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1:03 AM
Testing out my new feature in Meteor Dodger: invincibility! Works great, though anooys me I can't beat the high score....
 
That's your game, right?
 
@AlexandreVaillancourt yes. It is a simple dodging game I am making for fun/learning
 
Well then can't you reset the high score?
 
@AlexandreVaillancourt well, I just beat the high score of 1530 (10 pts a second and 100 pts a bonus) by 1930
It's not hard, I just suck at dodgers
 
I don't have a clue what that kind of game is :P
And google thinks I'm a baseball fan, so it is no use
 
1:20 AM
@AlexandreVaillancourt basically where you dodge stuff flying at you as it comes on screen.
 
And now I am stumped on what I want to add next....
 
explosions
 
Hmmmm..... one friend recommended adding missles to deflect meteors.... and explosions ain't a bad idea...
What about where you have to fight a bad guy while dodging meteors?
 
1:39 AM
Ok, this round of answering questions is done for tonight. I think I'll be able to post my nomination text and answers tomorrow!
 
@ChrisMcFarland aight goes to typing and other dev stuff...
 
Add cowbells. There's always room for more cowbells.
 
@StephaneHockenhull ? Ohhhhh k..... let's do that later
 
add all the things
 
1:57 AM
Combat with enemy working, just got to add a spawner.....
 
And cowbells. Don't forget the cowbells.
 
Spawner added. Working on cowbells....
 
@StephaneHockenhull official now cowbell strapped to the ship
 
 
4 hours later…
5:55 AM
@TheMattbat999 so you're making a bullet hell
 
 
1 hour later…
6:58 AM
6k \o/
 
7:45 AM
Grats
 
 
3 hours later…
user92578
10:37 AM
good day
 
10:48 AM
Good day
 
g'day
 
11:47 AM
@Bálint i guess you could put it that way
@Bálint good job
 
user92578
what do you guys think about ?
 
user92578
seems like a little odd tag to me
 
the questions tagged with it seem pretty on-topic
a lot of games have inventories
 
@Tyyppi_77 well, I guess it is a good topic for questions on how to manage inventories, though does seem a little out of place...
 
@Tyyppi_77 Do you know an expert in inventory?
 
user92578
11:52 AM
exactly
 
user92578
how is one an expert in inventory?
 
user92578
maybe inventory UI/UX, sure
 
You could propose something on Meta about it!
 
user92578
Yeah that was my end goal, just wanted to get your guys' thoughts on it first though
 
11:58 AM
Well, there isn't a definition for it, so I guess you can whatever with it as long as it relates to the word "inventory"
 
@TheMattbat999 It's a bit more complex; tags are meant for experts to help find questions for which they could write answers. Can one be an expert in inventory?
IMHO, the tag should be removed as it's a meta tag.
Can the tag be the only one for the question? That's unlikely.
 
@AlexandreVaillancourt ok
Also, WHERE IS THE LINK TO META ON GAME DEV?
 
user92578
it's the speech bubble icon at the top bar, far right
 
Thanks
@AlexandreVaillancourt there COULD be an expert of inventory (though very unlikely)(that would be a weird job title anyway)
 
@TheMattbat999 Would that expert be a UI/UX person? Or would it be a programmer? Or both?
 
user92578
12:08 PM
there have been a lot of header CSS questions from SO on the HNQ bar lately
 
user92578
I'd say that the expert would be in UI, and if you ask about inventory UI, you'd also use an UI tag
 
user92578
Inventory programming isn't a very expert-like skill IMO
 
@AlexandreVaillancourt programmer and art designer of the inventory
 
Yeah, I think it would be related to something else.
 
@AlexandreVaillancourt oh well
 
user92578
12:12 PM
but really, if you feel like the tag has its uses, please answer that to the meta question so that people can vote on it
 
@TheMattbat999 If you think that we should keep the tag, by all means, please suggest as such on Tyyppi's question on meta :)
 
user92578
so far it kinda looks like we're going to have a two week election
 
Yeah; 10 or less nominees.
Still working on my text :S
 
Hi all, what's up?
 
user92578
Hey! I'm having a free week from uni since it's exam week and I have no exams. Today I'm cleaning some code, and the past few days I worked on a Halloweeny theme update. How are you doing?
 
12:22 PM
@Curio I think someone was looking for you :P
 
user92578
:D
 
WHAT
 
user92578
I kinda want C++ to support adding methods to enums
 
user92578
Or wait, I guess I could emulate it with a namespace?
 
@Tyyppi_77 pretty cool week XD
 
12:27 PM
@Tyyppi_77 Why would you want to do that?
 
user92578
So, I have an enum ETextureInterpolationType, which maps to the correct GL_ value for texture filtering
 
user92578
so currently I have an enum class ETextureInterpolationType with the values, and then a namespace NTextureInterpolationType with a GLenum ToFilterValue function inside, to convert the wrapper to the corresponding OpenGL type
 
Why don't you use the GL type directly?
 
user92578
I like my wrapper layers, so essentially I'd like for my game logic code to not know what's happening in the renderer
 
It doesn't have to
enum ETextureInterpolationType
{
  TextureInterpolationType1 = GL_CONST_1,
  TextureInterpolationTYpe2 = GL_CONST_1
}
 
user92578
12:31 PM
Oh fuck that's clever
 
user92578
except that it doesn't really work with enum class, does it?
 
I guess it would if you used the same type as the GL_ type
 
user92578
I'm using a type-safe OpenGL wrapper that actually has the GLenum stuff inside an enum
 
user92578
I guess I could just cast the enums to integers?
 
12:35 PM
Hmm, can you use underlying_type to define a type?
 
user92578
yes but not to an enum type
 
user92578
enum class ETextureInterpolationType
{
	NEAREST = static_cast<gl::GLuint>(gl::GL_NEAREST),
	LINEAR = static_cast<gl::GLuint>(gl::GL_LINEAR)
};
 
user92578
So this works, but I wonder if there's a cleaner way
 
user92578
Oh, but since all the OpenGL functions are typesafe, I'd then need to cast back
 
Would this work:
enum class ETextureInterpolationType : gl::GLuint
{
	NEAREST = gl::GL_NEAREST,
	LINEAR = gl::GL_LINEAR
};
 
user92578
12:39 PM
No, because gl::GL_NEAREST and gl::GL_LINEAR belong to an actual enum class GLenum
 
Yeah, I see, that's tricky
 
user92578
I do like this idea in general a lot better than my function & std::map conversion
 
user92578
Also this is the first time I'm running into issues with this typesafe OpenGL stuff
 
A lot of acquired knowledge and experience happens because we made the wrong decision at some point or another :P
Do you have any regret of choosing that over the "normal" OpenGL?
 
user92578
well it's hard to say, I've done pretty simple stuff, so there hasn't been a lot of room for me to pass wrong stuff into wrong function parameters, but this is a little annoying
I like a few additional features the wrapper has, like attaching a function to be called after any `gl` call, like an error-catching function or something
 
user92578
12:50 PM
So I'm pretty neutral on this right now
 
1:12 PM
@nwp Yeah, I think there is some religious beliefs in the "don't use endl" feud.
I think the guideline is "know what it's doing", and don't use it in cases where it's not appropriate.
 
nwp
That guideline requires thinking and decision making and competence. "Don't use std::endl" is so much easier to enforce.
 
Yep. The note says
> Apart from the (occasionally important) issue of performance, the choice between '\n' and endl is almost completely aesthetic.
 
nwp
Maybe a job for clang-tidy. And for the very religious groups add git hooks to make everyone see their preferred style. Bonus: You now have an excuse to never do pair programming.
 
But yeah, if you're to write to a file, don't use endl. If you're outputing text on the console in debug mode a couple of times per frame, no big deal if it makes the code easier to read.
 
nwp
I'm not sure it makes a difference for files either. It would be neat if it didn't.
 
1:23 PM
I think I read something in this book that it did make a difference. Haven't tested it myself. Our software's objective does not include writing files often.
 
nwp
2:03 PM
@Tyyppi_77 You can abuse operators for that. Just ... don't overdo it.
 
user92578
but that's not even remotely readable :D
 
user92578
thanks though
 
nwp
Might have to wait for meta-classes for that.
Although you can simulate them right now. You just make a class with static constexpr members as your enum values. And as the type you might be able to use a thin wrapper around an int or so and then you got your member functions.
 
user92578
yeah
 
2:24 PM
2
Q: Should we remove the 'inventory' tag?

Tyyppi_77Should the inventory tag be removed? Are there people who are experts at inventories? As of writing this, there are 29 questions that use the tag, with only two of them closed, so there doesn't seem to be a major issue with the tag existing, but I'd just like to know if it's something that we s...

 
nwp
@GDSEMeta Amazon probably qualifies as an expert.
 
2:48 PM
:D
 
user92578
3:03 PM
ah nice, visual studio is stuck trying to open a file
 
nwp
@Tyyppi_77 Try time-travel debugging instead.
 
user92578
instead of what? opening a file to edit?
 
nwp
Instead of sitting in front of visual studio being stuck.
Or you could watch the video and awe at the awesomeness that VS is in theory and then look to the other monitor to see it in practice.
 
3:20 PM
Hahaha. I was pretty blown away by this article from Aras P this morning: 80 seconds of compile time in VS from just moving a few lines of code.
https://twitter.com/aras_p/status/923085042884272128
 
4:19 PM
This code is hacky; why is the dynamic_cast "failing"?
class ID
{
public:
  virtual ID* iFactory() const = 0;
};

class A
{
public:
  virtual ~A() {};
};

class B: public A, public ID
{
public:
  virtual ~B() {};

  ID* iFactory() const override
  {
    return new B();
  }

};

class C: public B
{
public:
  virtual ~C() {};

  ID* iFactory() const override
  {
    return new C();
  }
};


int main()
{
  C* c = new C();

  ID* obj = c->iFactory();

  A* objAsC = reinterpret_cast<A*>( obj );

  C* castAsC = dynamic_cast<C*>( objAsC );

  return 0;
}
 
user92578
interesting
 
My debugger knows that it's of the correct type. So I'm a bit confused.
 
user92578
BTW which bit is wrong, since objAsC is an A*?
 
user92578
Should it be A* objAsA or C* objAsC?
 
A* objAsC = reinterpret_cast<A*>( obj ); should read as A* objAsA = reinterpret_cast<A*>( obj );
 
user92578
4:26 PM
From that point forward, I'd say that the compiler doesn't consider objAsA to be a C anymore, then?
 
user92578
Is that how reinterpret_cast is supposed to work, that I have no idea of
 
I would not know.
this code smells a bit :P
 
user92578
dynamic_casts smell most of the time
 
user92578
I've been spending the evening removing those excessive comments I ranted a little about yesterday
 
4:30 PM
@Tyyppi_77 Do you remove every comment or just some of them?
 
user92578
Header files especially are looking much more cleaner and readable now
 
user92578
All unnecessary comments on methods & members, so pretty much everything by now
 
user92578
// Returns the tag of the entity.
const TString& GetEntityTag() const;
 
Why not use a regex to remove all of them?
 
user92578
Because there might be some that are good
 
user92578
4:32 PM
Also, I'm cleaning some naming while I'm at it, since I also have a bad habit of sticking the name of the class to the methods and members
 
user92578
CEntityCannonProjectile::CalculateCannonProjectileVelocity() and shit like that
 
@Tyyppi_77 Don't you need to know that it returns the tag of the entity? :P
 
user92578
:D
 
user92578
I'm also consider dropping my string wrapper class... not that it's terrible but it might be cleaner to just use std::string and move my utility methods in the wrapper class to like a StringUtils namespace as free functions
 
What would you guys prefer?
Throwing exceptions when the arguments you supply to a method are invalid
Or silently failing and/or returning a bool value
 
user92578
4:37 PM
Depends on the use of the function I'd say
 
Depends on what I'm building, what it's for, and the language.
 
For example, let's say I have an ECS, and I only allow one of each components per entity, but the user tries to put in two of them (C#, MonoGame BTW)
 
user92578
Exceptions, definitely
 
Great
 
I'd use an exception for that yeah
 
4:39 PM
A different scenario: The same ECS, but the user is trying to get a component, that doesn't exist (there's a HasComponent method)?
 
user92578
shorter name for CEntityHostage* GetHostageThatThePlayerIsCarrying()?
 
user92578
@Bálint null
 
@Bálint Should the component be there?
 
@Tyyppi_77 GetCarriedHostage
 
user92578
thanks
 
4:41 PM
@AlexandreVaillancourt It's not there by default
 
Then I'd return null.
If it's a design error to get the component while there should be one, then I'd throw an exception, but if it's possible that the component is not there, that's part of the normal flow of the program and no harm should be done.
 
Ok, thanks
I think that covers everything
 
user92578
my next step to less obsessive naming practices is probably stopping naming classes according to the inheritance hierarchy
 
user92578
EntityDoorTemple vs TempleDoor
 
Yeah, it can become tedious if you have a lot of levels.
 
user92578
4:57 PM
bit by bit I can slowly make my codebase look more normal :D
 
Yeah :)
@Noctrine For a mod, there is a way to convert an answer to a comment. Is there a way to convert a comment to an answer?
 
@AlexandreVaillancourt No
 
Ok, thanks!
 
5:22 PM
I wonder how well arcade extensions would do on the unity or unreal marketplace.
 
user92578
what do you mean? like basic jump physics or something?
 
No like hook your game up to a coin machine for credits
 
user92578
oh
 
user92578
another shortening needed: CEntity* GetTheElevatorThatTheCharacterIsOn()
 
GetCurrentElevator?
Nah
 
5:27 PM
@Tyyppi_77 can NPCs use elevators?
maybe GetPlayerElevator()
 
user92578
yes, all character entities (enemies, villagers, prisoners and players) can
 
6:22 PM
@AlexandreVaillancourt ^^^
 
Yeah I saw your post; that's a way to do it.
 
It's THE way they did it :P
 
Yeah? Cool :)
Less fancy than colour cycling, though :P
 
Altho the question got edited to be "similar effect" by Josh to fit the GDSE rules
Well, you add the color cycling you want on top of it by using a gradient map.
But I can't do that in Gimp easily and I already hand- created 64 frames by scrolling that layer so yeah ...
 
We need to change room :P
 
6:25 PM
why?
 
Read the title of the room ;)
@StephaneHockenhull Here :P
 
@CanadianLuke Thanks!
 
Oh ... how the heck did I end up in the moderator election chat in the first place ?
 
That's a GREAT question!
 
6:33 PM
Were my previous messages moved to the election chat by accident?
Also, here it is with a gradient map but I'm not doing that to 64 frames by hand :P
 
No, you actually posted there, I'm not sure why either. I flagged the messages for a mod, asking them to move them here.
 
I mean, I think I got sucked into the election chat because a previous message from me inside this chat got moved to the election chat and I clicked on a reply notification link.
 
:D
 
And I did not notice the room move
 
No message from this chat got moved to the election chat?!
 
6:39 PM
electron chat
 
oh .. then I have no clue how I ended up in there ..
Maybe it was the first (upper-left) in the chat list and I absent-mindedly clicked it ?
 
@StephaneHockenhull Maybe!
 
Speaking of election
@AlexandreVaillancourt (When) Are you going to nominate yourself?
 
@Bálint Tonight!
(in about 5-6 hours)
 
6:57 PM
It's funny how Gregory's answering post is longer than mine and Chris' combined
 
@TheMattbat999 You still have ~10 days to get those 27 rep you need before the vote period is over :P
 
I will try...
 
@StephaneHockenhull BAM! The question hit the HNQ!
 
Would a question about animation in Maya for a game be on topic on Game Development?
 
@TheMattbat999 if it's not specifically related to a game development pipeline, then probably not
Like "how do I get maya to export this anim so Unity can use it" would be on topic
 
7:05 PM
@Almo Maya questions are on-topic
There isn't a better place for them
 
ooooh
ok thanks
there needs to be a better place for them goes to Area 51
 
Yeah, the 3d graphics proposal died in area51 :/
 
There was one
 
@Almo well, my question is "how do I import multiple animations into the same file in unity?"
 
@TheMattbat999 Great, post it
 
7:06 PM
@AlexandreVaillancourt I've improved my answer :D
 
@TheMattbat999 On topic :)
 
well shit
that bites :(
 
@Almo What does?
 
that the 3d graphics proposal died
 
7:10 PM
oh the Hot Network Question ...
 
Posted
 
You can totally blame me if 80% of 2018 Indie games feature that effect on the title screen :P
 
Did you really just draw the ocarina of time title screen with gimp's paint tool?
 
7:13 PM
.... maybe ...
whistle innocently
 
I'm kind of scared of what I'm reading
739
Q: How do I use reflection to call a generic method?

BevanWhat's the best way to call a generic method when the type parameter isn't known at compile time, but instead is obtained dynamically at runtime? Consider the following sample code - inside the Example() method, what's the most concise way to invoke GenericMethod<T>() using the Type stored in th...

 
Only the best for GDSE :D
@Bálint Other than as a debugging tool, any other use scenarios I can think of sound like a performance disaster waiting to happen.
 
@StephaneHockenhull Yeah, I think I find a different way
I programmed a lot of plugins back in the day
But the server software didn't have a good modding API, so everyone had to improvise a solution to getting even the basicest things done
After a while the community started leaning towards reflection for some reason
And this wasn't even C#, it was Java, and reflection in Java is terribly slow
So basically 95% of the plugins used reflection 30-40 times a tick, 20 ticks a second
 
7:24 PM
Saying it didn't perform well was like saying Mount everest is a bit taller than a tree
That other 5% either didn't have to use those functions or had competent developers behind them
 
7:36 PM
Aw, It's gone semi-viral and I'm gonna hit the daily point limit for my answer. Wasted votes :(
Why wont people think of the poor imaginary internet points.
 
Actually, the "day" will end "soon" (about 8 PM here, so probably 9 PM where you are).
 
Woohoo!
Was totally worth the extra effort to add the horsie then.
 
Yeah, wasting rep sucks
 
It's to limit the effect of someone making a bunch of bot accounts.
And then use that rep to wage some kind of downvote war or whatever...
 
You need to have 125 or something rep to vote
 
7:46 PM
So, 25 rep + the 100 you get from cross-SE memberships. That's not too challenging to reach this.
 
You need 200 for the cross-SE
You'll need to get that too
 
ah, much harder then
But I'm sure it's one of many such roadblocks to making a botnet. I've looked at the rep system a bit and you'd have to be REALLY stupidly motivated to go through the trouble to do such a thing for some downvote crusade :P I like how it's setup.
 
stupidly motivated and doggedly persistent - both traits that slighted programmers can exhibit though
 
true, but the bar is pretty high. higher than other sites/systems I've seen.
And I'm sure at this point it'd be relatively easy to add suspicious-activity checks (if they aren't already in place)
and boom, I've hit my daily limit 3 votes ago :P
 
Even Jon Skeet found the rep cap ridiculously low
This explains it
 
7:58 PM
it kind of limit the motivation for writing answers that require some effort. 64 frames of [ copy layer group , offset layer by 2 pixels] to do that animation :P
" that's a lot of power to give to someone who has only been using Stack Overflow for a couple of days"
Well, maybe lift the cap or put it higher when the person is more experienced ...
32K rep and only 1 post ever
 
6439
Q: What and where are the stack and heap?

mattshaneProgramming language books explain that value types are created on the stack, and reference types are created on the heap, without explaining what these two things are. I haven't read a clear explanation of this. I understand what a stack is, but where and what are they (physically in a real com...

Ok, what the hell
 
96
Q: Revisiting the rep cap (yes, again)

Jon SkeetTL;DR: The rep cap system isn't as effective or fair as it might be. I'm proposing one alternative for comment, and would welcome other suggestions too. Disclaimers I'm pretty sure the rep cap hits me harder than anyone else (pretty often over 1000 points in a day), so a change could easily be ...

 
So it had YEARS to accumulate rep. It's a good question tho.
One thing tho is that the rep cap might disincentivize spending the time to write a complex answer that takes effort (graphs and image editing) to explain.
 
You could tie it to the fanatic badge
If you get that one, then you won't have a rep cap
 
8:13 PM
TBH I've had a few cases of looking at a question and thinking [OMG I'll have to make so many diagrams, F-this...]
Dayum! the upvotes are still going. I should put horsies on all my answers.
 
8:29 PM
No one has answered my question... :(
 
8:42 PM
YES, renderbug fixed! BOOOO YAH
 
@TheMattbat999 Leave the question up in case someone comes up with a better answer (animation isn't really my department) but I know one way is to combine all animations on the same timeline in Maya and then enter the time ranges (start, loop, end) for each individual named animation in Unity.
I'm sure there's a better way but that's one way.
 
@StephaneHockenhull put it on the question
 
I'm sure someone who knows what s/he's doing will answer :D
Plus I've already hit my rep cap today :P ( See what this does?? HAHAHAHA)
(we were talking about rep caps earlier...)
 
@StephaneHockenhull ah ok.
 
I'm certain there's a better way and if I put up my amateur answer I'm gonna rightfully get downvoted to death.
That's how I saw it done in Unity 4 years ago, I'm sure they came up with a better way to do this since.
They have improved their animation system since.
 
8:54 PM
If I'd ask a semi-broad question and I'd answer it immedialitely, would it get closed?
 
user92578
9:09 PM
How would the answer change anything?
 
it might still get closed.
Oooh I kind-of got a consolation prize for the capped rep: [Good Answer Answer score of 25 or more] badge
 
pretty shinies!
 
I want more rep...
 
Badly drawn horsies on answers seem to be the deciding factor.
 
Or write an answer for a question, that was answered a couple of times already long time ago
khm khm
65
A: How can I avoid giant player classes?

BálintYou'd usually use an entity component system (An entity component system is a component based architecture). This also makes creating other entities way easier, and can also make the enemies/NPCs have the same components as the player. This approach goes in the exact opposite direction as an obj...

 
9:29 PM
@Noctrine same here
 
9:43 PM
0
Q: Is it possible to make custom direct3D11 calls in Unreal Engine 4?

pauldI have some custom code that renders to Direct3D11 texture. Is it possible to use this texture on an object in unreal 4? Or alternatively, is it possible to draw custom geometry directly to the scene in unreal 4 using raw Direct3d? So far, it seems like i need to make a custom instance of UPri...

 
9:55 PM
Would that even work if Unreal boots up using a different D3D version?
 
10:21 PM
0
Q: Textures problem in LWJGL VBO`s

PrzemoViI`m working at VBO terrain renderer. Now i have two troubles: While try to render 100x100 terrain I have a 50x200 terrain Textures is not rendering. I spent really much time about it, and I have really no ideas... How can I fix this? Image: https://i.imgur.com/GiNFKOT.png My part of code:...

I'm actually amazed this even renders something
I have no idea why he uses a stride of 3<<2 or 12
Nor do I know what the preRender method is for
I won't even question the fact he renders objects triangle by triangle
 
He uses 3 separate VBOs, one for each attribute...
 
cBuffer = BufferUtils.createFloatBuffer(9 * (Size * Size * 2));
vBuffer = BufferUtils.createFloatBuffer(9 * (Size * Size * 2));
tBuffer = BufferUtils.createFloatBuffer(9 * (Size * Size * 2));
He probably changed the size of these until it didn't throw an index out of bounds exception
This would only make sense, if he put 18 values per vertex into them
 
And there's 4 values for tBuffer per tile but 6 values for vertex and color per tile?
 
Oh wait
2 triangles, each having 3 values for 3 vertices, that's the 9*2
That explains the vertices, the other two is just Ctrl+C Ctrl+V
 
But why is the tbuffer with 3 values and 4x per tile? it should also be 6x per tile.
Unless I'm missing something
 
10:34 PM
But yes, I just wanted to mention this too, the textures won't render if he doesn't define enoguh texcoords
 
That's probably why the texture is messed up
 
@Bálint Possibly. Depends on the mod and on the community :P Whether there is an answer does not matter.
 
You don't, this is a half self-thaught, half copied-from-the-internet (possibly thinmatrix) code
Do you want to write an answer or should I?
 
I'm gonna pass on it. You go ahead.
 
Ok
 
10:36 PM
I'm already capped for the day ;)
 
Good for you :)
I still need to figure out like half of his code though
I'm probably going to ignore the whole OpenGL 1 stuff, that just doesn't make sense
 
16 upvotes wasted ... sobs
 
Man, it's already my most up-voted answer ever. That is scary.
[viewed 1,379 times] ... That's ~1379 indie games in 2018 that will have a flaming title screen logo.
It's going to be the HDR Bloom era all over again.
Or the lets-make-everything-nextgen-sepia again
I have ruined all the games forever...
 
10:52 PM
My nomination is up!
 
> I`m using LWJGL2 because LWJGL3 is too hard
The only difference between them is that the latter uses GLFW
And based on the code, lwjgl 2 is also too hard
@AlexandreVaillancourt Great
 
11:17 PM
:)
 
@StephaneHockenhull give them to me
 
@TheMattbat999 If you want your rep to be able to vote, anther way to achieve it is to suggest edits to posts. As long as they're not too trivial, you should get 2 rep per post edited :P
 
11:31 PM
@AlexandreVaillancourt I knew that (plus, it wad mainly a joke) i will that, however
 
20 upvotes lost...
There's now more wasted rep upvotes than what counted today
 
@StephaneHockenhull wait are complaining about upvotes?
 
@TheMattbat999 there's a daily 200 reputation point gain cap.
Any upvotes past that don't give any rep :D
 
@StephaneHockenhull oooohhhhh.... that sucks!
 
Until the site server switches over to a new calendar day.
 
11:39 PM
0
A: Unity2D: Using UI buttons to move Player

The Mattbat999This post is extremely relevant. Basiclly, you need to add event triggers to the buttons, then add the following script to the buttons: using UnityEngine.UI; // add to the top private bool moveLeft; private bool moveRight; void Update() { if(moveLeft && !moveRight) rigidbody2D.AddF...

Laziest answer I have given other than one Arqade on Skyrim console commands
But a good one
 
There's some extra carriage-returns messing up the comments and a stray "b" characters in your code sample
 
@StephaneHockenhull ugggh
Fixed it
 
11:54 PM
21 minutes and absolutely no votes nor comments :/
 
@TheMattbat999 Patience is the key :)
 

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