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9 hours later…
10:23 AM
Time to go hat hunting again D:
 
It's Team Fortress 2 all over again
 
Not like i'm complaining :P
@Vaillancourt Why does the "Starred" icon on your comment look different than the other stars?
 
10:43 AM
@TomTsagk It means he starred it himself to make sure we knew about HATS
 
10:55 AM
Oh that's pretty cool!
And it stands out from the rest of the starred comments, so it works
 
nwp
They "forgot" the opting out setting again. :sigh:
 
It's been a while since I came to the chat here - seems a little barren. :(
 
hello everyone
 
@nwp You mean for the hats? If you click the "snowflake" icon, at the bottom there's a clickable text that says "I don't like hats" I assume that's opt-out
I just checked and it says "I hate hats", its more passive aggressive that I thought :P
 
nwp
@TomTsagk Yes, and I had to click that again. I believe the last year it remembered, but I'm not sure. I guess I shouldn't complain about having to click a button every year.
 
11:04 AM
Out of curiosity, why don't you like hats? If you don't mind me asking
Hey @trollingchar
 
nwp
This is stackexchange. No fun allowed.
6
 
Answers my question :P
 
nwp
Also it feels gimmicky, like achievements and collecting points which I try not to participate in. Stackoverflow sucked me in for a while, but at least I learned something sometimes.
 
I went a level up and became the hat.
 
I get that, sometimes it feels like there are so many achievements that its impossible to collect them all, but I do like when I earn at least one hat and can put it on my avatar
 
11:08 AM
You have been visited by SE Police

We've found fun in your message.
No ticket today, but you better be careful!
okay, it's rubber duck development time
 
@trollingchar You have committed crimes against StackExchange and her people. What say you in your defense?
 
@TomTsagk aezakmi
 
I just realised I can't star my own comment :(
probably only mods can
Or people with high rep?
 
nwp
I would not expect that to be allowed for anyone. That's like upvoting your own questions and answers. There is no value in that.
 
What if one believes that they are better than they actually are though?
 
nwp
11:14 AM
Then again looking at the screenshot above indicates there is such an option. I don't know.
 
It's just a css-style, it might be a per room settings for starring comments.
 
I'm trying to make a weapon system that I will not have to refactor later. As it often is, I have no idea what I want from it. Okay, the idea is that weapons should have all animations and interruption feature. And it seems that I'm overcomplicating things
 
@trollingchar what does the design look like?
 
well, it will take a while to describe it
 
nwp
Like a lisp interpreter.
 
11:21 AM
@nwp list interpreters are beautiful D:
When making similar designs of "there is one type of object that can take different forms" (like different weapons) I like the interface/inheritance approach. Each weapon has a set of functions, but each of them behaves differently with them
Makes it easy to add new weapons without disturbing the current ones
 
when you select a weapon, your worm plays an animation of drawing it, unless his state does not allow using a weapon
a worm also draws his weapon when recovering from such state
different weapons are used differently and have different modes and states, like homing missile having "set target" and "fire" modes
and interruption is when you are knocked or hurt when your attack is in progress, the weapon will fire a random shot and the attack is cancelled
and also there probably will be an animation after attack when worm removes a weapon
the middle part about shooting can be implementes using states and all animations/shots will happen in known moments of time relative to the moment of state change
 
Is it currently working ?
 
I also know that at some point you can't select another weapon because you just began using the current one
@TomTsagk it's not even written
I'm specifying the requirements
 
Aah I see
So currently there are no weapons? You can only push other worms to their death?
 
push is a weapon too
 
11:32 AM
You're making a worms clone to learn?
 
it's going to be a real game
 
Awesome. I'm assuming you want to have a wide variety of weaponry but be able to rely on the base weapons system to handle the animation of drawing the weapon and then readying it whilst allowing you to flexibly use different styles of actually using/firing/aiming the weapons?
 
yep, there are many unique weapons and I just can't define then only by projectile types/stats
 
Okay - this sounds like an HFSM approach to your weapons could be really handy.
 
Okay, there will be no more than one current weapon, so I can make it a member of the game class, not the worm class
But the worm can still hold it if his state allows it
 
11:38 AM
Have a base line State for your animations to be able to handle generic shared animations (like drawing the weapon) then move that into the state machine route for that weapon which then dictates the control for that weapon with exit conditions to swap out to another/fire/cancel etc.
 
I understand this part
The point is that you can't draw a weapon in any given moment. If you're falling, any attempt to do that will fail until you land and stand up
 
That needs to be built into your HFSM.
Your Falling State should not have any routes into your WeaponDraw/WeaponFire/... states.
Then there is no natural route for them to cancel into that animation of drawing the weapon.
If you are falling then you press the "drawWeapon" key - the HFSM for the falling state should go "That doesn't do anything in this state so no change".
 
States are separate for worms and weapons, you can jump and shoot in mid-air
 
You can have your worm state forward events for your weapon states.

Worm mid air -> player presses fire -> worm State says this is possible for the worm but doesn't know for weapon -> forwards event to FSM for current weapon -> weapon checks if capable of firing -> if capable move to firing state otherwise nothing.
 
I can make a boolean property that allows/disallows using a weapon so we can both read it and use as a state transition trigger
 
11:49 AM
Exactly. Nice and simple guard assertion to continue your states if the conditions are met.
Thought I would also add there's nothing wrong with having your worm state directly control whether they're able to fire a weapon by making a loose connection between the worm's currently enabled weapons and their ability to fire them.
 
nwp
12:39 PM
Why do I get spammed with news feeds in here? Why did I click on it? Why is it a question where someone seems to just be bad at C++? Why do I not have a gamedev account?
 
What do you mean? Are you referring to ads?
 
nwp
I'd call this an ad. One that refuses to stay down after adding it to the ad blocker.
 
Aaah, I hate these too, I usually have both chat and main page open, so I don't see any use in these
Do they not follow a pattern that can be blocked? Haven't tried to block these yet
 
nwp
I just have a weird old AdBlock plugin that I should replace. It probably can be blocked if you use an adblocker that actually works.
 
On my adblock, you can define a specific pattern (I think HTML or CSS) and it can block that automatically
You can target a CSS class which is usually the easier option
 
1:03 PM
Would the mobile version of the room have the same notification?
 
Never used it on mobile, so not sure
 
Just the link on the bottom right of the page - can still use the mobile site on the Desktop.
 
I just checked, you can block the ###feed-ticker element on this page, and it will stop
 
 
3 hours later…
4:30 PM
@TomTsagk It's called a "pin", mods and room owners can do that :)
2
 
Aah interest! Thanks for letting me know :P
 
@nwp They added hats to convince people to not leave the site too much during the holiday season. There is a marked dropped in visits during that period of time.
@nwp @TomTsagk Those pop-down are configurable, and can be removed if there is enough users wanting to get rid of them.
A room owner is lurking ;P
 
That CSS thing is why they allow the chatrooms in my opinion. Helps drive people to answer questions.
 
Are they configurable by each user? or by the owner of a room?
Personally I'd say I don't need them, but not sure if everyone feels this way
 
@TomTsagk It's a per-room thing, not a per-user feature.
 
4:41 PM
Fair enough
I just noticed my previous comment saying "Aah interest!" instead of "Aah interesting!".
I get the same feeling as when I look at code I wrote a month ago...
 
The Recent Questions ticker is the slide-down overlay that periodically appears at the top of the room, showing new questions from the Recent Questions feed. It can be enabled or removed for the room. This poll asks if you like it and want to keep it, or if we should remove it. I'll leave this poll up for a week or two then act accordingly.
Chat poll! Star this if you don't like the Recent Questions ticker feed and would like it to be removed.
3
Chat poll! Star this if you do like the Recent Questions ticker feed and would like to keep it.
Ok, I think that should be enough and roughly only visible to those who actually use the chat.
 
yeah :)
Hmm I have the POWA to cancel the stars on the "not like" option
 
Noooo its a tie :P
 
:D
 
hehe
 
5:05 PM
@RundogieRundogie You might want to keep a reference to your world in your Body class and have the body delete itself from the world during its destruction.
 
 
2 hours later…
7:09 PM
@Vaillancourt ,thanks now it seems to make sense.
 
 
1 hour later…
8:29 PM
Anyone has some experience with creating games in teams ? I started working on a little mobile mmorpg... later on i convienced a friend of mine to help me... now in the third semester of my bachelor of computer science a master student had interest in the game and we started to integrate him lately... When is a good point to talk about revenue share ? What can i do in order to keep control ? What should i do about the copyright ? Do you prefer to work in teams or alone ?
 
9:05 PM
Anyone ? :)
 
9:56 PM
@genaray that is a huge huge topic, even larger than what might work in chat.
Personally I get revenue share/payment out of the way before I let anyone touch the project.
 

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