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00:00 - 16:0016:00 - 00:00

12:22 AM
Do I need to put a copyright message somewhere in my game?
Or something like that?
 
add watermarks everywhere and if you have music, put "copyrighted by hasherr" in it every 30 seconds
 
lol
Honestly, though. Anything I should be worried about?
I mean, it's open source and everything
 
I don't know about US laws
 
So I don't have any problem leaving it empty :P
 
But in finland whatever you create, you will have the rights to it
 
12:27 AM
Hmm, alright
 
without any special announcement
 
I don't mind leaving it. It's open source anyways.
It's almost done :P
omg wtf
My menu is being derpy
 
if it's not something serious and you are about to port it. Then I'd just port it out. My first app crashed whenever you try to go to the next level, because there was NO level level.
*no next level
 
Well, it makes the whole game shitty by ruining the first thing the user sees
So no, fuck that, I'm going to do this right.
 
man... your standards, very good. That's the spirit :)
 
12:40 AM
I don't have very high standards. I just want it to look presentable.
I don't mind if people think 'Oh, some teenager made this in his spare time when he was bored' but I don't want them thinking that I didn't work hard.
 
High standards? It's a flappy bird clone.
 
^++;
 
lol
 
@Lasse Correction: It's a flappy bird clone that took way too long to finish :P
brb
 
12:58 AM
Don't use hardware breakpoints often, but they sure are life savers when you need them
 
1:08 AM
Fuuckk
So I got my bank account all set up today, money deposited, etc
But I don't get my debit card for a couple of weeks
Meaning that I can't make purchases
 
1:26 AM
Finally downloading Monstercat 016
 
lol, it's so late
it's awesome bwoi
 
Did you check out Tristam - Till it's over?
Also Rezonate - Canvas
And Varien - The Scarlet Dawn
all ones I bought previously
@hasherr Oh, oh, did you listen to Vexare?
 
Reonate Canvase is one of the best songs on the album imo
 
@hasherr That whole EP is good.
Monstercat should really sign Vexare
 
1:45 AM
God damn that Nitro Fun song is so good.
 
I wish Ephixa would come back :(
 
That has got to be one of my favourite dance tracks
 
I WANT EPHIXA BACK :(
Why exactly did he leave? I know he was a founder and all.
 
I don't know exactly.
Had a falling out with monstercat
 
1:53 AM
I miss him.
 
You know who's awesome?
FijiWiji.
 
Ye.
Fij ^
 
New music coming in March
O_O
 
@hasherr WUT WUT CHILD
 
1:56 AM
:D
 
Dude...
Do you think it's an EP?
 
Here's hoping.
Tut Tut Child is one of those artists that never ever puts out anything bad.
 
So excite.
 
Although most monstercat artists are...
 
1:57 AM
MC signs a lot of people like that
I think the unique thing about Tut is that he works so well with other artists
Humming Bird
^
 
Humming Bird is awesome.
I hadn't heard it until I listened to his yearmix for 2013
@hasherr you should keep an eye on groupees, by the way
They ran this a while ago: groupees.com/bass2
oh and by the way
 
Minnesota?
 
@hasherr He's good. Let me get you a good track by him.
 
Dude
Do you know who that is?
 
@hasherr Nope.
 
2:01 AM
That's Laura Brehm.
Holy damn.
 
Oh, nice.
minnesota is good
check that track
 
Muzzy's single is good, but it'd be better with all the weird alien voice shit at the beginning.
Checkin' it
 
@hasherr It grows on you.
@hasherr also from him:
 
Good stuff.
 
2:03 AM
A good EDM song is like a hit of someting. It gives you so much energy and gets you pumped up, it's awesome.
 
Yeah man
speaking of getting pumped up
Track is fucking hard
 
If you want to get pumped up, take this
 
repost
:P
 
Ma bad
 
glitch mab
<3
Will listen after Fonik
Or I'll try anyway
 
2:04 AM
The second half of that song... Oh my GAWD
 
oh my godzzz that stardust dubstep remix is awesomezzzzz.
 
my internet is REALLY slow right now
@hasherr seriously though mad.ly/f12984?pact=20723549863&fe=1
@BlueBug Which one? Stardust or Stardust Redux
@hasherr I know a song that makes me say the exact same thing
 
this one you posted. And #'s this is awesome as well. Her voice is heaven.
 
@BlueBug This song makes me say that too: soundcloud.com/labrat/ca-h-out-cashin-out-jamburglar
LISTEN TO IT WITH ME
 
i am listening to it but r u saying i can listen to the same time line with u?
 
2:07 AM
@BlueBug Yes. Start it over.
now
 
oh ok
i guess we r... listening together..
 
Second half of the song is amazing.
first half is decent
CASHIN OUT
Me walk around with no chick on me? Psh, yeah I doubt it
 
not my taste(I can't understand what he says, too fast), this song, but not bad, cool beat. lol
 
@BlueBug Yeah I have no idea what he says either.
First part after the drop is really hard
then it gets amazing
Dat bass
HERE WE GO
this part is so amazing
;_;
I love it
aaaaaaaaaa
 
i am at 2:30 I had stop and rewind it back a bit xD oh yeah Now just the second that *high. yeah this is some good shit.
 
2:11 AM
@BlueBug Yeah man. It just keeps getting better towards the end
This one is heavy
@hasherr @BlueBug Do you guys know Klaypex?
 
nope
 
what
are you joking
okay
@hasherr @BlueBug you need to listen to this
They were, at one point, giving that entire album away for free
best free album ever
 
oh yeah... I know them. I recognize the logo.
 
@BlueBug Good.
Listen to it anyway
 
 
5 hours later…
6:46 AM
THE LAST MESSAGE WAS POSTED 5 HOURS AGO
 
and you just had to break the silence
 
 
1 hour later…
user92578
7:59 AM
Morning
 
8:10 AM
THE LAST MESSAGE BEFORE YOU WAS POSTED 1 HOUR AGO morning :D
 
 
2 hours later…
9:42 AM
hello there. Is anyone here experienced with unity and procedural terrain generation?
 
I can't help you cuz I have little experience with your unity and even lesser with terrain generation, BUT you r handsome and your kid is cute!
 
?
ahah
I actually look like a badass
 
10:21 AM
a ginger Thor
 
 
2 hours later…
Jon
12:15 PM
alright who's here?
 
I'm mentally checked out but I have some sort of presence here I suppose
 
Jon
YOu can check out, but you can never leeeeeeave
 
Jon
1:14 PM
need some unity camera help
 
@Jon panic and run around in circles
Also maybe I can help with my generic 3D camera knowledge
 
Jon
i'm trying to figure out how to set the orthographic zoom size to fit as much content as possible in a viewport
So essentially... Let's say I have a 450x450px block I want to fit as large as possible in any given viewport size.
Orthographic size is defined as:
Half the vertical size of the viewing volume.
I seem to have solved it for the vertical portion... but the horizontal aspect doesn't seem to be working for me
 
What do you mean?
Are you seeing gaps between sprites? @Jon
 
Jon
no
i'm trying to calculate the zoom value I need
 
I think I included the "zoom" in my size
size = screen height / 2 * zoom
 
Jon
1:24 PM
zoom = size * 2 / height
err
Basically I want a camera to zoom in on a specific object
And get it to cover the screen area
 
Gotcha. Yeah I don't know how to calculate that off hand
 
I'm not experienced but this sounds like you have to evaluate camera distance to the object and find the angle needed to have a screen height = object.height
 
Jon
1:39 PM
Yeah, typically this would be simple
But the Unity Camera is kinda weird.
The width is based on the aspect ratio and the height
so the orthographic size ends up being your zoom -- which is half the height of the viewport or something
 
hmmm sorry I never dealt this way with camera
but taking a rapid search
maybe this can fit your case:
 
Jon
another thing I don't get
I have a resolution set to whatever... lets day 800x600 -- but when I run the game, Screen.width is 444
 
running the game in the editor? or running a build?
 
Jon
editor
yeah I figured that one I guess it scales
 
Yeah I don't think editor believes in following the rules
 
Jon
1:51 PM
Man this is getting really ridiculous
I wish I understood the ortho size.
 
calculate the ortho size in a script for your camera on start
 
Jon
lol, that is what I'm tryin gto do
I figured out how to do the vertical
But horizontal is not working.
 
There isn't a horizontal
 
Jon
well, the width is not fitting then.
 
You would need a different aspect ratio wouldn't you?
 
Jon
1:53 PM
naw
i'm just talking about zooming .. thats it
Trying to determine the zoom level :)
I have screen.width -- object width -- screen height -- object height
Just don't know how the ortho size ties into it
 
but it fits vertically right? If you zoom farther in to fit the width you'll lose visibility vertically.... unless you are specifically talking about a scenario where object is wider than tall
 
have you tried what that guy's suggesting?
currentCamera.orthographicSize = rendererBounds.extents.y + margin;
 
Jon
yeah...
 
any response from unity?
 
Jon
It scales the vertical properly
if it is wider than tall, the horizontal portion gets cut
 
1:59 PM
can't u get the max (height, width) and resize on result?
 
Jon
How to resize?
 
Use the aspect ratio
I assume for the vertical option you are doing something with height correct?
So instead of using the sprite height when width is higher, use a calculated height based on aspect ratio and sprite width
 
Jon
hmmm
 
according to what is said here
https://docs.unity3d.com/Documentation/ScriptReference/Camera-orthographicSize.html
@toddersLegrande is right: you have to work with aspect ratio
 
Jon
Yeah... for vertical sizing it is like this:
size = (height / 2) / 100f;
its just the way the orthosize works.
So... for horizontal size -- i'd have to multiply by the ratio
ahh.. seems to work
float ratio = Screen.width / (float)Screen.height;

float height = (Grid.GetComponent<Grid>().Height + Grid.GetComponent<Grid>().TallestMeta) * 32;
float width = (Grid.GetComponent<Grid>().Width + Grid.GetComponent<Grid>().WidestMeta) * 32;

float w = Screen.width / width;
float h = Screen.height / height;

float size = (height / 2) / 100f;
if (w < h)
   size /= ratio;

Camera.main.orthographicSize = size;
there it is
if anyone wants it -- width / height are the size of the object you are scaling at
next up... orientation
hmmmm... weird
it scales perfect on PC -- but when I push to android it cuts off on the sides.
 
2:21 PM
fine!
well at least it's working on pc
:)
I'll keep the good code, thanks!
 
Jon
it actually works.. i just didn't recompile before sending to device, lol
 
ahah
good
 
Jon
Yeah, works beautifully
should resize on every single device now
like magic.
 
unity is actually magic
maybe you ever worked with procedural terrain?
 
Jon
a lot
 
2:24 PM
in unity?
 
Jon
no.. xna/monogame
 
hmmm
I actually have troubles in unity trying to blend different materials
 
Jon
ah
in 3d?
 
yes
 
Jon
Yeah, my experience is with noise generation in infinite terrain in 2d
not blending materials ;)
 
2:28 PM
han! okay
 
Jon
gah.. still not working perfect.
 
what's the problem?
 
Jon
some sizes don't fit properly
i made it wider
and it cuts off again
 
u made wider, what?
 
so many pronouns
 
Jon
2:36 PM
the objects
so close...
 
like if the object is too big it gets cut anyways?
 
does this line produce a number in pixels?
float height = (Grid.GetComponent<Grid>().Height + Grid.GetComponent<Grid>().TallestMeta) * 32;
(same with width)
 
Jon
yeah
 
size = (height / 2) / 100f; //what is the dividing by 100 for?
 
Jon
100 is the default ratio or something
i'm not even sure
 
2:38 PM
ok
that might be the culprit
 
Jon
everything is divided by 100
 
so the c# compiler is bugging me about an unused member in a class, but it's referred to by something in the editor
 
Whats your pixel to unit ratio?
 
how do I turn off that warning?
 
Jon
its 100
@Almo you can turn warnings off
what is the error exactly?
 
2:40 PM
we keep our project clean of warnings
Assets/_Sources/GameFlow/SceneLoaderConfig.cs(33,26): warning CS0414: The private field `SceneLoaderConfig._splashScreenInfo' is assigned but its value is never used
but there's a script that populates SplashScreenNames from the data the editor puts into _splashScreenInfo.
so it IS used, the compiler just can't see it.
 
@Jon so 100 pixels is 1 unit?
 
Jon
I think you can go and supress the specific warning you know are ok
in visual studio..
 
#pragma warning disable 414
 
it's being compiled by unity
 
Jon
100 pixels = 1 unit
 
Jon
hmmm
 
    private const string _kSplashScreenInfo = "_splashScreenInfo";

    public override void OnInspectorGUI()
    {
        _sceneLoaderConfig = target as SceneLoaderConfig;

        UpdateList(_kSplashScreenInfo, _sceneLoaderConfig.SplashScreenNames);
so the object gets referred to by a string, so it can't tell it's being used.
 
Jon
ok
it was the ratio i was using that was wrong
apparently I need to use the object's width ratio. and not the screen
 
@Almo, you could try what I suggested
 
2:44 PM
That doesn't sound right but I'll run with it
 
could, but the disables it for the whole file
I want the warnings, but not for that particular variable
 
disable then restore?
though, i'm not entirely sure where you would put that
 
sounds legit :)
 
:)
 
.. in your case
 
2:48 PM
Hello is there any moderator available for a quick question?
 
try us
many of us non-mods know the rules too
 
@Almo I must not be understanding your scenario correctly because your warning does concern me
 
I have a variable that gets assigned by user input in the editor when it's running
there's a function that takes the name of an item in the editor, and populates another array with some of its values
 
that variable does not appear to be used as far as the compiler is concerned
 
2:50 PM
I think you might be confusing terminology
 
since it is referred to by name, and values given by the editor at runtime
probably I'm not a c# guy
meeting
back in a couple minutes
 
ssets/_Sources/GameFlow/SceneLoaderConfig.cs(33,26): warning CS0414: The private field `SceneLoaderConfig._splashScreenInfo' is assigned but its value is never used
I think your warning implies that you never do anything with the value that your script / function is assigning to it?
As in you have an extra field that serves no purpose
 
sure!
i have a question in stack overflow and it's sort of gdev related, wonder if it's valid to cross post here too for bigger audience
this is the question:
http://stackoverflow.com/questions/22069454/need-suggestion-on-sharing-constant-values-throughout-my-project/22070495?noredirect=1#22070495
 
Without reading it, cross posting is bad. It either goes on one or the other. That being said if its decided that its a better fit, it can be flagged for migration over here :)
 
@ToddersLegrande pretty much, it's the basic "You never read this private variable that no one else can access, why do you have this you bug dummie?" combined with "You set this value but you never use it, why are you calculating this you big dummie?"
 
2:54 PM
Exactly
And if he has more script magic that actually does read the value back out or something... it should probably be a public property
@Bisder I would say that StackOverflow is a fine place for your question. It seems more general C++ than a specific game dev problem to me.
 
well one guy answered with an interesting answer which is a nice approach to game development. something like have a config file and load attributes from there i would like to hear more like that
 
Sounds like a new question then not the same question perhaps?
What would you like to hear?
Oh wait I misread
But that approach isn't game dev specific either
 
@ToddersLegrande But it is used. The editor puts objects in it. Then an update function in the UI takes a string that is the name of the "unused" variable, loops through the objects in the "unused variable" and puts strings from those objects into a list that IS used.
the problem is that the "unused variable" is grabbed by name through the engine, so the compiler can't see it.
 
So... why is it private?
This seems fishy
 
so code doesn't reference the list directly from the outside
only the names of the objects need to be referenced from the outside
 
3:03 PM
@Almo, oh, i thought you have a (external) script generating code which has that variable! You could disable warning before the field decl, and restore it right after
 
ok
turns out the guy who wrote that part did the pragma disable warning for the file in question, just had not checked that part in yet. so you was right radical :)
thanks for taking a look at the problem.
 
ah, np!
 
@Almo I'm concerned that something from the outside references it at all (since its private) and that nothing on the inside does... but my understanding of the implementation isn't completely clear so I guess that's ok.
Even if the outside just references the name, what actually uses the value?
You don't really need to get into it, but that's where my confusion is anyway
 
the editor has access to the list because it is [serializable]
so some code finds the property through the editor interface
then loops through and assigns the names to the public list
so it is private as far as code is concerned
but the editor has access
 
its ok i understand thanks :)
 
3:15 PM
so when running the editor, the user can put objects into the private list, and code can access the private list by cheating and going through the editor.
since I'm not the one who wrote this, and I don't know the system very well yet, I'm not really into questioning-how-it's-built mode yet. :)
 
Question all the things :P
ok maybe not yet..
 
but you are right about being concerned with accessing a private thing in such a way :)
 
any experienced dude with procedural terrain in unity3d?
 
Don't ask to ask :P
 
@Leggy7 what's the question / problem?
 
3:26 PM
well, I've got a procedurally generated terrain structured in chunks. meshes are created inside the chunks considering surface voxels contained in each chunk
so, I have 1 mesh per chunk with 1 material each
I can't achieve to blend textures from 1 mesh to another
I mean the shaders are local to every material so I cannot achive to blend vertices which are next to others with different material
don't know if I made myself clear enought...
 
I don't do much / any 3D so I'm no help but I at least got you to ask the question. If someone does have the knowledge they now at least have an idea of your problem and will probably chime in if they can help.
 
oh, fine. Thank you :)
 
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