« first day (1689 days earlier)      last day (3345 days later) » 
00:00 - 20:0020:00 - 00:00

12:00 AM
@IcyDefiance This guy is awesome! :D
 
@IcyDefiance dood
dood
@IcyDefiance dood
 
doed
 
where's my fuckin duo partner
wtf
HE'S NOT EVEN IN LEAGUE WTF IT'S FRIDAY YOU GOT NOTHING BETTER TO DO
 
@Almo I think you have to call the cops. This is not normal!
 
:D
Icy's just AWOL
literally: Absent With Out Leave. I gave him no permission not to play LoL tonight
 
12:14 AM
@Almo Stop nagging me. A man's gotta eat, ya know.
 
hahha ;)
so should I wait for you?
oh there you are
 
oh my god I got chat restricted for cussing out a troll
wtf rito
 
don't cuss out trolls. just mute htem
 
he even admitted to going troll in chat -.-
 
at least it wasn't a ranked ban again
 
12:17 AM
mhm
> The user ayyy lmao xD wants to add you to their list and see your presence online.
lol
 
Hey guys!!!
xD i been working on my site, I just broke my formatting when I changed <!DOCTYPE> to <!DOCTYPE html>
 
@KevinvanderVelden Bjarne Stroustrup himself probably doesn't know everything about C++.
@hasherr What if I told you that I actually do want to buy 70 hockey pucks?
 
@AidanMueller i'd say it would be a clusterpuck
 
@TheMuffinCoder no you fixed your formatting. now you need to fix your code. :P
 
@Almo A what?
 
12:28 AM
it's a joke on "clusterfuck"
 
Hmm. Never heard of it.
 
12:59 AM
@AidanMueller this is a clusterfuck: chinadaily.com.cn/english/doc/2005-12/09/…
 
MLM
1:39 AM
How would I get my shader ShadowCaster pass to run if I am using the Unity GL.LINES which are immediate mode calls?
The ShadowCaster pass runs just fine on a normal mesh object because I assume it runs in the pipeline correctly and draws to the shadow map at the appropriate time
 
MLM
2:00 AM
(probably not possible)
 
2:23 AM
wow, I haven't written hardly any code today.
I just keep staring at it and hoping for...inspiration, or something...
 
Jon
that is horrible
 
good morning
 
@IcyDefiance play some heroes of the storm
 
I could...
 
you could
:)
 
2:37 AM
sure why not. I'm not getting anything done anyway.
 
ok
how do I find you on battlenet
you can add me by email
if you want
 
that or battletag (at the top of your friends list, the thing with the number after your name)
 
almo2001@yahoo.com
 
4:35 AM
@Almo game crashed -.-
 
:(
try to reconnect?
 
working on it
 
 
1 hour later…
5:47 AM
people are friendlier in hots than in league
 
yeah
the play mechanics are freindlier, and there's no allchat
you can't even steal regen globes
you can take them too early so someone isn't close enough, but that's about it
 
eh, I seldom see any toxicity in all chat. it's mostly jokes there. toxicity always comes from my own team (and me >.>)
but there's no "I have 17 kills as talon but the rest of you can't do shit"
if one person does well it takes the rest of the team up with him
 
"takes the rest of the team up with him" true
 
 
3 hours later…
9:09 AM
@KevinvanderVelden what about Jon Skeet??
366
Q: Jon Skeet Facts

Bill the LizardI'm looking for Chuck Norris Facts style answers. In case anyone is curious, this question was inspired by Jon's own comment to this question. EDIT: If you're into cryptography, you may enjoy these facts. Now with official sanction from the powers that be!

 
user92578
9:35 AM
@Sword Jon Skeet is a C# guy I think
 
he does Java as well.
And C++, by chance??
 
user92578
So how's it going? Making progress with Java?
 
his daily work is in Java (80% of his work time) for Google.
 
yo
 
user92578
hey
 
9:42 AM
tyyppi how is your poject going ?
project*
 
user92578
quite good, I did some menu work yesterday and even though I'm not perfectly happy with it yet I now have a lot cleaner way to add menu functionality
 
user92578
Currently I'm designing the area for my boss battle
 
user92578
Then I'll get to programming the boss AI
 
Sounds good. When do you think it's going to be finished?
 
user92578
No idea... it needs a lot of content, as I currently only have one level
 
user92578
9:45 AM
but in a simple state it depends a lot of how much I'm going to get done
 
user92578
the gameplay itself is quite complete
 
user92578
but I have exam week starting on wednesday which means I need to use most of my time to reading school books
 
user92578
This is pretty much what I did yesterday:
 
user92578
 
user92578
Not quite happy with the header label color
 
9:49 AM
@Tyyppi_77 will this be out for android and ios?
 
user92578
No
 
user92578
*probably not, as the controls are not simple enough to be usable on mobile devices
 
@Sword he knows all of C#, not all of C++
 
is C# comparatively smaller to C++ ?
 
user92578
Yeah
 
9:51 AM
the hard part with c++ is to learn all the small details on when something is allowed
 
user92578
and all the optimizing tips, like "you should pass all boolean pointers as references to const pointers to ints, as that makes the program run a lot faster"
 
the actual features and the library can be learnt in a few years of usage
 
@Sword C++ has 32 years of development in it, plus all of C
 
not even sure if that's a good optimization, it feels like it could be done by the compiler but it's the first time I'm hearing about it so I will take your word for it. Most optimizations usually come by utilizing copy/move semantics and cache friendly techniques.
 
user92578
lol, that's not a real thing
 
user92578
9:57 AM
but like const references are
 
lol
 
10:27 AM
0
Q: "You can't" answers: better to accept or leave unaccepted?

LohorisIf the answer to a question is "you (currently) can't", is it better to accept it or to leave it unaccepted? While the "you can't" may be the correct answer now, it might easily change in future: if the asker leaves the question unattended it will be better not to have an accepted one, rather th...

 
user92578
Hmm I lost all my motivation
 
'sup ?
 
user92578
I'll just play a bit and look for some dev blogs to gain the lost motivation back
 
have you added sound effects?
 
user92578
no
 
user92578
10:38 AM
that's actually something I could look into
 
try it, they help make things feel better
 
Yeah, I can blit images again
Now to clean my house and then if there's time left make rendering of tiles :D
 
11:02 AM
I am trying to slide my car to the right linearly ; and it should look continuous.. But my approach instantaneously places my car at the desired point without the visible transition.
a sample:
public void slide(float deltaTime){
        mainPosition.x = main_sprite.getX();
        while(mainPosition.x>100){
            mainPosition.x-=0.0005;
            main_sprite.rotate(20);
            main_sprite.setPosition(mainPosition.x,100);
only the x matters.. y coord remains constant..
the inbuilt function "translateX" also dint seem to work.. Any suggestions would be awesome for me.. :)
 
Uhm
Don't do it in a while loop that won't let a new frame be rendered until the loop is complete?
The inbuilt function works just fine, you're just calling them many many times
 
translateX also works the same.. the sprite disappears from its position and appears at x=100. I want to make it smooth.. So should his method be called inside a while loop?
 
No
None of it should be called in a while loop
The while loop is "Do this, do not render a frame, do not handle input, until this condition is met"
 
ohhh..
so ...
 
So, yes, it is moving it in steps of 0.0005, it's just not rendering it because you told it not to
 
11:10 AM
an if statement?
 
Yes, an if statement would work
 
right.. I tried different denominations of the -= and it dint work.. I was after the wrong thing the entire time
thanks.. :)
 
user92578
11:36 AM
So currently my camera system finds the center point between the players and centers the camera on that
 
user92578
This results to that all the players disappear off the screen at the same time if they get too far from each other
 
user92578
But I don't think that's a good think
 
user92578
so what should I do on those cases? pick a player, and follow him instead of all the players?
 
user92578
something else?
 
Invisible wall is what most games use
Just don't let the players go that far away from eachother
 
user92578
11:38 AM
Sounds good
 
user92578
I wonder how I can implement that
 
Uuh, if abs( player.x - center.x ) > *magicnumber*: player.velX += *magicnumber*
 
user92578
are the magic numbers the same?
 
(And take care of people being on the other side of the screen and the Y axis)
No no
You don't suddenly want to add a few 100 to the velocity =p
That's a bad idea
 
user92578
Shouldn't I just stop the movement if the player is at the border instead of moving it to somewhere?
 
11:50 AM
You could
But I generally think that it's more fun to be pushed back than to just be stopped
 
user92578
right
 
You could also make it so that the farther away from the limit you are the more you're pushed back
 
user92578
hmm my velocity isn't reset every frame so it just keeps on sliding
 
It feels more, fluid
@Tyyppi_77 there's no drag?
 
user92578
?
 
11:53 AM
Hmm well that's tricky, plan B! Stop them when they reach the border
In fluid dynamics, drag (sometimes called air resistance, a type of friction, or fluid resistance, another type of friction or fluid friction) refers to forces acting opposite to the relative motion of any object moving with respect to a surrounding fluid. This can exist between two fluid layers (or surfaces) or a fluid and a solid surface. Unlike other resistive forces, such as dry friction, which are nearly independent of velocity, drag forces depend on velocity. Drag force is proportional to the velocity for a laminar flow and the squared velocity for a turbulent flow. Even though the ultimate...
 
user92578
ah, fancy stuff
 
player.vel *= 0.9 also workd
But you'd have to redo pretty much your entire movement so probably a bad idea at this point
 
user92578
aight it works now... kinda
 
user92578
as I lerp the camera value, the players can go offscreen for a few frames before the camera reaches the limit position
 
Is that really a problem?
I like that kind of thing
 
user92578
11:57 AM
oh, then it isn't
 
Also. NO: BAD KEVIN, CLEAN THE HOUSE, THEN GAMEDEV
Afk again :)
 
user92578
I'm supposed to vah-coom the house too
 
user92578
(in case you don't get the joke):
 
user92578
Aug 23 '14 at 11:16, by Tyyppi_77
puts skirt on and starts vah-cooming
 
user92578
12:00 PM
How about on the Y? I can't just limit that as it'd look weird if the player was limited from dropping in mid fall
 
I'm supposed to vah-coom too but I'm too hungover to do that :(
damn friday parties
 
user92578
lol
 
user92578
but you're an adult, if you don't want to vah-coom, you don't have to
 
user92578
hmm my internet is having problems with tigsource images again
 
@Tyyppi_77 you do if you have visitors coming =p
 
user92578
12:05 PM
that's true
 
@KevinvanderVelden KEVIN
GET CLEANING
 
I AM
I'M JUST ALSO STANDING NEXT TO MY PC
 
YOU'RE LYING
DON'T PROCRASTINATE A PROCRASTINATOR!
 
Actully I'm sorting the old paper, which I need a desk for =p
 
That's such an excuse.
 
Jon
12:14 PM
 
@Jon hello :)
 
Jon
sup sword
 
better than that day :)
 
Jon
the day he pooped his pants
i ate.. .now i'm logging into work for some OT
No idea what kind of game I should make.
 
12:24 PM
@William'MindWorX'Mariager yes, that fudging day..
 
Jon
Kenney at it again
 
I think your username should be shorter.. :\
@Jon is it a spritesheet?
 
Jon
yah
kenney.nl
 
 
Jon
looks like spyhunter
 
12:28 PM
added screen wrap today as well.. Just need to fix the part of sliding..
yeah.. Spyhunter will be the next game.. First one without any shooting..
 
Jon
why not ?
 
Jon
All these tunes are free here:
 
those 2 guys behave like asses..
 
Jon
its pretty good stuff
 
12:41 PM
@Jon nice...
 
12:55 PM
what could be an alternative to the while loop? I am using the if condition but that just checks it once ..
something like keep doing it until this.object reaches this point...
 
user92578
just put that do the check every frame
 
user92578
void Update() { if (xPos != targetPos) xPos += velToTarget; }
 
Jon
sounds like you may be looking to create an event
 
I tried using a boolean flag
@Tyyppi_77 looks cool. but what if it misses the targetPos , for example if targetPos is 100 and xPos transits from 105 to 95..
and it will perform the action once
it will check whether it is equal or not , perform it once and out...
I'll try a for loop here
 
user92578
if (abs(xPos - targetPos) < closeEnough)
 
1:10 PM
for loop did not work as well. It rendered the entire stuff in a single frame and it looked as if the car teleported..
 
user92578
You didn't get the point I think Kevin already pointed to you
 
user92578
Do you have an update method, that gets called every frame?
 
yes.
 
user92578
so place the code I gave you there and it'll do the thing every frame
 
user92578
move the car a bit by bit
 
1:12 PM
so I shouldn't use the slide method inside update?
2 hours ago, by Sword
public void slide(float deltaTime){
        mainPosition.x = main_sprite.getX();
        while(mainPosition.x>100){
            mainPosition.x-=0.0005;
            main_sprite.rotate(20);
            main_sprite.setPosition(mainPosition.x,100);
 
user92578
Don't put loops in update
 
user92578
@Sword The while loop will perform the action during one frame
 
yes ; im not using it anymore after kevin pointed it out
 
user92578
replace the while with if, and call the slide from Update, and you should be fine
 
the slide method is called in the update method
 
user92578
1:13 PM
show me your code
 
this comes in the update method
if(mainRect.overlaps((collideRect))) {
                stopflag=false;
                stability = false;
                isColliding = true;
                enemyGroup.get(i).stop();
                mainCar.decelerate(deltaTime);
                mainCar.slide(deltaTime);
the last line invokes slide
 
user92578
and is this not currently working?
 
user92578
what does your slide look like?
 
wait let me update that and check
public void slide(float deltaTime){

        for(;main_sprite.getX()>=100;){
            mainPosition.x = main_sprite.getX();
            mainPosition.x-=15;
            main_sprite.rotate(20);
            main_sprite.setPosition(mainPosition.x,100);
        }
this is the same as while..
 
user92578
IF
 
1:16 PM
so I'll just put in your changes
 
user92578
NO FOR, NO WHILE
 
user92578
IF
 
cannot resolve method "abs" and Intellij isn't prompting me to import anything for "abs"
 
user92578
that was pseudo code
 
ohhh
 
user92578
1:18 PM
just replace the "for" in your code with "if"
 
user92578
and try that
 
it executes only once
and it moves by 15..
if ((main_sprite.getX() - 100) > 2){
            mainPosition.x = main_sprite.getX();
            mainPosition.x-=15;
            main_sprite.rotate(20);
            main_sprite.setPosition(mainPosition.x,100);
        }
it satisfies ; executes once and out of the method..
 
user92578
and this is called from your update method every frame?
 
yes
 
user92578
how about instead of 15 use 1?
 
1:20 PM
maybe the problem is with : if(mainRect.overlaps((collideRect)))
because when it collides ; that sprite is removed and the flag changes..
 
user92578
yeah
 
@Tyyppi_77 that is just the step size.. wont make a difference
I guess I'll need a boolean flag to sort this one out..
 
user92578
visually, yes it will
 
user92578
no you probably dont
 
user92578
just call the slide() every frame, not depending on collisions and such
 
1:23 PM
lol, its doing a moonwalk now..
:D
the slide is ok.. The problem is that if(overlaps) thing lasts for a short duration only..
So i'll trigger a flag and the flag will reset once the car slides to the intended position..
 
user92578
sounds good
 
yeah.. last resort.. otherwise will ask it on the site.. I guess the problem is obvious now
Thanks @Tyyppi_77; you deserve a medal
 
user92578
Why ask on the site? We should be able to solve the problem really easily here
 
user92578
@Sword thanks :)
 
got to run.. afk..
 
user92578
1:26 PM
me too, cya
 
1:42 PM
lol Icy
That was so true, i had to fix my CSS xD
 
user92578
2:23 PM
So how should I handle the Y difference in my camera?
 
user92578
I can't do the same as I did for X (players hitting an invisible wall, can not walk out of the camera view)
 
user92578
as that would result in weird mid-fall stops
 
Here for 10 seconds
@Tyyppi_77: Your problem is that the players are to far away from eachother right? Well, don't allow them to go higher than 3/4 of the screen, and just let them go offscreen
They'll find their own way back
(Maybe point an arrow if they're off scren)
And now, groceries!
 
@Tyyppi_77, I haven't been reading the conversation so sorry if this is a stupid answer, but what about clamping the position within the camera?
 
user92578
What do you mean?
 
2:38 PM
will your game have deep pits?
where the players can fall into?
 
user92578
Yeah, the height of the level will vary
 
user92578
Players can have large differences between Y values
 
and I guess zooming out isn't an option
 
user92578
No, that isn't something I want to do
 
the only things i can think of are pointing the arrow at the player that's not visible, like Kevin said, or you could split the screen when they become too far apart
 
user92578
2:40 PM
Yeah, I'll probably do the arrow thing
 
user92578
I just need to think about what to actually show
 
why don't you split the screen?
 
user92578
It'll make the screen estate too small
 
user92578
also I will have different amounts of players
 
oh
 
user92578
2:41 PM
I just need to probably focus on one player when the players get too far from each other
 
user92578
Because showing the center point that possibly doesn't show a single player on the screen is not beneficial
 
wait, how many players could you possibly have in a hotseat context?
 
user92578
and then display arrows for rest of the players
 
i doubt there'll be like 20
 
user92578
@toby 4 at max currently
 
2:43 PM
and the resolution the game will be running ont?
on*
 
user92578
well depends on the window size/monitor resolution
 
user92578
currently at 1920x1080
 
i'd go for something that tiling window managers do
have the 'main' player take most screen
and the players that are too far take sections of the rest
this way, at least they can see where they are
not just arrows
 
user92578
not a bad idea
 
user92578
I'll see what I can implement and what will work the best
 
user92578
2:46 PM
I'll try out the arrow thing first
 
3:18 PM
wtf unreal engine:
www.youtube.com/watch?v=JNgsbNvkNjE
 
lookin cool
but look at the water when the boy jumps on those rocks
fugly
 
Joe
good morning gdse
 
at the beginning
the reflections are all screwed
 
@Ali.S um holy shit
 
@Joe morn
@toby I was so amazed I didn't even notice.
 
3:24 PM
that looks better realtime than early pixar movies.
 
yep it still does look awesome
 
the only thing that made me believe it's real time is the fact that you can (some times) see the mesh LOD changing
 
what the hell i want to play my games
steam is not connecting to servers
that's why steam is harmful
 
or see grass getting generated in a far distance ahead of camera
 
where were you when steam is kill
 
3:55 PM
@Tyyppi_77 so gun hero multiplayer is ready?
 
user92578
Well you can currently have two players locally playing the same game
 
user92578
Now I'm trying what split screen would look like
 
user92578
and more players can be added once I get key binding stuff working
 
i love coop games
believe it or not
 
user92578
haha
 
4:00 PM
damn I was gonna try to have some silly fun but my mind keeps hitting me with the real this morning... I need to expand my company, put all the handshake clients on contracts, and hire a few people
i just want to work on my own projects... I'm spending so much time dealing with relationships that I basically don't even get to code anymore
kinda wish there was an SE for how to work less but keep the life you want
 
user92578
Okay I quickly hacked the split screen together (and don't look at the non-centered HUD panels), and it looks okayish:
 
user92578
 
user92578
The movement isn't smooth etc, but it works quite well
 
user92578
Of course when the players fit to the same screen I'll use only one camera
 
I am taking a break today and tomorrow from working on my game
there's a bug with the local notification (cosmetic) and I'm NOT working on it :)
 
user92578
4:16 PM
So what do you guys think? Split screen or invisible walls when players try to walk too far from each other?
 
if you do invisible walls, you really have to get the camera and display of that situation right
 
depends on gamepplay implications
 
it's tricky as hell to do well
even Dead Nation had a difficult solution, but it worked reasonably well
camera seems to look at the center point between you, and a circle appears when you get near the limits of how far apart you can get.
 
@Tyyppi_77 Not bad
Seems like the kind of game where I would want ants to hold the invisible walls
 
user92578
ant?
 
4:22 PM
Look again :P
 
4:33 PM
@Tyyppi_77 Did you make the art?
 
user92578
Yup
 
Good job! :D
It is actually some of the best pixel art I've seen in a long time
 
user92578
Thanks a ton! Nice to hear that
 
You're welcome. What engine do you use?
 
user92578
I building on top of SDL2
 
user92578
4:39 PM
I gotta go eat, brb
 
Ahh.. I used to use that :D
Also PLEASE say that you get to blow up one of those towers!
 
user92578
5:15 PM
Sorry, the terrain isn't destructable currently
 
user92578
But I'll put that on some list on things to think
 
user92578
anyways now that I'm back I can announce that I gotta go, but I'll be back tomorrow
 
user92578
cya
 
5:32 PM
Cya
 
6:04 PM
holy crap lugaru source code has been beautified
 
Jon
6:44 PM
mother of god.
 
Joe
7:07 PM
@Jon I KNOW! 2min 16second 9cat 10 room speed run on tallowmere
bastard demolished my high score
 
7:35 PM
:( waiting for my app to be reviewed
 
@Joe almost half the best time I had
 
00:00 - 20:0020:00 - 00:00

« first day (1689 days earlier)      last day (3345 days later) »