« first day (2296 days earlier)      last day (2709 days later) » 
04:00 - 21:0021:00 - 00:00

4:00 AM
Contrast is bad for the text, the barrels are in the wrong location, but it all works when put together!
Just a bit of tweaking is all!
And with that, I'm sleeping. I'll figure the rest out tomorrow.
 
 
2 hours later…
Sie
5:36 AM
So I'm finally starting mapping again. What should I do first? Proper assets, or just block things out with placeholder stuff. It seems like either way it's going to be a long road.
 
Sie
6:15 AM
How the great have fallen.
 
7:08 AM
really nintendo
 
 
3 hours later…
9:48 AM
They are just following the trends after they saw how well pokemon go went in the beginning
 
 
2 hours later…
11:23 AM
lame ass site design I scrapped
 
 
1 hour later…
12:39 PM
0
Q: Community Wiki type questions, how to?

Westside TonyI've been thinking on creating various posts in the form of Community Wiki to gather information in an extensive way but I'm not quite sure of how to do it properly, so here is my idea. Step 1 present the topic: Examples of x mechanic in games, and develop the question. Step 2 create a pattern ...

 
holy shit
this was made in 1986
here is a clip
ok wait i'm not gonna post it here, lol
it is that bad.
 
 
1 hour later…
2:05 PM
Hey all. I think I just spotted a typo in the OpenGL manpage docs. Does anyone here know GL's internals well enough to help confirm/deny my assumption?
The page is opengl.org/sdk/docs/man4/html/gl_FragDepth.xhtml and the sentence is “If a shader statically assigns to gl_FragDepth, then the value of the fragment's depth may be undefined for executions of the shader that take that path.”
It seems to me it should actually read “If a shader statically assigns to gl_FragDepth, then the value of the fragment's depth may be undefined for executions of the shader that don't take that path.”
 
Hmm
> That is, if the set of linked fragment shaders statically contain a write to gl_FragDepth, then it is responsible for always writing it
It seems reasonable but I have no idea
It is at least saying that if you may write to it you have to always right to it
 
you know, that's not terrible. I like what you have now better, but it's not bad
 
Yeah, exactly. So if the execution takes the path that statically assigns gl_FragDepth then all is well, but if the execution doesn't take that path then you have undefined behavior.
 
Seems reasonable
 
K. I'm going to report it then. If I can't figure out how to report Kronos documenting issues. [pun intended]
 
3:02 PM
Steep open beta is apparently out on steam
not sure if you can play yet
naw its the preload
 
user92578
been fighting with a diagonal shooty thingy for a while, but here's a WIP pic of a potential final boss tank:
 
user92578
 
ehehehe
it looks kinda weirdd man
 
user92578
I've been trying to draw a larger gun thingy on the red diagonal part above the two other guns
 
user92578
oh?
 
3:06 PM
@jgallant what kind of hardware you need to run that well?
 
dx11 card
that is all they are saying
 
Sie
10 hours ago, by Sie
So I'm finally starting mapping again. What should I do first? Proper assets, or just block things out with placeholder stuff. It seems like either way it's going to be a long road.
 
user92578
greyblocking seems to be the way people start
 
user92578
that's what I've started doing: just laying out the floors and walls first, and filling stuff in and adding background tiles later once I've finalized the actual design
 
user92578
@jgallant could to elaborate jon?
 
3:10 PM
i think the purple section at the top looks off
the entire purple pink portion is really strange to me
The cannons look like eyes
And there isn't much distinction between the front tires and the threads
 
user92578
like I had this idea of making a more narrow section at the top
 
user92578
shading is basically non existent
 
From what I am reading people saying about their experience with Steep isn't so good
The controls are ok but need a lot of improvement. You can't grind, no manuals/butters, you can't really controll grabs and tricks. The most frustrating part is that any other material beside snow are like lava for the player, so any crazy tricks is restricted or almost impossible to do.
The can't grind and no manuals thing is kinda worrying... wtf?
Others have been saying you can't really trick in it...
Which makes me wonder what the hell is the direction ? a racer?
 
DH.
3:40 PM
@Tyyppi_77 That pink section feels off, and since the 2 small cannons are light blue, I wouldn't make the inside of the cannon pitch black
 
user92578
pink section was a few pixels off yeah, thanks
 
soon, we'll be able to post video of Obama saying "kill the crackers" and we won't be able to tell if it was him or not
truth about what people say and do will become impossible to validate
 
user4704
4:28 PM
There was a Babylon 5 episode that addressed that topic :|
 
user4704
It's really disturbing how similar some of that shows underlying plots map to today.
 
yeah
 
Sup nerds
 
Sie
@Tyyppi_77 Even for 3D games?
 
user92578
especially for 3D games
 
user4704
4:32 PM
Yeah, especially for 3D stuff.
 
user4704
We greybox nearly everything.
 
Sie
I guess it makes sense. No real reason to finalize something that is probably going to get changed anyway.
 
user92578
exactly
 
user92578
iteration speed is a very important factor in level design, that's why I made my own level editor
 
Sie
At least for Unity Pro Builder [Basic] has made level editing (or grey boxing) a breeze.
So much faster than using Blender or native tools.
 
user92578
4:34 PM
yeah that seems to be the go-to tool for 3D level design in Unity
 
Greyboxing is fun
Having a bunch of cubes running around being actors is sureal
 
killing grey boxes is what i love.
 
Grey boxing in VR must be entertaining
 
DH.
Greyboxing horror games must be fun
 
Sie
Suddenly I understand why they call it the Orangebox. I think.
 
user92578
4:43 PM
We went over the harmonic series in math class today
My python implementation has been trying to figure out how many elements are needed to reach sum 50 for like a good 30 minutes now
 
DH.
I really can't remember what harmonic series are
 
user92578
term is 1/n
 
user92578
it's an interesting series because even though when n tends to infinity and the general term 1/n tends to zero, the series doesn't converge
 
DH.
Ah right
Do you plan to do Computer Science course in university?
 
user92578
That's the plan
 
DH.
4:49 PM
Nice, you'll probably like it
 
Wait, 1+1/2+1/3+1/4 etc?
 
user92578
yeah
 
That converges to 2 doesn't it?
 
user92578
nope
 
user92578
1 + 1/2 + 1/4 + 1/8 does
 
4:51 PM
Aaaah right
1/2^n
 
user92578
wait isn't converge the word there?
 
Yeah it is
 
5:05 PM
Speaking about math we are on the verge of solving collatz
Some interisting stuff is comming out i think my friend is going to base his phd on that
 
woa
collatz struck me as easy to prove therefore since nobody had impossible to prove since those seemingly-easy things are often the worst.
 
user92578
that's awesome
 
DH.
5:20 PM
Someone put the relevant xkcd plz
 
DH.
I feel pleased now
 
You are easy to please.
 
DH.
Jon is so mean
2
 
5:24 PM
You can refund people in your google play store now
 
BTW, Unity 5.4.3 was released. unity3d.com/get-unity/download/archive
 
It adds clowns
 
@jgallant I've always been able to do so...
 
`pre baked in clowns..
 
Named Jon?
 
5:25 PM
Hambone
 
Wow, that's a lot of stars...
 
Uuuuuuuuuugh
And this is why we can clear stars
 
i like that the only one left is the one about me being a prick
 
It was the only one with 2 stars;-)
 
the only one worth staring
 
5:28 PM
Maybe the one with the updated Unity too, but...
 
Sie
Jon is the best person ever.
Pfft no stars for the truth?
 
Sep 29 at 12:31, by DH.
You can't expect everything that Jon says to make sense, really
It seems DH gets stars by poking fun at Jon...
 
Sie
Have you accepted L. Ron Hubbard as your lord and savior?
 
DH.
5:33 PM
@PearsonArtPhoto I get stars by stating the truth about Jon
Let's make a series, "Jon Exposed"
wtf who is trolling
 
He is a pretty stupid character
 
Sie
Ya. I like his skits though.
 
His act is basically a dumbed down version of tom green
 
Sie
5:39 PM
I bet that show is 10x better when high.
 
He will put a bowl of cereal on his head and go in a subweay and say he got fired from the fruit loop factory
It doesn't make sense
 
Sie
I think he's trying to see how far he can push the envelope more often than not.
I still wonder where the fuck they got that car from.
 
"performance art"
 
6:03 PM
I love that show
it's so frigging absurd
Andy Kaufman had a short lived, absurdist talk show back in the day
 
his desk is 10 feet off the ground lol
 
6:19 PM
Kaufman is the grandaddy of them all!
 
Pip
@jgallant @ChrisMcFarland @Almo how long would you guys say it took you to get a working game prototype in Unity?
 
what game?
i wrote games in a day in unity
 
@jgallant btw- loving Gorb but I really wish the circles's faces rotated when they rolled. (Would greatly enhance the comic appeal imo)
 
the issue with that is you wouldn't be able to tell what direction they are falling in
 
6:35 PM
I've said the same thing.
At least the eyes rolling would be awesome.
Or some motion back and forth when occuring.
 
i had tried some things
 
It's actually a much more interesting game than Angry Birds, but has a similarly appealing aesthetic
 
angry bird isn't a puzzle game though
at least I wouldn't call it a puzzle game
 
Mostly not, but it is a solo endeavor where you have to figure out where to launch to maximize destruction
But GORB has the rewarding qualities of good puzzles, which is that it hones the logical part of the brain
My 6 year old niece will probably suck at it, but I think she'll also really love it
 
hehe, yeah it was tested on an 8 year old
it gets hard too fast for kids
 
6:41 PM
PS @PearsonArtPhoto I saw your screenshot yesterday of the game map. Looks good!
 
eBay said it sold an NES Classic console every 18 seconds on launch day
53 comments
Average sale price: $230
people are crazy.
 
I should be able to get the rest of the loading of the ship done sometime this week. I'll probably set it up in such a way that I can change the type of ship fairly easily, although that isn't really on my to-do list for the moment, I might as well make it easy.
Wow, that's a lot of cash...
 
every parent I know have been trying to get their hands on this
it is insane man i want a palette of it just so I can resell them at 300$ a pop
 
@PearsonArtPhoto upgrades are a huge "stickiness" factor. It might be worth releaseing a little later in order to have multiple ship options...
 
6:45 PM
the issue with the demand here is that people that dont even want it will buy them all
 
Oh, it'll be done for sure before I launch.
 
just so they can flip them at a profit -- that is why there will not be any of these on the shelves before christmas.. they will be snatched up
 
I just want to do other stuff first.
 
Sie
@jgallant *stupid
 
heh, well ultimately this is what christmas is all about
 
6:47 PM
Basically, as I'm having to re-do all of this anyways, I'm trying to add in plugs that will make it pretty easy to upgrade ships.
Also, I've been thinking a lot about customization of the ships, and I have a few thoughts.
The original free-formed version that I had in mind at first just seems a bit over-the-top.
I'm considering something that has more options.
 
another thing you should be aware of
barrels were used in ships as they were rolled around
 
As a lover of sea trading game, I'd say the more options the better
 
you need to make sure the player knows that is why you have barrels and not crates
 
For instance, a Caraval might have a package that focuses on upper-class passengers, packing as many people in as they can, just cargo, slaves, etc.
 
its extremely important
 
6:49 PM
I do know that now.
If I can get to it, there will be an animation of loading the ship, by rolling barrels around.
 
haha, well yeah it was easier to manoeuvre the containers inside the ship -- that is why crates were seen on the top of the ship
larger parcels that didn't fit in barrels
 
The last version I had essentially had a number of rooms that could be completely customized.
Yeah, that's the plan really.
 
You should have regions that use cowrie shells as currency :)
 
For right now, I want to try to figure out everything I want to do with a single ship, and get that right, while leaving a few hooks in to upgrade later on.
Currency is one thing I've basically ignored.
 
Will people get to out the ships with different types and quantities of cannons?
 
6:51 PM
epic sea battles?
 
(assuming piracy is a factor)
 
I'm thinking there will be something like 3 to start with, and maybe more, base models of ships.
Each base model can be customized with things like cannons.
Or use that area instead to store cargo.
 
I could live with 3 initial options
 
Pirates is something that is desired initially.
The trick is, the 3 base options will have lots of sub-options.
For instance, you could have a Caravel with, say, 50 cannons and lots of hammocks, but little room for storage.
 
i always wanted to write a naval combat game
 
6:53 PM
The combat is something I'll have to get to eventually.
 
Did you every play any of the earlier Master's of Orion? Lots of ship options was a factor that made them great for me
 
Yes, in fact I did.
 
I'd be satisfied with abstracted combat vs. detailed, real-time tactical battles
 
i'm be satiated
 
Whatever I do I'm going to have it potentially work with Mobile, so...
 
6:54 PM
I'd see it as just another risk/benefit calculation
 
@Pip Depends on the prototype and when it was relative to my experience level with unity
 
Abstracted is probably better.
 
first one took a few days to a week
 
haha you are slow
 
I could say I had my first prototype in about a week.
But then again, my game still feels like a prototype.
 
6:55 PM
Slomo-Almo they call him
 
This was involving using a joystick, which was a huge hassle at the time
this was probably... 2010?
I used blender to create my own assets for it, and that was a huge fucking hassle as well
 
@Almo Cognizer pisses me off btw (in a good way)
 
I'm thinking I'm going to do the next Ludum Dare, and use it to prototype an aspect of my game that I want to add in to it.
 
hahah :)
 
How the fuck do I make mistakes!!!
 
6:56 PM
@DukeZhou it's definitely designed to fuck with your head.
 
Let me think about this...
There will be 2 types of storage, internal and external.
External can handle big items, internal only smaller items.
 
your welcome
 
For the internal spaces, cannons are possible for the top row.
(FYI, I had that in mind for a while now)
Galleys, and dining rooms are also an option.
None of those will allow storage.
Storage will be allowed as raw storage, cabins, hammocks, and maybe smugglers compartments.
 
what about stowaways?
or rats eating the cargo?
 
I like the cabin options (draw for rich passengers) and the smuggler's compartments especially
 
7:01 PM
Those will be included (At least rats, hadn't thought about stowaways), but...
I'm not quite there yet.
 
also an option to keel-hauling stowaways ;)
 
The trick is, how am I going to allow for doing all of that...
 
what about plundering booties?
 
Right now I'm focusing on designing the ship.
 
1 ship?
 
7:02 PM
A single ship for now.
Specifically, the interior portions of said ship.
Okay, so for the interior there are 3 options that don't store cargo, and 4 options that do store cargo (Counting people as cargo)
I'm planning to essentially measure the interior space by barrels that can be stored in that location.
Hmmm...
(I'm really trying to figure out the UI for this)
I guess I could have a dedicated ship building scene, or at least full screen view.
 
Sie
Every time I give my cat catnip he turns into a crackhead for like 30 minutes.
 
@PearsonArtPhoto I like the full screen view
 
The ship will have different levels, probably 3 squares per level in most places.
Choose the main class to the left, the size on the bottom. Maybe even a "luxury" factor.
 
Seems straightforward, and should allow for easy expansion with bigger vessels
 
The question then becomes do I want to manually place each item, or just allow for near automatic placement?
 
Pip
7:19 PM
both?
 
I guess I could have an auto-place button. Hmmm...
Maybe on the right. You select the item, and can place it directly on the ship, or press a button on the right to automatically place x number in a calculated optimal location.
Okay, so there's 4 base types of spots for the ship, below water, above water, above the deck of the ship, and unusable.
Each of them can be used for different purposes.
 
If I'm right, I may have just solved a bug I had for a week. Gotta love programming
 
Pip
nice!
 
I had something that was bugging me for months. When I finally sat down to solve it, it took about 10 minutes...
I was so mad!
 
I definitely favor manual placement over automatic, but I think I may be in the minority. (Of course, I'm way more hardcore than most when it comes to effort in with games)
 
Sie
7:23 PM
Why don't ya'll get alone string bean?
 
Pip
Yo @PearsonArtPhoto, do you have to go into play mode to view your game world or does it work in edit mode as well?
 
The option to edit the ship will be only at port, when playing the game.
There will be some cost associated with it.
 
Pip
I meant like
In Unity
 
Oh, that. It only works when actually playing the game.
 
Pip
got you
 
7:28 PM
\o/ I solved my problem. If I would be over 18 and/or I wouldn't care about my IQ level I would probably open some beer.
 
DH.
Hey pip, did you got something out of Xenko? Or only took an overview?
 
Pip
just an overview for now
Engine seemed good, docs were not up to par with Unity's
I think once you know what you're doing, it's really nice
but at the same time, once you know what you're doing in Unity it's pretty smooth as well
/shrug
 
DH.
Well, if docs aren't as good as Unity it's a problem lol
 
Pip
lol yeah
 
DH.
Unity docs covers the basics and all you can do, but it lacks some problem solving stuff that only google or wall headbanging can save you
 
user92578
7:35 PM
Hi Pip, whatcha up-to these days?
 
@Pip Not up to par with Unity docks... Wow, that's bad...
 
Pip
lol
The docs that are finished are fantastic
But there's more than a few that are missing or incomplete
I'm sure it'll improve once it becomes less beta
Not too much Tyyppster
School has eaten my life recently lol
Plus I've been sick for three weeks as of tomorrow
 
user92578
That sucks
 
Pip
Bronchitis + possible pneumonia which is super fun
Many, many meds lol
I'm feeling mostly better though so that's good
 
take pneumonia seriously. that shit almost killed me in 2009
I only know that because I looked up the antibiotic they gave me
 
Pip
7:39 PM
sleep has been hard to get dude :/
 
yeah very
 
Pip
Anyway I'm finally feeling good enough to sit in front of the computer and do something other than reading or watching youtube or whatever
I've forced myself to go to all but like 4 days of school these last few weeks, that's been rough too
But now it's time to pick up a programming project again :)
Unfortunately feeling crap kind of forced me to drop the project I was going to do for the Github Game-Off but whatever... I'll probably go back to working on that
Basically a stage-based Terraria clone kind of thing
"Hack/Slash/Mine in each randomly generated tile-based level, trade with some NPCs, move on and kill the boss" kind of thing
 
Okay, so the last thing UI wise that I still need to figure out.
How should I load goods on to the ship?
I'm thinking of having a slider below the ship, similar to what I did before, but I want to know what you guys thing.
You slide to indicate how many goods you want to load on to the ship.
Up to the limit, of course.
 
Pip
holy shit
>Britain has passed the 'most extreme surveillance law ever passed in a democracy'
>The law forces UK internet providers to store browsing histories -- including domains visited -- for one year, in case of police investigations.
 
Wow...
 
8:00 PM
download all your creepy shit now boys
 
hello
i have a problem in a unity tutorial that seems lots of people got but from what i saw nobody solved it at least i didnt saw the answer so the problem is that the scene is good the first time you run
http://imgur.com/a/zoBJb
but the second time u run it looks like this totaly different
http://imgur.com/a/qOynP

whats the problem? :s im new and in tutorial they dont say how to solve they dont even notice the bug
 
looks like a lighting bug
 
the strange thing is i have done alrady 2 other projects and this only happen in this one
is there anything i can do?
 
8:15 PM
Have you tried performing the lighting dance?
 
Pip
3 hours ago, by DH.
Jon is so mean
lol
 
it doesn't make sense that it changes when you run it a second time
the only way it would do that, is if you save some kind of playerpref
and modify the lighting in script
 
it happens when the script calls the SceneManager.LoadScene
he calls that when player dies
so it runs again
 
are there game objects under dontdestroyonload?
 
where do i see that?
 
8:19 PM
what version of unity?
 
here's my hiearchy imgur.com/a/pSb9P
5.4.1
but let me check
yes its 5.4.1f1
 
weird.
 
Pip
ayyy progress
right now each chunk is one mesh, and it has one material
I guess..... switch to generated textures?
 
8:38 PM
it doesn't look like anything to me
 
Pip
just a tile-mesh proof of concept
 
@jgallant should i just continue the tutorials and assume that this bug only occors because of the assets that unity provided to me to do the tutorial?
 
8:55 PM
Yeah it is a strange glitch I would have to look at it.
 
04:00 - 21:0021:00 - 00:00

« first day (2296 days earlier)      last day (2709 days later) »