« first day (2394 days earlier)      last day (2627 days later) » 

12:13 AM
I just want the controllers :D
 
1:00 AM
@yahoo5000 You want my favourite (yet simple) formula: x / y = a / b where x is to a what y is to b.
 
 
5 hours later…
6:27 AM
Hello I am quite comfortable with programming (I have practiced from competitive programming websites) and now I want to learn a bit of game dev. And I read about some libraries like sdl, opengl but How do you start? I know all linking stuff etc etc.. But do you read whole source code to start using library??
I know there are many tutorials on youtube.. But for example a new library came up today how does a guy understand it?
 
6:45 AM
If there's an API you fancy using, yeah, read up about it, try things out
 
like reading this stuff for just using openGL?
 
I dunno, I haven't delved into OpenGL, graphics libraries don't interest me. Maybe look for a tutorial
 
7:03 AM
Whoho! I finally wrote my first path finding function!
I never seemed to get just how to do that, so I just tried to write it instead of trying to fully understand those articles hehe
 
8:17 AM
1
Q: How do I calculate player retention in a single-player RTS game?

KromsterSuppose there is a typical desktop RTS game without online multiplayer on a Windows platform, like the original Warcraft: Orcs & Humans. It still connects to a server to log basic anonymous info about the player's sessions. Now it would be interesting to see customer (player) retention in an indu...

 
 
1 hour later…
9:47 AM
9 hours ago, by John McDonald
@yahoo5000 You want my favourite (yet simple) formula: x / y = a / b where x is to a what y is to b.
could u explain me this formula ?
not really sure what i meant
 
10:09 AM
@Ramsay I get what you are asking. Starting out is quite overwhelming. There is no secret, you need to read and try. After a few years of this you will understand what I mean.
The first time I got into game development I got so frustrated that I quit
Went back to making apps
Start small. Make super simple demos. Work your way to larger stuff.
 
ok i did improvement on calculations now its seems to by much better
//scroll[0] scrolling bar
	//scroll[1] scrolling slider
	//optList vector of all options
	// listindex index in vector
	slidery = Box.bottom + (((float)scroll[0].GetHeight() - scroll[1].GetHeight())  / optList.size() * listindex);
	slidery = std::max(Box.bottom, slidery);
so its (scrollbar height - scrollslider height ) / total options * current index in option vector
 
 
1 hour later…
11:27 AM
Hehe I don't get why you are struggling so hard getting a slider to work
 
it is work :D i am struggling only with mouse drag :D
what does those means ?
 
user92578
double definitions? IDK, you're doing something wrong
 
user92578
65
A: error LNK2005, already defined?

Alok SaveWhy this error? You broke the one definition rule and hence the linking error. Suggested Solutions: If you need the same named variable in the two cpp files then You need to use Nameless namespace(Anonymous Namespace) to avoid the error. namespace { int k; } If you need to s...

 
hmm i just include #include "..\\Framework\Func.h"
its say already defined in Player.obj but its not i also include it in player.cpp
but not redefine
dont see anything wrong anywhere actually
 
user92578
11:43 AM
try moving the implementations to Func.cpp?
 
will do now
now getting those two
 
user92578
you can't move template functions to cpp files...
 
ok done tnx Tyyppi
 
user92578
yeah np, I'm sorry I can't explain why it has to be like that though
 
user92578
Maybe someone else who's better at reciting the manual knows?
 
12:05 PM
Because it's the compiler who makes the actual code for the template based on how it is used...
If headerA.h uses the template defined in headerT.h for type T, the code will actually be in the headerA's obj file for use by the headerA class. You could not achieve this if the template code was in a cpp file because the cpp file is compiled, and because of that, it's a kind of black box...
That's how I see it. Josh would have a better way to explain it, off course :P
 
user92578
Oh I wasn't curious about the templates, that I know. I'm confused about those first linker errors (why did the implementations have to be moved to a cpp file?)
 
user92578
> Did you hear about the new solar system and 7 earth-like planets discovered nearby by NASA? I was going to make a No Mans Sky joke but I couldn't be bothered to finish it.
 
12:25 PM
@Tyyppi_77 I guess it's because when the linker takes all of the OBJs and makes the exec, it will find twice the function with the same name and will not be able to chose which one to use. By putting it the cpp, you make sure that there is only one function...
 
user92578
12:39 PM
So I might want to start setting up my Steam page pretty soon, or atleast make myself a trailer
 
user92578
I probably could've done it even earlier but I'm feeling quite confident that all that is left right now is some deep code work to prepare for release and bug fixes
 
user92578
Like I think I want to implement a very basic content hiding thingy, which I for some parts setup
 
user92578
It uses a renamed zip file instead of a regular folder, which somehow makes me feel more comfortable but does increase loading times quite a bit
 
Yeah; we realized here that taking videos of content too early was a pita because we had to re do the capture before the release..
loading files from zip files is longer than from the disk?
 
user92578
12:47 PM
Yeah, it's a surprisingly big difference actually
 
user92578
But isn't that expected though?
 
hey guys does anyone know a tutorial where teaches to get the position in a plane from touch, where single one that i find kinda use like swipe but in what im doing im using swipe to another task
 
Well my guess would have been that the data would have been faster to get from the disk because smaller, and more 'optimized' (files smaller than the cluster size take less space compressed)..
@AndréMarques no, sorry!
 
user92578
Well IDK maybe I just suck at programing (once again), but then I mean doesn't the decompression step take a while?
 
user92578
but it can be that I just do things badly
 
12:53 PM
@AlexandreVaillancourt thanks anyway
 
user92578
I gotta say that I'm not 100% sure I get what you want André?
 
I dint understand the question
Write it again in a different way
 
m build a game where i use swipe to move and i learned doing that with touch phase began and end, but i want to something when he touches only not swipe
 
user92578
what are you using? Unity?
 
and every tutorial thatt i found uses the same thing i did with the swipe
yes
 
12:59 PM
@Tyyppi_77 Yeah, the decompression takes time, but assuming everything is in memory... I don't know, I have never done that before hehe (but I'd like to try someday!)
 
user92578
Yeah true; That RAM increase is a little annoying too...
 
Why is that?
 
user92578
Well because all the content in the file is loaded to memory, wait or is it?
 
I mean, why is that annoying?
 
user92578
because it increases the game's runtime memory footprint by quite a bit
 
1:02 PM
Is that bad?
 
user92578
1:24 PM
Well I guess increased RAM footprint is never very nice
 
user92578
wait what
 
user92578
there doesn't seem to be any difference at all
 
If you're tight on RAM usage, i.e. if you want to target 32 bit clients, and your ram usage is getting close to 2gb, I could understand, but if you're far away from that mark, I don't think it's "bad". If you have lots of superfluous data, that could increase the cache misses, but that would need to be profiled, I guess...
 
user92578
I'm currently only targeting 32bit systems and RAM usage seems to be below 0.5gb
 
DH.
Played GunHero yesterday again
I don't know if it was said on the tutorial, but it took me a few deaths to realize that shooting the button activates it
And I was also drunk, which made things even harder
 
1:36 PM
@Tyyppi_77 I wouldn't worry too much about the RAM footprint, then :) Not yet, at least!
 
user92578
@DH. It's not said on the tutorial as that's something I kinda want the player to figure out themselves on purpose or by accident
 
DH.
Oh ok then
Also, it's not very clear to me when that ceiling rocket traps activate
So far I'm sure it activates with prisoners, the player
But sometimes it activates with enemies as well
 
user92578
It shouldn't. Were grenades present?
 
user92578
i.e. grenades activate ceiling rocket traps as well
 
DH.
Yeah there was one of those grenadier enemies
It created a really funny chain reaction lol
 
user92578
1:42 PM
hmm that's a valid point, grenades thrown by grenadier enemies probably shouldn't activate traps
 
user92578
lol yeah grenadier enemies are so fucking random
 
DH.
I like how the grenades can stick to them lol
 
user92578
That was mostly just me being super lazy trying to program a throw-AI
 
DH.
Unintended kamikaze
 
user92578
But I noticed that they are pretty fun so I let that one slip :)
 
user92578
1:43 PM
Actually, on the first grenade they actually try a little, but after that they just throw one onto themselves on purpose :)
 
DH.
Well, if you play a little of Metal Slug you will notice that not all enemies are smart, so it's part of the fun of the game
 
user92578
1:56 PM
 
user92578
What a helpful tool
 
Profiling, heh!
 
user92578
yeah trying to figure out if I have memory leaks
 
user92578
seems like I do, now to just figure out where those happen
 
You don't use smart pointers all over the place, right?
 
user92578
2:04 PM
I don't have any smart pointers at all ._.
 
DH.
Now that is a resource that was fun on Delphi, to find memory leaks all you have to do is to put that as the first line of your project ReportMemoryLeaksOnShutdown := True;
 
user92578
lol yeah I bet
 
@Tyyppi_77 Commando style :P
 
GUMMY BEARSSSSSS! Bouncing here and there and everywhere. High adventures that's beyond compare. They are the gummy bears.
 
user92578
@AlexandreVaillancourt Noob style :P
 
2:07 PM
(GunHero style)
I'm not sure what would be easier: convert everything to smart pointers, or check if placement new could be implemented..
 
Or a hybrid approach
Chimera coding
 
user92578
Well there are supposed to be these tools that should help me catch a few of these...
 
I'm doing the level pack thing for picross.
 
Yeah; I have not been able to figure them out in vc12 and older..
 
Not sure if I will charge....
I kinda wanna keep it free but at the same time I kinda wanna not.
I was thinking of putting one free pack.
 
user92578
2:12 PM
I used to use Visual Leak Detector but it just suddenly stopped working
 
Then have like 5 other for 99 cents each
 
user92578
That sounds reasonable
 
I mean if people want me to continue supporting it I'm gonna need some money I guess
I've had requests for a 3d and colour version.
The 3d I started and it's kinda giving me a decent vibe...
 
user92578
Do you think you could pass it as a sequel and get a free AppID? :P
 
@Tyyppi_77 I don't think I've ever managed to make this one work, or work well.. We use smart pointers so I guess this is why I have not had "decent" results with it..
 
user92578
2:21 PM
I've been literally enabling it, doing new int(); and running that: "No memory leaks detected"
 
Hehe probably not
 
user92578
finally something even remotely promising:
 
user92578
 
user92578
most of the items just display an antivirus DLL or something
 
2:42 PM
Nice!
 
2:54 PM
Holy shit h3h3 is looking for a gamedev
 
h3h3?
 
@Tyyppi_77 That looks sick
 
user92578
good that my memory leaks look sick :)
 
No the program
Also, try running it on a release build
 
user92578
I did
 
user92578
3:08 PM
Yeah someone linked this to me a while ago
 
user92578
Can't really tell if this is of any use yet though
 
Why not?
 
user92578
seems to be missing the last bit of info, what is allocated and on what callstack or something
 
user92578
might be just missing some symbol files
 
Might be
What kind of build are you using?
 
user92578
3:12 PM
huh?
 
release / debug?
 
user92578
release
 
That might be why then
 
user92578
yeah; looks like I haven't built my release SDL dll myself so I need to do that to get the PDB and then redo the profiling
 
Anyone knows how to disable the default memory set in debug mode in VS? Like if you do MyClass* myVar; and it sets it to a default value (like null or something)? I'd like to disable that in debug.
 
user92578
3:14 PM
"Right clikc your Project => Properties => C/C++ => Code Generation => Security Check => Disable Security Check."?
 
@AlexandreVaillancourt Its usually 0xDEADBEEF or something like that
 
user92578
not really, nullptr seems to be what I get usually
 
Even for uninitialized variables?
 
@Hjorthenify Not sure if that's it, but I seem to have a bug with an uninitialized variable, I have the bug in release mode, but not in debug...
 
3:20 PM
That can be caused by countless of things..
Sometimes the compiler does a bit too much to help you
What is the bug?
 
Yeah...
Err... I get an assertion in ODE (OpenDynamicsEngine) because it tires to normalize a 1,0,0,0 quaternion :)
 
And that fails because?
 
user92578
std::cout leaks
 
user92578
cool
 
Apparently, you can't normalize a null quaternion, so it makes the program crash.
 
3:24 PM
But its not null?
 
user92578
damn those quaternions though
 
user92578
I've had some interesting bugs with normalizing zero vectors
 
user92578
I'm not really sure what I'd want to do about memory leaks that seem to happen inside SDL
 
@Tyyppi_77 You were close, it was Basic Runtime Checks (default)!
 
user92578
They might be me not calling a Destroy-function or something but then they also could just be SDL not cleaning something up or something
 
3:27 PM
Or it could be that you it's your responsibility to clean it up
 
@Hjorthenify Well I'm not too familiar with quaternion but if it's x, y, and z values are 0, it's as if you were normalizing a zero-length vector, isn't it?
 
user92578
or lol I wasn't calling SDL_Quit(), that might do it
 
@AlexandreVaillancourt Quaterions are a mythical creature of which I just accept the existence of, so I have no idea
 
@Hjorthenify Haha :P
Just like me... It crashes when it's 1, 0, 0, 0 and I try to normalize it, so I guess it should not be 1, 0, 0, 0 when you try to normalize it. I have to figure out why it does.. haha
dxBody *const *const bodyend = body + nb;
A const ref to a const ref to a dxBody..
 
3:44 PM
pointer, not a ref :P
Also normalizing shouldn't crash on that imo
 
Yes, pointer :P
There is not much I can do about it for now :)
I have to find out why the data becomes trashy first..
 
Yes
And this was only in release that it crashes?
 
user92578
All right, I think I can now say this: I really recommend MTuner for memory leak catching on Windows
 
user92578
Some reports are slightly weird...
 
user92578
But in general it seems pretty nice
 
3:53 PM
Well you are in a release build
 
user92578
std::tm time;
time.tm_hour = hourString.ToInt();
time.tm_mday = dayString.ToInt();
time.tm_min = minuteString.ToInt();
time.tm_mon = monthString.ToInt() - 1;
time.tm_sec = 0;
time.tm_year = yearString.ToInt() - 1900;
time.tm_isdst = false;

m_Time = std::mktime(&time);
 
user92578
Like it's claiming that the last line there leaks
 
@Hjorthenify Yes, only in release; but with the compiler settings changed, I can reproduce it in debug too...
 
Strange.. And it was a nullptr exception=
@Tyyppi_77 What do you even do with that code
 
user92578
generate a date object from a string saved to a save file
 
user92578
3:57 PM
it's awful, I know
 
@Hjorthenify No, it is a call to abort() after some sanity checking!
 
Post the code? :P
 
Nah, it's not worth it, it's very obscure and involves a lot of code, which I'm not sure how is working...
Thanks for the help though :)
 
Alright :D
 
4:42 PM
My data breakpoints don't trigger :/
 
user92578
data breakpoints suck
 
I've manage to make it work once, a few months ago..
But today I don't have the same luck, it seems..
 
5:08 PM
@Tyyppi_77 Did you find this one?
3
A: Why does data breakpoint not work on unaligned address

Matteo ItaliaThe data breakpoints are set with the assistance of the CPU, using the debug registers on x86; about them, the Intel manual says (§17.2.5): Breakpoint address registers (debug registers DR0 through DR3) and the LENn fields for each breakpoint define a range of sequential byte addresses for ...

 
user92578
Pretty sure I always just took the address of a variable directly
 
user92578
I haven't seen that one though, no
 
6:21 PM
Holy shit
You can't use the word "flow" on Android games it is copyrighted by free flow. Wtf
Trademark sorry
Fuck those devs holy shit.
There is no way they can protect that shit come k
On
 
6:39 PM
I read that too Jon, if you read the comments then it states that the guy didnt prosecute them
But that if he did he would most likely have won
 
6:58 PM
you should see the bug I am working on now at work
There are 3 checkboxes -- and then there is a "none of the above" that isn't on the page it is in the codebehind
The database returns a ref cursor with data on the checkboxes -- each check box returns a value - "none of the above"
No one knows what the hell that none of the above is.
but it is being used extensively
And it requires 1 of them to be true
otherwise the entire system crashes
 
Interesting...
 
yeah i'm working with a DB guy right now trying to figure out wtf... this is legacy code
its an old system that has been through a lot. lol
it is basically code that makes no sense.
 
7:26 PM
Updated my site.
 
Does it have any Fortran in it?
Or Cobol or Pascal or similar.
 
8:06 PM
Nah just legacy php
 
8:32 PM
It's just WordPress
 
9:32 PM
any suggestion for naming these?
 
user92578
10:21 PM
Something that picks up more as you get more "cool pack", "super pack", "ultra pack", "uber mega pack", "hyper extreme pack"?
 
Not a bad idea just a random name for each pack
 
Juicy
and put a grape on it
make each pack have a custom background too
$9.99 each
 
10:40 PM
Prestigious Pack -- $599
Martin Shreki Pack - $1,000,000
 
Apple iPack (iPhone exclusive) - $199. Contains 5 extra puzzles.
 
I semi-cringe every time I hear him talk :P
 
this is hilarious
 
Not gonna lie, took me a while to go "Wait, adamantium isn't real.."
 
10:46 PM
@Tyyppi_77 Well, I finally got around to testing your game. It seems a bit on the difficult side, but maybe that's just me, or the intent.
 
well for me i was like, wtf at first.. then i saw the claw and i was like, hahahaha
 
It seems odd you can't blow up the rocket launcher.
Also, you might want a fairly easy way to go back to the tutorial.
Did you mean to keep the weapon you had when you died, if you had changed weapons from the start of the level, but died?
 
crazy video
 
I'm way crazier
 
I would probably make the 2nd level the 1st level, start out something a bit easier.
 
Sie
10:57 PM
So in JavaScript can I give an object a boolean as a property?
 
i think he should make the entire first world easier
@Sie why wouldn't you?
 
@Sie var foo = { bar: true };
 
I don't think I disagree with that.
There should be some kind of a stat for prisoners that were freed and then died later.
 
Sie
Alright. For some reason JavaScript just doesn't click with me like C# does.
 
C# stuff has to be strongly typed
JavaScript doesn't give a damn
 
11:05 PM
Also, there seems to be good weapons, and bad weapons, but not one reason why you would choose one over the other, at least nothing that is clear.
 
11:15 PM
i think the prisoners should not die to be saved.
but he doesn't think so :)
 
user92578
Tutorial has been reworked so that it is the first level in the prison area, and old first level is new third level.
 
user92578
Weapons: just pick the one you like
 
user92578
Prisoners: Would be awesome but fucking hard
 
So. How hard can it be
 
user92578
Well the AI would have to be improved like 10000 times, and cage placement would have to be reworked, and some levels (like the boss levels) couldn't have any cages at all
 
user92578
11:24 PM
There is a powerup point reward if you touch a prisoner alive, giving a small incencitive (whatever that spelling is) to try to not let enemies blow them up
 
user92578
That weapon saving thing seems like a bug though
 

« first day (2394 days earlier)      last day (2627 days later) »