmit through chat messages...
 
Sie
Lucky can't say a word without flip flopping a month later. It's sad but he did it to himself and his company.
 
in real life I often find myself laughing at the most peculiar timing too; like when my Sergent was lecturing about his patriomistic pride.
 
Sie
My guess is OR will slowly crash and burn but we'll look back on as the match that lit VR. So at least he did something worthwhile.
Anyway. I'm SO TEMPTED to order a Leap Motion and prototype with it. However I really gotta finish doing the Vive Motion controls and a bunch of other crap.
 
wait
u have vive? That thing is expansive. Man... me want one so bad too.
 
@Sie he has money now, so he must be not caring, I guess!
 
Sie
5:54 AM
@AlexandreVaillancourt ?
Oh Palmer. Right.
 
Sie
@BlueBug Vive Pre. One of the developer kits.
AFAIk it's identical to the consumer version except it says Vive Pre on the front.
 
is there a price difference?
 
Well, I'll head off to bed now; nearly 2 AM and been up since 7 this morning..!
 
Sie
@Alex Night or Nite. Forgot which one is right. Hey look a rhyme.
 
5:56 AM
@AlexandreVaillancourt night night
 
Sie
@BlueBug Not that I know of. I think you can only buy the consumer edition now anyway. I reached out to Valve with my pitch and they offered me one at no charge. So I guess they liked what they saw.
 
@Sie Both work for me :)
@Sie @BlueBug good night!
 
Sie
Anyway I'm off to bed as well. It's about 2AM here as well.
 
 
7 hours later…
12:55 PM
What is the correct way to plot pixels in modern opengl ?, I've heard numerous techniques but not quite shore which one is correct do I render a texture of pixels that were computed on the cpu that seems silly , do I use a fragment shader if I should then how output variables seem to work on every fragment so I can't just pick an individual cordinate and mess with it's color...?
 
Jon
Just write directly to video memory
 
Jon: That seems taxing because the cpu is involved ..., some person on opengl irc said that I should use a gl point primitive which seems nice and simple but then how do I find it?.
Jon: unless you are talking about a fragment shader if so how the frick do I plot a single fragment with gl_FragCoord...
I'm clearly confused lol ...
 
Jon
I was joking
Back is asm days you could do that
Nowadays higher level languages protect direct memory access
 
what was the register for that 0x90 or something lol
0xIneedmorebin
 
Jon
You should be able to write a shader that writes to a coordinate
Pixel shader
I haven't written a lot of shaders
 
1:09 PM
Can you show me how I spent like 20 thousand months yesterday trying to figure it out the closest I got was making sections of my entire screen shaded in multiply , division , subtraction and addition blending I presume.
 
Jon
But that is a functionality you can do in a shader for sure
In unity? I can later I have to do other stuff now
 
I'm glad their is a way : ) but how lol?
 
Jon
On my w
Phone
 
Well that would be rather cellularly distorted , plus I don't have a dodgey reciever to accept it so no can do their lol
dodgey connection 0.5kb bandwidth activate
 
1:21 PM
guys... I just saw stats of this game which happened lots of time ago... only one ancient standing after only 36 minutes: dotabuff.com/matches/267673623
 
user92578
1:40 PM
woa
 
1:55 PM
-1
Q: TCG Board Architecture

Bruno AugustoWhile I was, sort of, studying the various TCGs around, concepts, similarities, differences and how they could be implemented, if designed to be in a virtual environment (e.g. PC game) I obviously noticed the most common element between them all: The Board As a gaming developer community, you ma...

 
Not sure why his question hasn't been closed as 'too broad' by Josh...
 
user92578
^
 
user92578
It's really stupid that that bounty gives it immunity now
 
Let's post shitty answers, he'll lose his bounty anyway!
:p
 
user92578
Quick wrap up of my last week: gunhero.surge.sh/#WeeklyUpdate13
 
user92578
1:59 PM
His comment is pretty dicky too
 
Sie
@Jon Did you see the animation?
Yoo @Almo?
 
user92578
Actually
 
user92578
Reading that question, the answer seems quite simple
 
user92578
class Node { std::vector<Node> neighbours; Item* content; }
 
user92578
Also, $why $in $the $world $would $you $use $PHP $as $an $example $language?
 
2:04 PM
Because all high-performance modern 3d games are written in php
 
@Tyyppi_77 something like that; or, dude, use a class...
Anyway, gtg!
laterz!
 
user92578
cya!
 
When will you release your game @Tyyppi_77?
 
user92578
when it's done. -phil fish 20something
 
Wait
i thought steam greenlight is to release unfinished games
 
user92578
2:08 PM
I want to start my greenlight campaign in the following weeks
 
user92578
I think you're missusing the term "release" a little here
 
user92578
Or atleast confusing me
 
well
s/release/publish/
or better yet, "make it available to play"
 
user92578
greenlight !=release && greenlight != publish
 
After you got greenlit
 
user92578
2:10 PM
Yes, then I would finish the game, add Steamworks in and release
 
guys, I need some enlightning to the observer pattern implementation. despite the @tkausl gave me as a starting point (which it is very clear and I feel very stupid in questioning furthermore) I cannot find out a definition for Entity. Everything points me in the direction that an entity is a Subject, so the compoenent who is requesting for attention by the observer
 
user92578
in my game, entities are everything that's in a level
 
user92578
Tiles, players, enemies, bullets, boxes, bubbles, cages, traps, rockets, doors...
 
^
Entity can be anything
 
ok so subject == entity?
 
user92578
2:16 PM
Yeah
 
user92578
Source Engine has a more generic entity, I think in in even like gamestates are entities
 
so, if I understand it correctly a subject notificating the observer something will pass itself (this) as parameter to the
OnNotify(Entity entity, KCEvent e)
sorry, in the subject it is the Notify(Entity entity, KCEvent e)
 
user92578
yeah, like OnNotify(this, EVENT_JUMPED); when the player jumps or something
 
user92578
0
A: TCG Board Architecture

Tyyppi_77I'm not 100% sure I caught your main idea between card relationships here, but to me it looks like some sort of network-like structure might work here. Your cards would have neighbours specified with some relation. It seems like you are trying to force a generic array here, but I think this is wh...

 
tyyppi do you use this pattern?
 
user92578
2:20 PM
uuh yeah, kinda, my event system loosely resembles this pattern
 
do you use it for anything like combat handling?
if for exaple you shoot, do you notify the enemy with an event?
 
user92578
actually, almost
 
user92578
I notice entities that an entity died
 
user92578
that way I can award the player if it killed the entity
 
and for deal simple damage do you call directly something in the enemy?
like in the player you do somehting like

enemy.takeDmg()
 
user92578
2:22 PM
that's what my bullets do, but kinda yeah
 
user92578
DamageEntity();
 
user92578
that's a virtual method, so on different entities that might not actually even damage
 
do you have a different class for every type of enemy?
 
user92578
no, I have a data struct that represents the different stats, and then I have a few different AI states for the behaviour
 
user92578
So I do like CEntity* entity = new CEntityEnemy(EEntityEnemyType::GRENADIER);
 
user92578
2:25 PM
And then the CEntityEnemy class sets the correct health values and loads the correct weapon
 
user92578
And let's the AI know that the attack state should be the grenade throw attack state
 
user92578
The difference between the enemies is so small, that I don't need different classes
 
fine, that was my point
I did something like you did and was questioning if it is a good practice
I handle differences between enemies by loading their stats as the get created
 
user92578
You'd ultimately want to use a factory pattern here, but for me the factory part is just hidden inside the Enemy class
 
but the basic enemyController keep everything that could be an enemy concern
so maybe an enemy has a drain hp skill, it get valued
but if he has not
that value is 0
 
user92578
2:28 PM
Yeah, for me CEntityEnemy handles all the basic stuff, collisions, health and stuff, and then CAIEnemy decides what the enemy does
 
user92578
Yup, something like that
 
user92578
SAIEnemyState* SAIEnemyState::CreateAttackState(CEntityCharacter* targetEntity)
{
	if (AIOwner->IsGrenadeAttackAllowed() && targetEntity->GetCharacterConsumableItemCount() > 0) return new SAIEnemyStateAttackGrenadier();
	else if (targetEntity->HasCharacterWeapon()) return new SAIEnemyStateAttack();

	return nullptr;
}
 
owww excuse me, but since this is my first time doing some dev seriously I'm troubled by the chance of writing shit
 
user92578
There's a method like that on the AI handler
 
user92578
In general, you'll want to prefer data over inheritance
 
2:33 PM
fine! :)
 
3:15 PM
@Sie "As of the 2.0 release, this is already included in ProBuilder under "Window > ProBuilder > Actions >Set Pivot" or Ctrl+j"
 
Finally got all my SSL stuff working again. Such a hassle
@Tyyppi_77 I dislike your style there :P
Functions returning pointers are the root of all evil (for me)
 
user92578
Nope
 
Not for you, yeah
I prefer a more capsuled way
 
smart pointers FTW!
 
^, if yyou ever have to use any pointers
 
Sie
3:22 PM
@MickLH In the $95 advanced version it is. Not in the basic version though.
 
user92578
I have never used a smart pointer
 
However, even I think that this is a bit ridiculous
...what
well, your business :p
 
user92578
yes, and my game that is happy and healthy
 
@Sie That's ridiculous tbh. Don't use crippled demo software to make your game
 
4:14 PM
@MickLH incorrect
 
@ArtOfCode You can see who flagged it?
 
user92578
Wait can blues see who flagged???
 
@MickLH I saw who flagged it and who got flagged.
 
user92578
that didn't use to be the case I believe
 
Who flagged what? So that as a community we can know what's offending our users and make an adjustment.
 
4:15 PM
You got flagged. Probably not by who you think, though. Seems you were overreacting to someone a little.
 
user4704
71 messages deleted
 
I'll be the judge of my reaction strength lol
 
user4704
71 messages moved to Trash
 
user92578
That would have looked some much cooler with an explosion or something
 
@MickLH sure, until it actually starts offending people, then the mods get to judge
 
user92578
4:16 PM
71 messages blown up
 
user4704
@Tyyppi_77 They finally implemented flag history.
 
user92578
Not sure if I'm a fan of that feature
 
@ArtOfCode There can be several judges :P
 
user4704
@Tyyppi_77 It is necessary.
 
@MickLH of course. Still, please do tone down the reactions a little.
 
Sie
4:17 PM
@ArtOfCode "a little"
 
Sure
 
user4704
And it will lead to far better flag handling and, in particular, consequences for both doing things that are flagged and flagging stuff incorrectly.
 
@Sie flagged
 
user4704
(If you recall we've had several cases where users have massively abused flags in here.)
 
Sie
@MickLH I just flagged your flag.
 
4:18 PM
This place is for game developers, please stop making fun of us @Sie
 
user92578
Uuh, nope, can't recall, but you really seem to make your case here
 
@MickLH there's no fun-making that I can see here
 
user4704
@Tyyppi_77 Some users, who I will not name, like to show up and flag everything, even completely innocuous messages.
 
user92578
Who is this information available to?
 
@Tyyppi_77 mods
 
user4704
4:18 PM
@Tyyppi_77 Moderators.
 
Sie
@Mick You and a group of others here just outright hate Unity and anything that makes life easier on game developers lol.
 
I need to be a mod dammit!
:)
 
user92578
Aight. Is there a policy for sharing that information?
 
@Tyyppi_77 yeah, "don't".
 
user4704
@Tyyppi_77 "Don't."
 
user4704
4:19 PM
Bah.
 
user4704
ANYWAY.
 
heh
 
user92578
Aight, good. Seems fine to me then.
 
Double ninja :)
 
user4704
I couldn't find much redeeming in that prior conversation so I've nuked it, as you can see.
 
4:19 PM
@ArtOfCode His joke is acting extremely unintelligent so he can imply that game developers don't need skills.
 
user92578
That was pretty much my only concern
 
@MickLH I'm not seeing it.
 
user4704
Keep it civil and stop, in particular, trying to crucify people based on the tools they choose to make their games or why they've chosen to use them.
 
@ArtOfCode Obviously deleted messages that are out of the log anyways by now, aren't showing you a story that wouldn't even make sense without reading at least a past week of logs
 
Sie
@JoshPetrie Look. Every time I so much as even mention Unity someone (usually he shall who shant be named) shows up and just just goes ape shit. I forgot that if you use Unity you're a goat murdering satanist in here :P.
 
4:20 PM
@MickLH I'm already 4 days back, including all deleted messages :P
 
user4704
@Sie Just ignore them then.
 
So you see the demeanor right?
 
@MickLH nope
 
@Sie Name him.
 
Sie
@MickLH Oh ya because you're such an angel, right?
 
4:21 PM
let's not
 
Jesus stop.
 
user4704
This is not what I call being civil.
 
user4704
Both of you are going to get a time out if this continues.
 
I support Unity.
I have never seen this "goat murdering satanist" notion before in here
 
Sie
@Mick I really like you and I really appreciate your help with the ghost collider and that actaully really helped me out a lot. Ok? Can we just be civil?
Let's bury the hatchet.
 
4:22 PM
Yeah of course
I have never seen people go ape shit against Unity in here at all, actually I see the opposite
 
mick, sarcasm isn't helping either
 
I'm not being sarcastic at all whatsoever.
I am fucking sick of people. I SAY WHAT I MEAN.
 
I bitch about unity on a regular basis
 
But you don't go "ape shit against it"
And accuse users of it of being "goat murdering satanists"
You support my point directly.
 
no way. I'd totally use the hyphen
"goat-murdering"
 
4:24 PM
<3
 
Sie
God we all have such a screwed up relationship in here.
 
You bitch about Unity on a regular basis, implies you're exposed to Unity on a regular basis, implies that you allowed yourself to be re-exposed to Unity after the first instance of bitching about it.
=> You love her.
 
i really only like the crossplatform
 
such logic very good
 
I don't like the cobbled together debug/code process, I don't like the UI stuff
 
Sie
4:25 PM
@MickLH It's like soda. It may cause cancer (idk, might?), it's terrible for you, but in the moment it's so good and you can't stop yourself.
@Almo If they'd update the UI and animation system I just might cry. Both are so terrible.
 
pretty embarassing (the UI)
I can't comment on the animation
 
Sie
It's not that bad but it definitely does feel very backwards and weird at times.
 
the trash can
or a trash can
 
Sie
in Trash, 9 secs ago, by Sie
This will be our new home.
 
user4704
There are a bunch of trash rooms on the network for storing deleted/junk messages.
 
user4704
4:30 PM
There's a game development specific one but you can't see it.
 
Sie
@JoshPetrie Which one is the best?
 
I tend to throw things into the private one so that people don't go chatting in there later
 
user4704
Yeah.
 
Sie
Most of it is just deleted.
 
user4704
4:31 PM
Usually, yes.
 
user4704
@ArtOfCode Is your new icon from Firewatch?
 
Sie
Looks like it.
 
aye
 
user4704
It's cool, I like it.
 
user4704
@SelflessSociopath Stop.
 
user4704
4:40 PM
@SelflessSociopath Wait out your suspension like everybody else has to.
 
Sie
@JoshPetrie Wait. What happened? Or is that a code thing?
 
user4704
@Sie The user is a sock puppet, that's all.
 
user4704
Don't worry about it.
 
Sie
Oh ok... first rule of fight club and all that.
 
user92578
@SelflessSociopath You really think I don't remember?
 
user4704
4:45 PM
@Tyyppi_77 He's suspended, just leave it.
 
user92578
Yeah will do.
 
user4704
I suggest you do the same to any further sock puppets you see; just mod-flag their messages and ignore them.
 
user4704
(that is the general "you," that is -- all of you, not @Tyyppi_77 in particular)
 
user92578
Yeah I'll do that in the future too. Ignore as in "don't pay attention" or as in the chat feature?
 
user4704
Whichever is easier for you :D
 
Sie
4:47 PM
Oct 6 '15 at 14:48, by Tyyppi_77
but I just cannot let you touch GunHero anymore
 
user92578
Aight, well, I just increased my Selfless* ignore list by one :D
 
Sie
It's all coming together now. Well I'd better just let sleeping dogs lie.
 
user92578
Hmm, I feel like you've become smarter since that casting episode @Sie, so you're now off the ignore list.
 
user92578
Wait what
 
Sie
Casting episode?
 
user92578
4:49 PM
Looks like that's actually my only current Selfless ignore
 
user92578
You don't remember?
 
Sie
Oh right. I remember.
Ya ya I do now.
So how is GH coming along?
 
user92578
Nicely, been really busy with other stuff this week but I'm hoping to hit GL in a couple of weeks
 
user92578
How's that project of yours?
 
Sie
Moving along and hoping to get a test build out for you guys here and some of Reddit to take a look at. Also trying to resist the urge to buy a Leap Motion and add to the feature creep problem.
Leap Motion is seriously looking better by the day though. It might even give the Vive motion controls a run for their money if they keep improving upon them.
 
user92578
4:56 PM
@JoshPetrie Does the OP get notified if I edit my answer?
 
Sie
@Tyyppi_77 Ya I think it re-notifies them. EDIT: See?
 
user92578
Answer. Not chat message.
 
Sie
Oh.
 
user92578
Anyways, do you think that Leap Motion is going to be key to the game?
 
user92578
Like, if that's like not your specific market, I would probably leave stuff like that post launch or something.
 
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