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2:11 AM
How do you decide what stats to use for units in a game?
 
 
7 hours later…
nwp
9:30 AM
@bruglesco The type of stats you design (I want range, melee, AOE, armor and resistance) and the numeric values you figure out through a bit of logic (melee have better stats than range to offset the range bonus) and a lot of play testing.
 
 
2 hours later…
11:33 AM
0
Q: Why WebGL Audio isn't working?

stighyI need to download audio (OGG, Mp3 or wav) from URL and play it. In Editor is working fine, and also in stand alone build. But not in WebGL build. My Code: // Here audio is downloaded based on audioURL ... WWW data = new WWW(audioURL); yield return data; AudioClip dow...

 
 
2 hours later…
1:48 PM
@nwp Could you send me the link to your game again, I lost the tab :/
 
A fork of firefox, palemoon.
I lost the tabs because I had a private window opened. That's a bit odd, but yeah...
Bookmarked, now, so I should not need to ask again ;)
Now I'll have to go code my way again to the thieves guild.. :P
 
nwp
2:45 PM
It shouldn't take you long, now that you know how to do it.
 
 
1 hour later…
4:03 PM
henlo frends
 
hay
not seen you here in a while
 
Yeah, I'm taking a break from Facebook, but I wanted to have some place to dink around in with people I know
This whole politics thing is hitting way harder than usual right now
 
nwp
What politics thing? Green new deal?
 
Alabama, but it's everything
Almo knows my political preferences, and I'd prefer not to discuss any further here
 
nwp
Is it no longer a sweet home?
Ok, I'll stop asking.
 
4:08 PM
Thanks
I'm gonna put some time and energy back into that game project I keep kicking around
 
nwp
What are you making?
 
4:36 PM
@nwp Yeah!
 
5:24 PM
Quick question... any git experts here ? Have a question regarding the distributed github workflow... it says we need a blessed repo ( A forked repo should do the trick )... then we need multiple long living branches ( Created a develop and feature branch, check )... and it says developers are using a private repo for development... what exactly does this mean ? Developers are using the cloned blessed repo ? Or do they need to fork the blessed repo again ?
Or do they even need to create a whole new server repo for development which gets merged later ?
 
@genaray I would guess that they clone a repo, work on stuff, then do a pull request to have their features merged in?
 
nwp
Did you misread "bare" as "blessed"?
Usually making a git repository does not require holy water.
 
@nwp How do you make money, then?
 
nwp
Maybe some day I'll charge for the holy water.
 
@AlexandreVaillancourt Ahh thanks... finally a usefull answer... in our lecture those are just called "repos" but not private,local,online etc... that was a bit weird... what about the branches ? Does every team member needs to work on his own feature/development branch or is it good enough when theres one feature/development branch where multiple people are working on ? ^^
@nwp Probably i choosed the wrong word... We called them "Heilige"-repos and i thought the right translation is "blessed"-repos ;)
 
5:34 PM
Blessed kind of makes sense; this branch has the product owner's blessing for deployment
@nwp I'm working on a 2D haunted house simulator
 
nwp
@genaray There is no good answer to that one. Some people do feature branches where every feature gets a branch. Some people use a single branch to keep the merge pain low.
 
@genaray I found it was generally easier to work when each dev had their own branch. If multiple devs work on the same 'feature' you can create a feature branch, from which every dev creates another branch and commit to it. Once a dev's feature is completed, they commit to the main feature branch until the 'big feature' is completed.
 
if O is start of a branch for a release and X is the release, our process looks like this:
 
@nwp Yeah, I guess it depends on the team. If there are risks of having multiple people working on the same files, I found it easier if each had their own branch, which would make the merging easider.
 
O---------X
     O---------X
          O---------X
 
5:36 PM
I know "successful Git branching model" aka "GitFlow" have been pushed around for application development
 
nwp
@AlexandreVaillancourt What? That makes the merging harder and is the primary reason to use a mono repo.
 
We have merge problems pretty often, especially on assets
 
nwp
Having multiple people work on the same files is generally fine, as long as you merge soonish. If you have a single branch that pretty much ensures that happens.
 
We use a feature branch model at my workplace, but we do web app dev
 
nwp
5:38 PM
The problem is that the software is never in a usable state because there is always some developer who just broke everything.
 
That sounds more like a testing/QA problem
 
@nwp Well, maybe it's different with git, but with SVN, if you can't commit your stuff before doing a sync merge, you can damage a lot the work that you did..
 
one that might not be surmountable if you're doing game dev
 
Thanks everyone ! That should help a lot :)
 
nwp
@AlexandreVaillancourt That doesn't happen in git. If you merge often it can auto-merge and it's a non-issue. If you merge rarely it cannot and you have to do it manually which is a huge pain.
 
5:39 PM
Continuous integration/continuous deployment aren't generally available for testing game code outside of unit testing
 
@genaray Haha there is no one workflow, and everyone has their own opinion :P
 
This is one of the Great Big Subjective Arguments of Software Developmentā„¢
The short answer is pick one, use it, and be willing to change if the need arises
 
nwp
@ShotgunNinja It's not. It's just that occasionally stuff doesn't work for some amount of time. And with enough developer the probability none of the developers being in that state becomes 0.
 
@ShotgunNinja Yep
Some places have merge cops.
 
I've never been fond of merge cops, but I work in app dev and we have a bunch of automated ones that are fast enough to not be irritating
That's much harder in an asset-intensive field like game dev, though, where the wealth of testable scenarios becomes impossible to automate sufficiently
 
5:44 PM
Yeah.
 
We're making video games, not airplanes, so it's not worth the cost of finding and fixing everything, or even coming close
 
nwp
It's probably important to be on the same page. If you have one developer expecting frequent merges and another doing feature branches you have a problem.
 
Yeah, that's another solid point. The other advantage here is having solid communication and reasonable expectations for our team process.
That can be hit or miss in game dev
 
I think the size of the team influences those process too.
 
Yeah, I can't imagine working with a team of 80 people across various fields of expertise. I have enough problems with my team of 8 trained software engineers at work
In another life, I'd have gone to DigiPen like I wanted to, and learned how to corral artists and build a game development process out, but I got pushed into app dev because of the lack of money and other opportunities in Wisconsin
 
5:51 PM
Maybe that wouldn't have ended like that anyway ;)
 
A friend of mine in middle school went to DigiPen, and she was on the team for The Banner Saga 3
Her sister voiced a champ in League of Legends, too
 
nwp
Nice, my firefox plugins work again and I can block the notification thing.
 
6:22 PM
^ Terrifying workplace issues, or creative writing?
 
Doesn't look like a pleasant situation.
 
It almost doesn't seem believable, as a few commenters have pointed out
 
6:38 PM
seems odd to me, but not impossible.
weirder shit has happened :)
 
OPs not responding to questions always look suspicious.
 
6:50 PM
hahah :)
 
7:21 PM
some programming/scripting language names result in weird google results.
like "gulp"
 
7:46 PM
I'll take that over the old days of trying to search for A* & the engine trying to hand back the entire internet.
4
 
8:01 PM
big oof
 
hahaha
 

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