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12:06 AM
I usually just go, "I want X" and add X
if it's fun, I'll keep it
if it sucks and I can't make it better, I rip it out
rinse and repeat
 
 
1 hour later…
1:15 AM
@Sie wow free-roam. Much more work. If you're alone on the project, I'd say no. The goal is to finish the game
stick with what you can do in a reasonable amount of time, or you'll never finish
unless of course the real goal is not to release a finished game.
if the goal is to have fun with game dev and not worry about a publishable product, then do whatever you find interesting
4
 
1:26 AM
Not releasing means you'll potentially end up with that "meh I've lost interest" premature show-stopper though
but knowing that going in lets you prepare for abandonment at least
a part of me likes getting paid for my efforts
 
Sie
2:12 AM
@Almo Well, it's like I kind of just want to get at the very least a playable thing or prototype out there. I want it to be a perfect vision but if I pursue that I will never release it. I feel like I have to compromise if I ever want to get this thing off my back. Not that I view it as a burden but I'm just trying to leverage what I can and can't do.
Basically I want it to be as good as I can make it but I also don't want to aim for something unobtainable (ie my vision of a "perfect" game).
 
 
6 hours later…
8:08 AM
Hey guys any photosjop artist here. I need to enlist your help for the making of a UI mask for Unity.
 
 
3 hours later…
11:28 AM
@ChrisMcFarland I have done that on over like... 10 projects? I finally have decided to do my best to settle on this one I am working on until it is finished. It was discouraging to see all of those unfinished games.
 
 
1 hour later…
1:33 PM
I just made my own bumped glass UI shader
that works with UI masks
wohoo
 
1:55 PM
@Sie well, that sounds like a reasonable goal to me, provided you can define what satisfies the criteria well enough to say "ok that's done" at some point. :)
Releasing a polished product was #1 on my list for Cognizer, which is why it's pretty bare in terms of features.
I was pretty ruthless about trimming to keep myself on a short enough schedule.
not including the prototype, it was about 6 months of weekends for me to complete it.
 
umm Guys
do you see my profile ?
 
"Apparently, this user prefers to keep an air of mystery about them."
 
well yes but my avatar is gone
my fb profile pic
 
Yeah I don't see the avatar
 
how do I log out again ? :D
lol cant find it
nvm found it
 
2:04 PM
:D
 
2:19 PM
@UriPopov It looks like it's a "default" one from fb..
 
and by the looks of it I can no longer post here
 
You can no longer post here?
 
this looks like a job for someone with a blue name!
 
Well I tried to send two messages and got I error that they could not be send
but it seems fine now ?! Something strange is afoot.
 
at the circle k
 
2:31 PM
Sometimes when the shaders work I do feel like a wizard youtu.be/HcM8ZWnKBsw
 
@UriPopov You can't spam the chat, if that's what you were referring to. (That is, you can't send to many message in a short span of time.)
And about your avatar, I's most likely an issue on fabook's end.
 
Well yes but that always gives me a retry option after the spam cooldown. This time it was just a plaine error
Im just making memes now youtu.be/hYUtn8Nr3f4 :D
2
 
 
3 hours later…
5:51 PM
@TheMattbat999 yeah I can relate. Got sick of it lol
 
6:36 PM
@ChrisMcFarland I got sick of it too :)
 
How has Tallowmere 2 been going?
 
going okay, was working on pinwheel trap interactions yesterday (like dealing damage, applying knockback, having melee weapons collide with them)
 
Nice.
 
atm I'm refactoring my damage class a bit, when damage comes over the network, need to know the amount, the element, is it a crit, how much knockback the damage has (if any), and should any debuffs be applied (I figure this needs to be in the damage class due to proc chances of anything the damage-dealer might produce upon cast or swing)
mulling over classes or structs here... all these properties (crit, knockback, list of potential debuffs) are optional and short-lived/one-offs, so I don't need classes, but you can't extend structs, so I guess I'll use structs and interfaces to add to the damage struct :<
(the joy of trying to send as little data over the network as possible)
 
6:52 PM
There's very little difference between class and struct
in your case I wouldn't bother using struct, ever, unless I had a very good reason to
 
ikr, they're quite annoying
but here acting as damage properties that don't persist, they don't need to be referenced apart from like, once
and the player's gonna be spamming damage all the time
don't fancy creating new classes all the time, nor pooling them
if it turns to custard then I'll just use classes lol
 
But structs are almost identical to classes in C#
 
it's the memory usage I'm slightly concerned about
I mean I know the GC will kick in at some point
also too lazy to pool
 
464
Q: What's the difference between struct and class in .NET?

KeithWhat's the difference between struct and class in .NET?

Yeah, that's really the only concern I guess.
that structs are on the stack and classes are on the heap
 
yeah. I don't write structs very often
but I mean in singleplayer or online, it's just adding a bunch of values to a thing, and passing the thing to the creature taking the hit to figure out how much damage to deal and what else to apply, and then it's discarded, it doesn't need to live on or be checked or manipulated once constructed
 
7:17 PM
yeah
 
7:49 PM
@TheMattbat999 That is awesome. I'm glad to hear you're making concrete progress. (Also like the new name!)
 
 
3 hours later…
11:10 PM
@DukeZhou thanks. I added in a basic, but functional dialogue system. Works nicely, but sadly only one NPC uses it :/
Also accidentally broke some quest with implementing the system, but it won't be hard to rig it all back up
 
11:41 PM
duct tape and glue
 
Sie
Old reliable.
 
11:54 PM
hey my avatar is back...wohoo
 

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