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12:01 AM
what I've been finding with [M] is that even ppl who don't like strategy games think it's cool
but ppl who do like strategy games become addicted.
 
@DukeZhou could you please help me o recall the name of that pretty old strategy, where you have to develop yourself, explore the world and destroy other settlements? It is called something like Rival. It was popular on Nokia hone 240*320 screens
 
Sounds very familiar, but nothing is leaping to mind
reminds me of some very good Apple ][ games
when we only had 64k to work with ;)
 
oh! while looking for the game the name of which I forgot I found this very cool old strategy. I liked it : spaces.ru/files/view/…
 
I like RTS, but find the interface always suboptimal for humans
I like to take time building my bases and strategically expanding, but that's not really possible in PvP
gotta play RTSs quick and dirty, which pains my aesthetic sensibilities
Much more of a 4x guy, but AIs always suck, and the games are way to long for reasonable PvP
Part of the [M] project was to address the subpar AI in modern strategy games
 
@DukeZhou it seems I can not find the game
 
12:11 AM
no worries
 
@DukeZhou I am pretty tired and going to sleep. good night once more
 
[M] beta will be out soon and I hope I can get you on the Beta
pst me dukezhou@mclassgames.com if interested
sleep well!
 
@DukeZhou ok
 
@StephaneHockenhull re: NES classic mini is $600 -- it actually heartens me that people place such a value on old equipment and games
it's a demonstration of how much people care about what we do!
 
DH.
1:15 AM
Well, it's the nostalgia that they are paying for
You can always just get your Xbox controller, plug it into a PC with a 24" widescreen Full HD and run an emulator
But they like to get the feeling of holding an original controller and playing in it in a small TV
 
I got 3 original NES and 1 Famicom for that :P
 
1:39 AM
@StephaneHockenhull never the same on an emulator
all that content was written in assembly, specifically for the hardware, and I think there's an intangible kind of magic in that
 
DH.
The real magic was that the games were so wonderfuly done, yet it didn't cost million dollars to get a "realistic" feeling into it
The games were just games, not a graphics race
 
the hardware and display defined the scope of the games, which is not an insignificant thing
it's similar to the way recording artists tweaked their delivery to suit the recording technology of a given period
 
DH.
Even on PSX there were still 2D games
Of course everybody wants to makes out most of it
But the old games were a lot funnier because it worried about more the gameplay rather than "hm, people need to appreciate that realistic grass, and being able to see your legs in a First Person camera"
 
@DH. processor speed is a crutch
 
DH.
I could spend like hours creating a list of unique games that came many years ago that is pretty rare to find a close experience nowadays
 
1:48 AM
Well, I'm glad I don't have to do any more assembly.
 
DH.
Thank God we still have indies for that purpose
 
at least not most of the time
 
@StephaneHockenhull haha. on my project, it's paining me that we have to write the kernel in C
 
DH.
I programmed Assembly once
In university
 
so wildly inefficient based on how compact the game actually is
but I hear you overall
high-level languages have been a great boon
(but imo they also tend to facilitate inefficient code)
Those old time designers, they had to be efficient
 
1:55 AM
Well, it doesn't really matter ( unless you do something really dumb in C/C++ )
The CPU can run circles around memory so in most case cutting down the CPU cycles does nothing. It's why HyperThreading actually gives any benefit.
Even with C/C++ code a cpu thread ends up waiting on memory most of the time so the cpu can run the other thread "in parallel"
You can even speed up some algorithms working on a stream of data by decompressing the data from LZ78 on the fly.
It'll reduce the data's memory footprint and the CPU can decompress faster than memory could provide otherwise.
 
The stuff I'm dealing with is game trees for an increasingly intractable set of problems, so I'm worried about every operation, and also heat. trying to avoid multiplication/division wherever possible, and I'm even thinking I should avoid simple real numbers (.5, 1.5) by doubling the values (1,3) and only dividing for humans via the GUI
We have to run on individual smartphones with no assumption of connectivity
and the math is so simple, i'm leaning toward bitwise approach when we rewrite the kernel
 
Well, on ARM integer multiplication is 1 cycle on a lot of the machines.
and float multiplication still faster than float addition.
 
@StephaneHockenhull that is super useful!
trying to avoid floats entirely
what I really want to do is build a data structure for the game board, a simple 3^2(3^2) grid initially (classic Sudoku config) where the coordinates are the memory addresses, and the addresses hold a simple set of integers or their inverses.
 
Even the ARM TDMI7 in the GBA had 1 to 4 cycles multiplication.
32bits * 32bits : if one value is < 8 bits: 1 cycle, <16bits: 2 cycles, < 24bits 3 cycles, and 4 cycles otherwise.
lots of newer ARMs do the full 32*32 bits in 1 cycle or less.
 
none of my values are over 8 bits
and the only division operation is z/2
so that is good to know
 
2:08 AM
W00t! Fireworks!
 
Feux de Laronde?
 
@StephaneHockenhull PS- you're a badss. *Respekt!
 
Nope, fête nationale! St-Jean-Baptiste/Québec day!
 
I can watch our town's from the window of our living room :P
 
2:14 AM
 
2:33 AM
I wonder if they'd get mad on Computer Science if I asked a question about the exploding cellphones from the recent Silicon Valley season finale...
 
 
5 hours later…
7:13 AM
@StephaneHockenhull Not here though, I saw one yesterday for $200, which is still higher than I'd pay for it, but a lot better
Also, my cousins had a NES and they used to play games with me on it
I only found out a month ago, that one of those games xame out at the end of the NES era and is really rare costing around $300
 
8:13 AM
There are very few people on Saturday and Sunday... :(
 
8:53 AM
Is there anyone?
 
I'm here now
 
See:
I cut this image with photoshop and I obtained a png image. Then I cut this image again because there was too much png background as you can see. But when I import the image in my project, the background is excluded, right?
@Bálint I mean: does Android Studio consider part of the image the empty background too?
 
9:18 AM
@Curio It'll stay the same
It won't cut the edges out
Nor does the windows image viewer, but because it's transparent, the backdrop shows through
 
 
1 hour later…
10:26 AM
So it considers only the image
 
 
2 hours later…
12:56 PM
what is the name for the program at the beginning of this video? youtube.com/watch?v=Mgyqhc-C4fs
 
1:13 PM
paint tool sai
ah
The first?
 
does somebody tried out free version of Spriter? I mean Spriter Beta
what is better free version of Spriter or DragonBones?
@Curio thanks for the attention.
 
I never try these ones
However, do you mean the program which we can see only at the first second?
 
1:30 PM
@Curio I do not get your question. What second are you talking about?
 
0:00 of the video
 
@Curio you helped out. it was actually the program you named : painttool-sai.en.softonic.com/post-download?sl=1
 
Fine then
@ShaunWild Curio curio = new Curio(); curio.setBlind(false);
 
 
3 hours later…
4:41 PM
Is there a libGDX person?
 
user92578
5:14 PM
not a lot of libgdx users here ever, really
 
D:
we need a libTyppiGdx
 
user92578
I did one small project for a school course in libgdx
 
user92578
Sounds like it allows you to do device-independent UI?
 
Because it's easier
 
user92578
5:24 PM
I think an ImageButton also might support nine-patching
 
Not also all the views?
 
user92578
What?
 
I think that all views support nine-patching
 
user92578
But a basic plain texture doesn't.
 
Why not?
 
user92578
5:27 PM
Because it's a plain texture, nothing more
 
but then a sprite can do that
because sprites are really images
 
 
2 hours later…
7:37 PM
A sprite can't be used to represent a nine-patch, only a Drawable can.
 
So neither image-buttons
 
In LibGdx you create a Texture containing your nine-patch and then you create a NinePatch from this texture and then you create a NinePatchDrawable from this NinePatch.
An image-button can be used to represent a nine-patch since an image button uses a drawable
 
aaah
 
The constructor is new ImageButton(drawable).
 
But I always use assets folder
for image buttons too
 
8:07 PM
Use assets folder? What do you mean?
 
There 2 folders for the images: assets for libGDX and drawable for android
 
Drawable does not use a separate folder. A drawable is just something that can draw itself. It has nothing to do with the folders.
A drawable uses a Texture just like Sprite or Image or ImageButton etc.
 
I mean: I use "myimage.png" to upload an image and not R.drawable.myimage
 
Yes, you can use that for a Drawable as well.
 
I use them for textures, so I should can use ninepatch
because it's always a drawable, as you said
 

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