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00:00 - 19:0019:00 - 00:00

12:06 AM
Yeah I can't find it. It was tiy from terraria that little ked it to me
Linked
I want to read it again.
 
Pip
Yo he does Starbound now right?
 
Yeah
 
Pip
cool
 
It had a specific name for the technique
 
Pip
12:49 AM
oh right marching squares
yeah
that's a thing that exists
 
 
5 hours later…
user92578
6:05 AM
@Pip looks like 8-bit tilemasking plus some variance
 
user92578
Or wait, more like 4-bit
 
user92578
9:12 AM
 
DH.
9:49 AM
Nice!
Liked those dots to give that metal feeling to it
The gears and wheel are good looking too
 
Guys have a question about animation sprites is having alot of spites effect performance alot ? i mean i have a loading icon with a 70x70px size and its have 17 sprites for me i would stay that for loading icon 17 sprites are just to much
should i get into this deeper and try to reduce them or just do not think to much about number of a sprites ?
 
user92578
@DH. yeah it's amazing what a few little pixels do
 
user92578
@yahoo5000 not an performance issue you should be worrying about now
 
user92578
my game loads a looooot more than 17 images
 
so i should not get into number of sprites and just do with what i have ?
cuz i was thinking about reducing from 17 to about 12 would that give me much benefit ?
 
user92578
10:02 AM
premature optimization is bad
 
user92578
all though, the optimal way to do this would be to store the sprites in one texture and clip that
 
user92578
not sure if you're already doing that
 
DH.
The only optimization in that would be memory and load time(maybe)
But only 5 images is such small change I wouldn't worry
 
user92578
yeah
 
If yo having gif problems I feel bad for you son, I got 99 glitches but a pixel ain't one.
 
10:39 AM
guys whats the best way to do text input (C++) i mean i probably could hard code that in but not sure if i have to i mean there is probably already made functions for that
 
user92578
what framework do you use?
 
user92578
or console input?
 
what is it for c++ again?
cin >>
 
user92578
yeah
 
user92578
can't remember how the arrow thingys go though
 
user92578
10:47 AM
those might be correct though
 
user92578
@yahoo5000 hard code what?
 
input into winapi
i am Using Chili dirext 11 framework
hardcode input fields
 
user92578
in the future you should always mention that
 
user92578
there's no text input for "C++" besides std::cin
 
user92578
So you want a text entry?
 
10:50 AM
yea
i would add Login UI and then i want to add actual text input
 
user92578
You'll either want to find a ready-made UI library or make your own
 
do u know any ?
 
user92578
(or try some weird WinAPI hack which I would stay the hell away from)
 
user92578
No.
 
yea i okay ty for info will try to find something
 
user92578
10:51 AM
Making your own shouldn't take too long though if you just want to get something quick and dirty working
 
user92578
Actually
 
user92578
A lot of people seem to use imgui for their UI
 
user92578
it basically handles all the logic and you just render a few vertices and textures I think
 
user92578
should be quite fast to setup
 
10:53 AM
okay will try this one tnx
 
i'd say your welcome, but I didn't help
 
:D
 
Ultimate Chicken Horse being advertised during driver install nvidia
wtf...
along side gears 4
 
does imgui have password type input ?
 
user92578
yes, which you could have found out with a quick google search
 
user92578
11:09 AM
 
user92578
in-game, whoo!
 
user92578
next up is deciding what I want the tank to do
 
11:49 AM
so steep is totally not worth 80$...
its like.... a snowboard game made for xbox 1
the trick system is horrible.
There is literally nothing to do except just go down hills.
Dissapointed.
The online aspect is really bad too...
I tried to get people to join my party and finally when someone did -- It didn't do anything
 
What game are u making guys ? for phones ?
 
user92578
12:39 PM
@yahoo5000 I'm making GunHero for PC.
 
Are u planing to make money from him or just for fun ?
 
user92578
I'll sell it on Steam.
 
it online ?
 
user92578
what does that mean?
 
i mean steam game are multiplayer is this multiplayer ?
online game play on internet offline game play on pc
 
user92578
12:42 PM
My game has local COOP, so offline multiplayer
 
user92578
Networking would be cool but I was a beginner when I started out and did not plan ahead for networking.
 
user92578
It's something that needs to be put in early or it can't be put in at all.
 
how much are u willing to get ?
 
user92578
Are you asking what price I'm going to sell the game at?
 
yea
 
user92578
12:43 PM
Somewhere between 5 and 10 bucks probably
 
is it work ? :D
worth
i mean uspend alot of time making it and 5-10$ is nothing
 
user92578
Currently making the game has cost me ~100 euros and a social life.
 
user92578
I have made a fucking game. That's not nothing.
 
yea but still i mean i have made one game but i spend only a month there
 
user92578
Was it a good game? Where did you sell it?
 
12:46 PM
i didt not sell it just for learning purpose , is a space shooter game there is an upgrade system bullet system and so on
 
user92578
A learning game != a commercial game.
 
yea
now i am coding a game witch i would like to earn from but i am not gonna sell it i keep for my self cuz its online game
 
user92578
Had I been more goal oriented at the start, I maybe could've done the game quicker.
 
user92578
This has also been a huge learning experience
 
user92578
@yahoo5000 Umm, what?
 
12:47 PM
yea i bet cuz game looks cool
 
user92578
thanks
 
I am currently making a game online one like Blade and souls , linage , perfectworld and so on , its just a strategy game like Civilization 6
 
user92578
You're making a game online? So you're making an online multiplayer game?
 
I have a few sources of things that I make money from online.
 
yea
 
12:49 PM
I like to re-invest all of that money so I don't have to pay taxes on it;-)
 
i am planing to gather huge player community
 
user92578
How are you going to do that?
 
I'm going to have a few hundred dollars, trying to decide what to do with it to progress with my game...
 
user92578
Save it for the GL fee?
 
user92578
12:50 PM
Greenlight
 
Oh, yeah, maybe...
That's about half of what I have. Maybe I'll use the rest for some kind of artwork...
 
Tyyppi did u make your game sprites and animations your self ?
 
user92578
Yes
 
cool
 
1:05 PM
yep he also made the music
sfx
and the engine
and the editor
 
nice
 
user92578
there's still a lot to do in terms of music and sfx
 
user92578
that's something I want to get on after I get this god damn boss finished
 
user92578
I also probably need to fix most of the bugs before I send this out to you guys for testing
 
yeah it will be picked apart
 
user92578
1:09 PM
so sound effects and music don't necessarily have to be in for the test I'd think
 
user92578
but bugs needs to be fixed
and I need to rework the powerup the player is given
 
user92578
Currently I think it's better to leave the level editor out of the initial release so that I don't need to rush that in
 
1:30 PM
tyyppi i think if u made this game for andoir and set it to google you would get much more then selling to steam
android
cuz this game would by cool and popular for phone
 
user92578
no way
 
why not ?
 
user92578
so so much harder to get noticed on the app market
 
user92578
also, people don't buy games on mobile
 
ppl dont but google does
 
user92578
1:32 PM
what? google doesn't just buy games
 
yea they do as far as i hear they pay you for a games even when they put them in for free
 
user92578
hmm, okay, weird
 
user92578
I doubt that they would buy my game though
 
well i would :D , and also there is Microsoft they pay for all games
cuz windows phones doesnt have that much app as androids
 
user92578
how much does this happen?
 
user92578
1:35 PM
I've never ever heard of this happening to any game
 
DH.
Games are rarely bought, they are often only published by someone
 
user92578
I seriously don't think that I would make more money if the game was made for mobile instead
 
i heard this about two ears ago and that was true and i bet its still are same
 
user92578
On mobile you'll just disappear to the huge mass of shitty games in the app market
 
user92578
The same is slowly happening to Steam but it's not the same yet
 
1:37 PM
yea but i mean atleast two years ago windows was not mass of shit app market it was a tiny one
there was no much apps at all
 
user92578
That's not a good thing
 
user92578
That means that there are no customers there
 
user92578
No one who'll buy your game
 
DH.
The only place where people buy mobile games that I'm aware is this fgl.com
 
well i bet there would :D if y ask 10 cent for a download i bet there would be a lot of ppl who would pay that atleas i would do
 
user92578
1:38 PM
...
 
user92578
So, let's say I would sell the game at 5 bucks on steam
 
or event if you would put it for free i think your game got alot of player and you could get money from advertising some stuff
 
user92578
I would need to sell 50 copies of the game on mobile for a single sale on steam
 
DH.
Ads make so little money
 
user92578
@yahoo5000 I seriously doubt that, plus that's not the way I want to make revenue
 
user92578
1:39 PM
Yeah
 
user92578
You need a ton of players to make money from ads
 
is 5$ alot of money ? DH ?
 
DH.
Unless you get a dozens of thousands of players, then ads get you some money
 
well its android market there are tons of ppl
 
DH.
@yahoo5000 Per sale? Not too much, but still a reasonable price. Ads won't make that much.
 
user92578
1:40 PM
Mobile just isn't a viable market place anymore, for a small developer I feel
 
DH.
If a single person plays and clicks on Ads everytime trough out your whole game, you won't even make a single dollar out of it
 
well i would give a shot if i wear u because 5$ its nothing
 
user92578
So if you were me
 
user92578
You would stop making the game on PC
 
user92578
And start a massive porting process
 
1:41 PM
nop
 
user92578
Spending a year on that
 
user92578
Putting ads into the game
 
user92578
And release on Windows market?
 
user92578
well, I guess that's a plan
 
DH.
Mobile market has gone shit, only IAP get money nowadays
 
user92578
1:42 PM
^
 
user92578
I'm pretty sure that's what Jon concluded with GORB
 
user92578
Now he's putting IAPs to Picross
 
i mean i would never go into mobile games
 
DH.
Yeah, even though his game feels great on mobile, nobody wants to pay for a mobile game itself
 
eh, if PC market wants GORB on steam it will not be abandoned
I have an editor ready to be hooked to workshop
 
user92578
1:43 PM
right yeah
 
I might lower the price point
 
user92578
@yahoo5000 what? that's not at all what you were saying
 
what do u mean ?
 
user92578
first you were saying this:
 
user92578
4 mins ago, by yahoo5000
well i would give a shot if i wear u because 5$ its nothing
 
1:46 PM
yea
 
user92578
then you switched to this:
 
user92578
3 mins ago, by yahoo5000
i mean i would never go into mobile games
 
user92578
also the whole conversation above you kept suggesting that I would make more money on mobile
 
u get me wrong :) i mean if i would have game like this already coded i would try to sell it for mobiles
 
user92578
So if you had a PC game made? Or a ready-made mobile game?
 
1:47 PM
i mean u have whole game engine it should not by very hard to code it for phone too
 
user92578
...
 
user92578
okay that is just not at all true
 
why not ?
 
user92578
have you ever ported a desktop game to mobile?
 
DH.
Because they are completely different platforms?
 
user92578
1:48 PM
even porting to Linux can be a pain
 
I'm going nowhere
 
DH.
Not to mention how Android is shit to make a game
 
user92578
now for mobile I'd have to change input stuff, probably cut down on resource consuption, optimize performance, test on a bunch of devices
 
i mean i never done but i can imagine that everything can be done
 
user92578
yes, everything can be done
 
user92578
1:50 PM
that doesn't mean that those things aren't hard
 
i got u
i was just thinking that this kind of game would be cool to play on mobile instead
 
are you nuts
 
and based on my opinion was saying that u would definatly buy
 
if you are going to sell a premium game on mobile, you need either A. Advertisements, lots of it. B. Established game that people want.
 
user92578
Chris kinda did B, right?
 
1:52 PM
Otherwise, it has to be free -- and even then, it will be drowning in a sea of shit
there is also C. A genuinely amazing idea that people want to try.
That you can sell in a simple video.
With Steam, I feel as though you can reach a broader audience
The market isn't as flooded with diarhea
 
user92578
Yeah that's exactly how I feel.
 
DH.
And the customer are more receptive to indie games
 
There is shit on steam, but its not like mobile... if you want to play on mobile, you need to make it for mobile, and it kinda sucks now
 
DH.
Not to mention that even Steam itself promotes Indie stuff
 
user92578
On Steam, people have already expressed their interest in my game
 
DH.
1:55 PM
Mobile marketplaces are drowned with AAA industry games
 
what about Microsoft ?
 
Mobile market is drowned with free games that want your money every 2 minutes so you can spin a slot machine and get rubies
The people have spoken, that is what they want.
 
user92578
What does Microsoft have to do with this?
 
The small minority of people that you can reach, will never see you because the store doesn't promote anything else.
 
DH.
Yeah I remember a GDC survey, IAP is what gives money, period
Paid apps get pirated and free with ads make little to no money
 
1:57 PM
I mean Microsoft have its on game store
 
user92578
ever used that?
 
user92578
me neither
 
actually i did :D
once i was buying Age Of Emprite :Rise of rome
 
wow, you are their #1 customer!
 
user92578
^
 
2:06 PM
I bet that hololens is gonna be shit
you are gonna put it on, and it is gonna be like, worse than a kinect experience
 
@Tyyppi_77 it can be, but does not have to be if you plan for portability from the beginning
 
user92578
well yeah
 
user92578
I'm expecting to be able to do the porting quite nicely
 
yeah SDL is usually pretty easy to port
that's the point of it
 
user92578
yup
 
2:11 PM
@Tyyppi_77 how come? you were using bare SDL, and it can be compiled anywhere
 
user92578
can
 
user92578
and TBH I have no idea of the challenges I will face
 
I'm thinking about ditching OpenTK and making my own libraries to handle GL api calls and creating a window
 
user92578
how come?
 
OpenTK is currently in a really bad state, it's almost unusable from the box. For example OpenAL implementation does not work at all in x64 builds
it just crashes when you initialize the openal components
 
user92578
2:16 PM
oh, that sucks
 
also it lacks some crucial enumerations, like enum for enabling anisotropic filtering on textures
but there are some people working on it, so I guess I just have to wait a bit for the worst things to get fixed
Also if I make my own wrappers and window creation, it's a lot easier to go vulkan
 
user92578
2:52 PM
that's true
 
user92578
3:15 PM
 
user92578
(not actually quite that fast)
 
oooh i like the rotaty gun!
I imagine it start spinning with a rev up sound before the shots start coming out
 
user92578
it has a massive amount of three animation frames!
 
Maybe move the bullet stream slightly up or down? Now it looks like it's coming from the center of the barrels thing
 
user92578
@Almo oooh that's something that I need to do
 
user92578
3:17 PM
hmm that's true
 
user92578
I'll see what I can do
 
i like the addition of the rivets
makes it look METAL
 
Yeah the rivits look cool
Maybe needs a bit more detail on the farthest tank threads? They look a bit single color to me. Though that could just be .gif
 
user92578
they do look quite bad on my screen to
 
user92578
they do have very basic shading in them though
 
3:19 PM
Blame .gif quantization then!
 
user92578
if I open the gif I can see the colors okay though
 
user92578
so they are there, it's just quite dark
 
Oooh, blame resizing
Looks even better at actual size
 
user92578
 
user92578
This makes more sense but somehow looks a little worse to me?
 
user92578
3:22 PM
or actually, not sure, might be all right
 
I... dunno
 
look good
looks
 
user92578
you can edit messages
 
oh okay tnx :D
 
user92578
 
user92578
3:36 PM
looks a little better but also a lot lamer
 
Fire two shots, one top and one bottom?
Out of phase with each other?
 
user92578
 
user92578
something just went horribly wrong
 
Or horribly right?
 
user92578
lol there isn't really a feature in a long line of rockets :P
 
3:46 PM
Probably not, but...
 
user92578
I think I'll just go with the bigger & manlier bullets
 
4:04 PM
I think the one with the correct sized bullets looks way better, just that it feels like they should be coming out of the top of the gatling
the main weapon is the cannon, after all
 
 
2 hours later…
6:12 PM
It is surprisingly difficult to pass data from one scene to another scene...
 
you mean in unity?
with the new scenemanager, it's possible to load one scene while another is in, then unload the other. not great if your scenes take a lot of memory. the way I do it in Cognizer is I have a (gasp) singleton object called SharedData that is "don't destroy on load" where I store things that need to be persistent across scene changes
so the menu is a scene, you choose Standard mode, Normal difficulty, it pokes those into SharedData, Menu gets unloaded and MainGame gets loaded, which checks Shared Data for the game settings.
 
Yeah, with Unity.
Basically, my main game scene is all configured with a single config file.
I would really like to just have 1 game scene, and pass in that value.
I guess I'm going to do some kind of either a Singleton or even a pure global class...
It feels really clunky... I wish I could do it like Android, with packing the "Intent" off with a single value would allow for me to set it up correctly.
No need for static variables. Oh well.
 
6:30 PM
Pearson are u c++ programer ?
 
I've done it before, but it's been a while and I never was great at it...
 
witch one are u now ?
i guest java
or javascript
 
Java, C#, and Python are the 3 that I most use.
Not in that order.
 
C# is similar to c++ right ?
 
C#, Python, Java is the order that I use those 3. There are a few others I'll touch when required.
C# is closer to Java than C++.
 
6:32 PM
Maybe u know something about virutal funtion binding ?
function
virtual
 
user4704
Depends what sort of "similarity" you're thinking about.
 
user4704
What about virtual functions?
 
Same concept I think as abstract functions, right?
 
i am not sure i just made those words and now just want to know if its possible to do something like bind two functions
give me a minute i will show you what i mena
mean
 
See, it's stuff like that which causes me to say I'm not a C++ developer...
 
6:40 PM
so here it is
this is my game state machine
and what do i want to do is to bind a GameStateFirstPhase draw function with a CurrentState Draw funtion (one of those 3 )
does this makes any sense ?
 
This is where I say I'm not a C++ programmer...
 
:D
okay ty anyway for your time :D
 
user4704
It sounds like you just want GameState to have "virtual void Draw();"
 
user4704
And then implement that Draw function in each state subclass.
 
user4704
In the specific subclasses that inherit from GameStateFirstPhase, the overloaded Draw function also call up to GameStateFirstPhase::Draw to get that parent behavior.
 
user4704
6:48 PM
(as that's what I understand you want from your description)
 
user4704
That's pretty basic inheritance and dynamic dispatch stuff, nothing fancy.
 
yea i mean i have tried to do GameStateFirstPhase::Draw but that gave me an error i was thinking that i am doing something stupid
 
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