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00:00 - 19:0019:00 - 23:00

12:24 AM
it's so much nicer to just learn how html and css work and write the code. I'd be surprised if there's ever a wysiwyg web editor that isn't horrible.
I've met professionals that use one just to get the layout right and then switch to editing the code themselves, but that's about it
 
There's a subtle thing to consider here...
WYSIWYG editors are great for finishing, but not starting
You look at blankness and see nothing, but if you look at a half finished website you see what you want.
 
@IcyDefiance i hate interface programming
therefore, I hate writing html by hand
won't do it
 
@Almo you should help me come up with a new style of GUI editor that doesn't suck
 
would be cool
 
because I think there's some kind of deficiency between the point where you start blank, and after the skeleton is there
 
 
1 hour later…
1:48 AM
@DH. Nice
 
 
6 hours later…
7:46 AM
Oh, ludum dare next week
 
8:04 AM
Aye
 
I've got a friend coming over on saturday but I'll probably join in either the challenge or the jam is the theme is interesting
Maybe try out pyglet
 
 
1 hour later…
Jon
9:33 AM
any of you nerds every called a webservice from webgl unity build?
 
Jon
There's around 32 trillion hidden just from the panama papers.
DON'T FORGET TO PAY YOUR FUCKEN TAXES YOU PEASANT SWINE PIECES OF SHIT.
 
9:49 AM
makes me feel like a pleb lol
 
Jon
You should, and people should be outraged over this, but guess what? We are still gonna pick on the guy the old lady that collects welfare.
 
I haven't used WebGL enough to do that, nah. WebGL makes me cringe, takes so long to compile, and ends up with disappointment at the end
 
Jon
Office automation scripts
If you work in an office and hate the boring shit you do every day -- this is for you
 
Jon
connected to the coffee maker?
i had a friend that did this for fun at home -- he connected a coffee machine to his linux pc
it was pretty stupid
had to put the filter, coffee, and water in -- you might as well just hit the power button then and there
man I don't get it
this WS call takes so long
it literally freezes up the WEBGL screen
and if I do a co-routine, it doesn't finish before you go to the next scene.
fuck this idea
works fine on PC -- seems to me WebGL doesn't like to do anything properly.
 
10:10 AM
Have they finished webgl yet?
Last I heard it was still an early version not suited for actual projects
 
Jon
it is still shitty
graphics are all messed up , networking is a bitch
 
> So far, WebGL in Unity has been available as an unsupported preview technology
> So, the WebGL platform has significantly improved since we shipped the Preview in 5.0. However, this does not mean that all features of Unity will now suddenly work in WebGL,
Yes, you're using unfinished software and complaining that it's unfinished... duh?
 
Jon
I'm complaining that it sucks balls yeah, not complaining it is unfinished
 
WebRequest
are you using that, or the old WWW?
 
Jon
i tried all of them
 
10:23 AM
;(
 
Jon
10:33 AM
by golly i fixed it up
it works
 
hooray
 
user92578
god damnit this bug
 
:(
 
Jon
10:51 AM
Bug, Bug, everywhere a Bug walkin' on the ceiling, breakin' my mind
Do this, don't do that, can't you fix the bug
 
I'm fixing a two-year-old bug in one of my Chrome extensions atm
yay motivation
 
user92578
lol
 
honestly, I hate using APIs that can change :(
 
Jon
you much rather use one that never changes and stays in the middle ages
 
if it ain't broke, don't fix it
but then someone else breaks it
and I have to fix it
not a good deal on my end
 
Jon
10:57 AM
yeah that stuff sucks
i wrote a shipping calculator for purolator api
still works
 
:D
trawling through old code, crazy SQL statements for Chrome to record things and update scores... voodoo magic that I don't plan on trying to touch up
plus this whole WebSQL spec is deprecated so could be dropped from the browser at any time lol, sigh
but anyway, that's not game development
 
Jon
You go so off topic sometimes
its ridiculous man
 
Please accept my sincerest apologies
 
Jon
sure... whatever... damage is already done
 
so I've submitted my Wii U build to nindy
and I should probably work on my Xbox One port next some more
need to create bloodless and goreless screenshots for Apple before they'll approve my new iOS build...
and sequel to work on and this extension to work on \o/
shoot me now
 
Jon
11:05 AM
at least you don't have a full time job
 
lmao
I've secured my own fate
 
oooh there is a recent gamejam for german people, nice. Now I can refresh my html5
 
user92578
Got it
 
user92578
The player was thinking that an enemy was an ledge
 
user92578
Hence the player was trying to slip off the ledge
 
11:10 AM
:D
 
user92578
yeah... :D
 
user92578
did not think about that
 
user92578
11:40 AM
got death threats from a guy in twitch whispers :D
 
report him
 
Jon
just kill him first.
 
user92578
@Chris yeah I did that
 
user92578
11:58 AM
How would I go about resolving a collision where the colliding item is inside the collider without any velocity?
 
user92578
Basically because my guns don't check for collisions while they are held
 
user92578
If the player drops the weapon while the gun is inside a wall
 
user92578
The gun starts checking for collisions inside the wall without any velocity
 
user92578
Currently my collision resolution resolves based on the velocity the object came into the collider
 
@Tyyppi_77 maybe just make the player collision box a bit bigger to account for the gun and prevent the scenario in the first place?
 
user92578
12:01 PM
That would not be ideal really
 
DH.
So the problem is that your gun get stuck on the wall?
 
user92578
no, the problem is that it's resolved horribly wrong because the velocity used for resolving is not proper
 
user92578
so guns fly all over the place
 
That sounds like an interesting sounding bug.
 
DH.
Oh, that's bad
Why not when the gun is dropped you make it move back so it doesn't get collisions on the wall? (or do it already at the first collision)
 
user92578
12:17 PM
Yeah I could probably do that however that might result in a hacky solution and cause even more bugs
 
user92578
But yeah, I could check if the gun is colliding with something when the player drops it
 
user92578
TBH that actually sounds like a good and easy fix
 
DH.
Yup
And to make sure that the gun isn't dropped to the other side of a wall you can make the gun move towards the player if it detects a collision
 
user92578
Actually I'll move the gun to the direction the player isn't facing
 
user92578
That should take care of that
 
DH.
12:22 PM
Yeah, that what I meant
 
user92578
Ah, yeah
 
12:55 PM
can the gun not just be positioned at the players feet when dropped
presumably the players feet are not in a wall
like ever
 
Jon
make it turn into a candy bar
 
@Jon so you can flip the candy and then half the map disappears?
 
Jon
sure
 
Jon
1:24 PM
I need to get myself a full length shot of myself like this
Fucken classy as fuck
 
Microdonuts!
 
user92578
@Jon lol
 
Jon
@Almo those are cool and all, but that guy is a nut job
He has tiny stoves and utensils and shit
Like, he has been doing this for a while now
 
:D
 
1:28 PM
I believed you
650k subscribers
damn man
that's more than 5-second films
 
Jon
a testament to the world
do something completely useless and batshit insane -- profit.
 
there's no audio
ok there is isome
 
Jon
No, its literally him making miniature food
 
I expected him talking about it
 
Jon
he is japanese
probably has all the women in japan freaking over him because of this
 
1:32 PM
"randy" in UK parlance means "horny"
 
Jon
pretty sure that was the intended meaning
 
user92578
1:53 PM
 
user92578
Got it!
 
user92578
Cleanup time
 
user92578
How are we supposed to handle cross posted questions?
 
user92578
1
Q: error: ‘struct RakNet::SocketDescriptor’ has no member named ‘socketFamily’|

Mohamed Elsharkaweywhen i run my client code i get this error i using code::blocks and im linux system in the tutorial that i follow the code working without any errors my includes files in the project #include "MessageIdentifiers.h" #include "RakPeerInterface.h" #include "RakNetStatistics.h" #include "RakNetType...

 
user92578
2:00 PM
0
Q: error: ‘struct RakNet::SocketDescriptor’ has no member named ‘socketFamily’|

Mohamed Elsharkaweywhen i run my client code i get this error i using code::blocks and im linux system in the tutorial that i follow the code working without any errors my includes files in the project #include "MessageIdentifiers.h" #include "RakPeerInterface.h" #include "RakNetStatistics.h" #include "RakNetType...

 
Jon
just wait it out
 
I comment on one saying don't cross post
this does not look like a gdse question
so it's off topic here
 
Jon
raknet is game related.
 
But game developers are not uniquely suited to answer this
 
Jon
only game developers would use raknet
point is, app developers would never know how to fix this
 
2:03 PM
I don't think it's a raknet error
 
user92578
it's just a code dump tbh
 
this is a coding error
 
Jon
i didn't read through it
 
lol
 
Jon
socketDescriptor.socketFamily = AF_INET;
here is the problem.
 
2:04 PM
i voted to close the SO one for "minimal verifiable example"
poeple not reading the damned error message as usual
 
Jon
I put a dick message
cuz it is what I do best
know wuh i'm sayin
 
you're right though
netowkring is hard
reading error messages is not as hard (unless it's fucking templates)
 
Jon
truth hurts
i'm sure i'm not going to gain popularity saying it
but he might have to hear it
 
user4704
2:42 PM
@Tyyppi_77 Flag the one here; I will close the cross-post here and leave a message asking them to delete on the other site if they want it here (assuming it's on-topic here; this one specifically isn't)
 
user92578
Now on to the horrible Release-only memory deletion crash
 
user92578
@JoshPetrie Flag with..? Needs moderator attention?
 
user4704
@Tyyppi_77 yeah
 
user92578
Aight, will do in future
 
user92578
Yeah man these delete pointer; crashes are annoying
 
user92578
2:58 PM
Oh
 
user92578
OH
 
user92578
really? I think I'm modifying a vector while iterating over it
 
user92578
actually... no I'm not
 
user92578
Aight, so it's an ownership issue
 
user92578
So, my missile launcher creates an indicator bubble for itself and adds it to the level
 
user92578
3:01 PM
When the missile launcher is destroyed, it deletes the bubble from the level
 
user92578
However, it might happen that when reseting the level, the bubble is deleted before the launcher
 
Jon
idiot.
 
user92578
yeah...
 
user92578
classic tyyppi
 
Jon
your gonna need a notification system
best to use microsoft foundation framework
 
user92578
3:03 PM
yup
 
user92578
probably best to adopt as many microsoft technologies as possible tbh
 
Jon
Then channel the notifications through the event manager and funnel the output through a darknet webservice then back to your game
Its the only way
 
user92578
Aight, I'll get started on a custom HTTP client using assembly immediately
 
Jon
jg consultation services
 
user92578
thinking about doing the server backend in pure PHP
 
Jon
3:05 PM
no no no... you need to work on the documentation detailing to yourself what it is you are gonig to do
 
user92578
probably putting the event types in a local database
 
Jon
client side servers are the way to go
 
user92578
querying trough a custom python database parser
 
user92578
oh and building the server maintenance html sites with regexp
 
Jon
better yet, create your own html parser
and put all the data in html format
 
user92578
3:07 PM
send the html over the network?
 
user92578
parse that as the event data
 
Jon
nooooo, local servers
 
user92578
what if the servers get attacked though? I will need a way to use a backup satellite somewhere far
 
Jon
outsource the backup satellites to china
trust me
 
user92578
ookay
 
user92578
3:09 PM
 
user92578
Awesome
 
Jon
get back to work, you got a lot of shit to do
 
user92578
lol true
 
user92578
more seriously though, would sending a "Bubble Removed" event be a totally horrible idea?
 
user92578
I could then check in the missile launcher if it's bubble was deleted
 
user92578
3:10 PM
and then it won't do it again
 
hahaha
 
Jon
loosely couple the bubbles with the object
 
user92578
So turns out younger Tyyppi had a system in-place for this
 
user92578
The bubble owners don't delete bubbles in the death callback
 
user92578
Instead they check if their health is below zero, and kindly ask the bubble to delete itself in Update()
 
Jon
3:14 PM
i had an issue with my blocks being removed, but their faces staying on screen
it looked kinda like those old cartoons
 
user92578
that must have looked freaky
 
Jon
yeah, it was weird.
Thing is, the faces are not actually linked to the box body
if they were, they would rotate along with them
who's playing gorb?
precious data is coming in
 
user92578
what's the difference between pre-beta and alpha???
 
user92578
what is wrong with you?
 
Jon
pre-beta is just slang for.. yo it isn't finish, back off
alpha is like.. a stupid term for unfinished game
beta is for like.. a finished but unpolished game
 
user92578
3:17 PM
lol
 
Jon
i need to write a SQL query that will pull the lowest numbers from all numbers
I haven't written SQL in over 5 years
And I really don't want to write this simple thing.. can someone just write this for me?
 
user92578
I have never written SQL
 
Jon
I ususally have a DB guy that does this shitty stuff for me.
 
I could tonight if you can weight
 
Jon
i barely can, haven't been lifting in a whiel now
 
3:20 PM
hehe
 
Jon
if you click next too fast, the data doesn't get sent properly, lol
ffs, UNITEEEE
which is strange...
it shouldn't be doing anything if the data request fails
 
user92578
This is pretty darn cool: gamedev.net/blog/33/…
 
Jon
If you want a normal map generator, I have code for it.
but yeah that is cool
difference between working with an artist that knows his shit -- vs
 
user92578
lol :D
 
Jon
I was actually looking for these sprites some guy sent me
 
user92578
3:28 PM
all games look horrible at first
 
Jon
I must have deleted them.
He wanted me to make a game with him -- it was a very simple concept so I figured why not
 
user92578
I'm so embarassed about the GunHero prototype graphics
 
Jon
Then he sent me sprites ... and I literally shit you not.. looked something like this
I replied.. (you know me) -- "holy fuck that is bad"
 
user92578
lol
 
Jon
Worse thing is, he tried hard
And i hurt his feelings
 
user92578
3:29 PM
:(
 
Jon
Well what would you have said "GREAT WORK MATE!"
it was literally shit
 
user92578
yeah it's tricky man
 
user92578
social skills
 
user92578
not my thing definitely
 
Jon
3:32 PM
hahaha
picross touch was actually pretty good looking when I first started it
but yeah.. Gorb looked like puke
 
user92578
y u no inline
 
Jon
wut?
 
user92578
the gif is not inlining for me
 
Jon
gifv
it has to be a gif
 
user92578
oh
 
user92578
3:33 PM
stupid imgur
 
user92578
 
user92578
god
 
Jon
lol, that is ugly
AND ANNOYING
Here, wait 4 full seconds for no reason
 
user92578
yes
 
Jon
while we count it down
hahaha
my 2004 skills lol
 
user92578
3:35 PM
omg
 
user92578
:D
 
Jon
this was not the actual logo i used
 
user92578
I mean most of the heads aren't even close
 
Jon
this is what the main menu looked like
 
user92578
tbh that looks pretty damn cool
 
user92578
3:36 PM
The Main Menu title is really insightful
 
Jon
lighting and shadows are all over the place though
mainly the buttons
and you can tell that the queen lighting was just flipped
I love the GizmoChess part though
 
user92578
 
user92578
awesome gameplay
 
Jon
love to see old stuff like that :D
 
user92578
you can see how crappy the physics feel
 
user92578
3:39 PM
I'm pretty sure jumping was done with (ifNotAtJumpHeight) yPos++; or something
 
Jon
here check this out
pre-alpha
that turned into something insane
 
user92578
that's really awesome
 
user92578
you have music and all
 
Jon
yeah, the engine turned into something that was just a really huge learning experience
everything was done in XNA there, so collision detection/response, everything really
aside from the drawing code really
 
user92578
Kinda like GunHero for me
 
Jon
3:43 PM
well that game
 
user92578
surely that's a lot more impressive
 
Jon
could be fun.. the guy can jump out of that drill
 
user92578
ooh
 
user92578
awesome
 
user92578
those graphics
 
user92578
3:44 PM
man
 
Jon
if anyone wants to help, i already ported the engine to unity mostly
I don't think there is much of a market for it
a* built into it too, forgot about that
 
user92578
Is that AI?
 
user92578
Or just you jumping around along the path?
 
Jon
no, the AI that i put in is very primitive
me jumping
it was supposed to be a super simple game
 
so many places you can go with that game :)
did you blog about you created the dude and his drill in your game?
 
Jon
3:55 PM
no
 
user92578
3
Q: Pong-like game in C++ and Allegro5

LunaI've been working on this pong game for the last 10 days, and I'd like to know of your opinions about it, what could I change to make my code better? #include <stdio.h> #include <allegro5/allegro.h> #include "allegro5/allegro.h" #include "allegro5/allegro_image.h" #include <allegro5/allegro_nat...

 
Jon
somethign wrong with gorb
crashes after level 14
 
user92578
Remember the guy having tons of issues with his pong
 
user92578
asking easy questions here?
 
user92578
apparently he is now in need of a code review :D
 
3:56 PM
gg
 
user92578
well, nicely taking advantage of the whole SE network :)
 
user92578
0
Q: libGDX text doesn't appear in TextField

M1LKYW4YA game I'm working on has libgdx's TextField. They work fine in every instance I've used them, however on a play tester's phone he says no typed text appears in the box until enter or space is pressed. His specs: Phone: S7 Edge Root: No Keyboard: Fleksy Android version: 6.0.1 The keyboard wa...

 
user92578
Check out the source code he nicely provided :)
 
Jon
did anyone here play gorb and it crashed on them?
 
I did
 
user92578
4:07 PM
might have been also me
 
Jon
why would you not tell me
 
user92578
that was mainly firefox
 
around lv 15 as soon as I've solved it
 
Jon
yeah, there was a line of code i forgot to remove
 
I guessed it had to do with your network-stuff
idk sry
pleasedonthateme
 
Jon
4:08 PM
friggen salt
Level 38
how many?
 
5:18 PM
@Jon it seems there is something wrong with levels
I mean the order they who up
 
Jon
yep i'm reordering them
 
ok then... I'll play later :D
 
5:46 PM
I figure I'll make my graphics purposely bad at first to give me a scape goat anytime someone asks for a feature I don't want to work on yet...
 
hahahah
 
Jon
Have you ever noticed how some people want to "touch" everything which is being done on a project, even if it has nothing to do with them? It need not be huge, but it seems like they want to have just a small deviation applied to all potential changes. It's almost like they want to be able to point at any given part and say "I'm the reason that happened".
 
very
 
DH.
In the last company I worked, the least your name were on things the better, so it wouldn't be your fault
 
Jon
Yeah, when things go great, CEO come out and are like "Look at what I did, I'm the reason we are awesome"
But when things are bad, they point at the developers "Look at those shitheads, fire some will ya"
The reality of things.
 
DH.
6:03 PM
> It's like they keep something in reserve so they can keep marking as they go.
lol so true
 
6:19 PM
I remember that chess game:-)
 
6:55 PM
yup
I didn't like it, because it's just chess with pretty graphics. But I don't really like chess... so you know. :)
 
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