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3:01 PM
a few more minutes and you'll be classy, no worries
going further with the musical pancake plans: Room Station -> Mainframe/Input device interaction
I'll define a common interface for input device contractors, so I can easily make the station get input from either a simple microphone (voice) or a mobile phone (perhaps text sent through internet)
 
musical pancake?
 
I talked a while ago about making a small robot community driven by a central mainframe
I was thinking while developing the mainframe to make it do something useful for me too
it will control multiple room stations set throughout my house
I will send messages (e.g. voice messages) to the stations, and they'll send the messages to the mainframe which in turn will tell the stations what to do
this is to achieve the possibility of controlling stuff like the ambient music (for now) through voice commands
 
sounds fun
 
sort of like those sensor thingies that turn off/on the light depending on movement
I just say "play some jazz" and the mainframe instructs the station that received the input to play the 'jazz' playlist
 
I want to be able to control pandora though my kinect. That way I dont have to stop whatever I am doing to up/down songs.
 
3:10 PM
is pandora a music player?
 
Kinda. It plays songs based upon song you have thumbsed up.
 
15 years of Ars: Individuals who redefined gaming, music, and tech policy
 
So you don't get to pick what it plays but it uses your up/down history to pick things it hinks you will like.
 
sounds good
I bet it's not available in Romania
 
Can you get a proxy server in the US or Europe?
 
3:13 PM
yeah I think I can
back in a bit, food's ready
 
did I format this question well? gamedev.stackexchange.com/questions/58050
edited grammar
i found this very appropriate for this chat
 
@0xFFF1 The main thing you need to make sure is that the question can be answered by a single discreet answer. "What do I need to think about?" Kinda violates that. Try and norrow it down a bit and see if there are specific interaction or issues you exspect to enoutner and ask about those.
 
thank you classic for vouching
 
@0xFFF1 I agree with ClassicThunder and JoshPetrie (comment on your question)
I highly encourage you to continue the discussion here :)
 
3:30 PM
alright what glaring problems do you see with the mechanic design
and would it be better suited to an in dev game or as a game concept?
 
@SethBattin Under normal circumstances, I would agree, but in a component system design, your systems need read/write access to the component data. On top of that, apparently I have to be a little less rigid in my setter to allow data to come in from JSON
 
@0xFFF1 I think the biggest trick is balancing Monsters vs Players. One of comparisons I saw is Monsters can harvest potion ingredients and players have to be agressive... seems kind of imbalanced in favor of the monsters? They can get all the potions for healing while the players have to kill monsters to get any potions?
 
And... good morning guys
 
@JohnMcDonald morning.
 
monsters get to start out the game with a farming economy.
the player starts at fairly neutral
 
3:34 PM
I've had a recommendation to rollback an edit of mine, what do you think? gamedev.stackexchange.com/posts/58025/revisions
 
yeah i dont see where i can close my question.
 
@0xFFF1 Is your Gravatar representing a cancel sign over the New Leaf logo?
 
can someone gracefully do that for me with no minus points
 
@JohnMcDonald "Responsive Design" is a common term for one that adapts to screen resolution
in the web dev world
 
new leaf as in animal crossing?
 
3:36 PM
@0xFFF1 Correct
 
Amongst other adaptations but the screen size is the big one (think 1080p vs mobile, etc.)
 
or is this another symbol you are talking about
 
@ToddersLegrande Alright, consider it rolled back
 
i made this avatar back between the realeases of Wild world and City Folk
 
@JohnMcDonald its a horse a piece in my opinion, but yeah. Whatever :)
 
3:38 PM
it was to mean that it is better to compete with no items allowed
best way to balance SSBB and other games as such.
imo
or stock items if it is needed to have something in an item slot
(Team Fortress 2)
ofc most items in that game are sidegrades anyways
 
back
let's see what pandora is now
Dear Pandora Visitor,

We are deeply, deeply sorry to say that due to licensing constraints, we can no longer allow access to Pandora for listeners located outside of the U.S., Australia and New Zealand. We will continue to work diligently to realize the vision of a truly global Pandora, but for the time being we are required to restrict its use. We are very sad to have to do this, but there is no other alternative.
I'd rather pay last.fm that tiny monthly fee than use a proxy :(
 
shameless self promotion
 
@ToddersLegrande Yeah... you actually have no idea how often that happens (The Canadian Standoff)
 
How often people hate your edits? :P
 
No, I've edited to indicate where it's linked to
 
3:46 PM
I see the edit now lol
 
So frustrating imo
 
@ToddersLegrande you're classy now
 
Does the politeness subsequently affect how people drive?
@AlexM. I see that :D
 
@ToddersLegrande lol, No.
 
That's unfortunate lol
 
3:47 PM
Well... I don't think it does
I'm a cyclist, so I end up seeing the worst of it
or so I think
 
Yeah that would be trouble no matter where you are I think
 
@AlexM. D:}
 
D:} looks like an amazed unicorn
 
@0xFFF1 so the big issue I see with your game mechanics is that I don't see any (clear) advantage for the player. Monsters seem imbalanced. Though I guess I'm not sure what you are going for.
 
3:50 PM
okay i heaven't thought that far yet
what advantage do you think they need?
 
No problem. I assume thats what the question was getting to :)
 
sent you a link if that really loud ping didnt get to you
 
Well it seems that monsters have what humans need to live and humans need to kill monsters to make it happen. Monsters have no incentive to fight humans but just to sit back and benefit from their huge economy
Monsters need a reason to take a risk in my opinion
 
we could give players the best ability to make weaponry?
 
That would help, but I think monsters still need some sort of risk to take otherwise they would fall behind
 
3:53 PM
monsters could fight players to take over their weapon smithys
 
Could work
So basically:
Players have stronger weapons tech than monsters but can't heal without killing monsters; Monsters can heal but are weaker from a weapons perspective unless they attack humans. Seems better balanced but it will be a numbers game when it comes down to implementation
which could be ok if thats what you are going for
 
wait
 
waiting
 
k
 
3:56 PM
... Jeopardy Theme ...
 
NetHack is a single-player roguelike video game originally released in 1987 with ASCII graphics. It is a descendant of an earlier game called Hack (), which is a descendant of Rogue (). The "net" element references the fact that its development was coordinated through Usenet, even before the internet existed in its present form. The "hack" element refers to the game it was based on, Hack. The player takes the part of a dungeon-delving character in search of the Amulet of Yendor. __TOC__ # History of NetHack # Source: http://www.spod-central.org/~psmith/nh/anhftime.html # For the Brouwer...
maybe?
 
Whats the question?
 
would permanent character death make the game harder to balance?
for players and mosnters
 
To be honest... I don't actually understand how your game works :)
 
still in the thought stage
 
4:00 PM
All I know is there are merchants, players, and monsters. Monsters and players each have an economy of sorts and they need to kill the opposing faction to make money from merchants
 
there was this nice strategy game...
 
I wonder... would human merchants buy human remains?
 
knights & merchants
 
im okay with a numbers game so long as there is margin to screw up that can be fixed back to balanced
on the part of the player
 
@AlexM. :D
 
4:02 PM
Of course. In my head I'm almost imagining more of tactical RPG or strategy game yeah :)
 
past that wide enough margin would be death
 
Where you control multiple units (and maybe can produce more?)
@JohnMcDonald you need to be class like Alex and I
 
make it so that the game ticks are 1 or so minutes long and you can enter commands for units whenever ato be completed each tick and you have yourself a deal
 
@AlexM. hahah, It's really old now
 
4:04 PM
yeah, but works on Win7 and 8 so it's fine :D
 
Oh wow
Awesome, I found my DVD of it... wait.. CD
 
@JohnMcDonald o.o
 
hahah, Win 95/98 CD-ROM
 
A real time economy management game could be interesting / fun....
I'd seriously like to cut combat out of Civilization lol
 
the oldest strategy game I had in big box format was total annihilation: kingdoms
AND I SOLD THIS ONE TOO DAMNIT
 
4:10 PM
just got this item in animal crossin new leaf
 
The master sword?
 
yes
 
oh nice lol
 
insert pullinig MS faffare hre
fanfare here*
w/e
@ 1:33
 
The system works!
 
4:15 PM
what system?
 
Chat, this one.
 
did it not always work?
 
if the system didnt work we wouldnt be here complaining it didnt work
 
I mean, someone coming here to revise their question.
 
oh
thought there might have been a problem relays text strings back and forth to the SE server and to clients
nevermind
but yeah, if it didnt work we would be off somewhere else on the internet complaining it didn't work here.
 
4:21 PM
@0xFFF1 Just thank Fog Creek for that little comfort.
 
okay fine. TY FGS
dadadaDUM! you got a perfect cherry
There is also another type of fruit called Perfect fruit. These fruits appear randomly in place of a regular fruit and sell for a higher price (600 bells). When planted they grow into a very fragile tree which, if successful, bears three Perfect fruit. However, when shaken, the leaves of the tree may fall off, killing it in the process.
 
user4704
@ShotgunNinja Fog Creek didn't build SO.
 
user4704
Fog Creek doesn't, in general, build things that cater to the kind of userbase SE has either.
 
user4704
(For example, they told us at work to stop using FogBugz because we have too many users / too many bugs for it to handle)
 
oh
i g2g
cya
 
4:31 PM
I wish Blizzard would take their old games to GoG.com
up to Warcraft 3
but I guess it's all cozy with battle.net, with all the SC2, WoW and D3 stuff
 
@JoshPetrie I know, but Joel helped build it.
 
user4704
@ShotgunNinja Right, but that's different.
 
user4704
('they' being Fog Creek)
 
Yeah, I realized it after re-reading
 
user4704
4:37 PM
Of course, we've now switched to a larger-scale "enterprise" solution, and while FogBugz was pretty bad, it's worlds better than what we have now :(
 
eets alive
 
yaay
 
yaaaaaaaaaaay (still needs work)
 
forgot to open steam
will open after a shower
 
OH YEAH
I forgot about that :P
Let me go do that now lol
 
4:48 PM
if you want, send me bits of code from your backup thingy, and I'll review them
use pastebin and send the links thru steam
 
sm4
1
A: My game seems to be incompatible with recording software. What could be causing this?

FallOutDeviantThis question was answered and resolved by Vangel. Would like to add this answer because no one else will, nor has for 2 months, but this is appearing at the top as "Unanswered" and in need of help. Would vote to close if I could. Please can you try with OBS/Open Broadcaster software? It re...

Somebody has OCD :)
 
@AlexM. :D
 
Some one a ling time back posted a link to a site that did hobbiest/pro developer buddy system. Anyone remeber the link or know what I am remembering?
 
from the link @ClassicThunder posted
Ratchet and Clank: Up Your Arsenal was an online title that shipped without the ability to patch either code or data. Which was unfortunate.

The game downloads and displays an End User License Agreement each time it's launched. This is an ascii string stored in a static buffer. This buffer is filled from the server without checking that the size is within the buffer's capacity.

We exploited this fact to cause the EULA download to overflow the static buffer far enough to also overwrite a known global variable. This variable happened to be the function callback handler for a specific networ
haha
 
@AlexM. What have you done with Blue
You stole his hat
 
4:53 PM
Blue is now my hostage
I was thinking about asking for ransom but I like the guy
I think I'll keep him
AND HIS HAT MIND YOU
 
There are no more question for me to answer on GDSE anymore, because all I knwo is XNA and XNA is dead :(
 
user4704
That doesn't mean people won't still use it.
 
@ClassicThunder And some of that knowledge may be applicable to Mono, which still lives
 
@cla
Monogame is very much like XNA most questions seem to boil down to basic programming issues anyway.
 
you can transfer your knowledge in many other domains
you can answer questions for XNA with the experience you got from Unity, for example
unless they're questions relating strictly to the library implementations for each particular framework
but those aren't worth answering anyway
the most interesting questions are always platform-agnostic and intersect with theory
 
5:02 PM
Kinda true. Mono questions are pretty much about how to set things up because people can't read or how to work around the infinte number of things broken across all the platforms mono supports.
 
this is probably the most interesting framework-related question I've answered here
8
A: Why does this Unity code work as expected only with the while loop?

Alex M.It's actually Unity's fault for being quite confusing here. You are not allowed to alter a collection that you're enumerating with a foreach loop. Suppose this: List<string> SomeList = new List<string>(); //add items to the list foreach (string s in SomeList) { SomeList.Remove(s); //WRONG! ...

 
Anyways I think the issue is more XNA's age. Just about everything to be asked has been.
 
and it's because of a well-hidden Unity bug
there's another REALLY annoying Unity bug
suppose:
public enum ItemType
{
    Food,
    Weapon,
    Tools,
    Written,
    Misc
};
public class BaseItem
{
    public string Name = "Default Name";

    public ItemType Type = ItemType.Misc;
}
Ins1 = new BaseItem
{
   Name = "Something",
   Type = ItemType.Food
};

Ins2 = new BaseItem
{
   Name = "Something too",
   Type = ItemType.Tools
}
This is what happened to me: The first instance's type would remain as pre-initialized in the base class, even though I specified in its constructor that I want the type to be Food. The 2nd instance's type would be set correctly to Tools.
I'm not sure if they fixed it in 4.0, but in 3+ it was there, and pissed the hell out of me
 
user4704
You didn't specify anything in the constructor.
 
user4704
(fwiw)
 
user4704
5:04 PM
Aggregrate initialization uses the default ctor, and then assigns to the named properties
 
IF, I added a new enum value BEFORE Food, such as:

public enum ItemType
{
Nothing,
Food,
Weapon,
Tools,
Written,
Misc
};
Then the 1st instance's type would be, as expected, Food. The 2nd instance's type would also be correct.
@JoshPetrie the code works outside Unity
 
user4704
You're talking about C#. It has nothing to do with Unity in this case.
 
in both Microsoft's .NET and Mono
 
user4704
I'm just correcting your terminology.
 
I think
 
5:05 PM
4
Q: Strange behavior with C# enums

Alex M.I'm working on a game here, and found this rather intriguing bug. Suppose you have this enum: public enum ItemType { Food, Weapon, Tools, Written, Misc }; a base class public class BaseItem { public string Name = "Default Name"; public ItemType Type = ItemType.Mi...

@JoshPetrie that C# works outside Unity :)
 
Unity adds its own logic to the compilation process
 
Shameless self plug of a 14 year old playing my game.
 
Undefined = 0, in your enum would be helpful
 
I feel happy.
 
5:06 PM
it doesn't leave Mono intact
 
user4704
@AlexM. I said I was correcting your terminology. You aren't "setting anything via the constructor."
 
aaaah
 
The only thing he got wrong was that it wasn't for Ludum Dare :P
 
yeah, understood it wrong
the problem isn't actual anymore though (question was asked a year ago)
 
@AlexM. Your did what?
o.O
 
5:07 PM
all items are data driven now
 
with my name..
 
and loaded at startup from their files
 
I am not employing at this point.
 
user4704
If, as you state, there are no cross-assembly transfer there (which is what your problem sounds like) it is probably a bug in the dependency detection in whatever Unity's doing to recompile the C# into the appropriate appdomain
 
no idea, didn't bother searching for info, only searched if someone else had the issue
For what it's worth.
that's what fwiw means
damn
 
5:09 PM
for what its worth
 
@CodeMonkeyAlx please, hire PythonInProgress
do it for the humankind
@JoshPetrie I'm wondering what Unity does that's bad and I'm not aware of
I felt kinda cheated when I saw Unity suppressed the exception for that guy
when modifying the collection when iterating through it w/ foreach
 
user4704
shrugs
 
user4704
Dunno. I don't use it.
 
@JoshPetrie Did you work on either SlimDX or SharpDX?
 
Need some food stuffz brb
 
user4704
5:16 PM
@ClassicThunder I worked on SlimDX.
 
I'm trying to go from XNA to SlimDX and having a lot of trouble translating things I'm learning from DX tutorials to SlimDX. Would you mind meeting for like 10 mins or so one evening to help me sort some things out?
 
user4704
So: if you use SlimDX you won't ever get Windows 8.
 
@AlexM. I am not even getting a cash flow right now. Its hard for me to hire someone if I am not even getting paid.
 
user4704
I also left the project months ago, so my memory of it is fuzzy.
 
user4704
It's basically a 1:1 mapping though. The best way to figure out what you need to call in managed is to checkout the source code and search it for the native function call you're interested in
 
user4704
5:28 PM
you can also search the online docs (they expose the unmanaged interface name for some APIs) but I find them slower, personaly.
 
Oh I thought it supported win 8 apps.
 
user4704
No.
 
user4704
Nobody particularly cares to update it, because nobody particularly cares about Windows 8.
 
user4704
And it's a pain.
 
I care :(
 
user4704
5:39 PM
You are welcome to patch it then :)
 
I'm mostly interested in consoles actually. Was mainly thinking down the road to keep my options open.
 
user4704
Direct3D won't keep your options open :P Nor will C#.
 
user4704
(you'll still have to do a lot of porting work)
 
user4704
(not that that is a reason to eschew those technologies)
 
@ToddersLegrande YOU STOLE BLUE TOO?
WHAt.....
 
5:54 PM
Also I think I've been using SharpDX not SlimDX idk how they differ.
Think I might do DX and c++. Main goal for the project is to learn.
 
user4704
They're basically the same, except SlimDX is built by hand and SharpDX is "generated."
 
user4704
(for a very, very loose definition of "generated")
 
user4704
It also supports W8.
 
user4704
If you're trying to learn, I'd learn OpenGL.
 
@CodeAssassin - @Blue was nice enough to provide @AlexM. and I these hats. Now we are as classy as they come.
 
user4704
5:57 PM
It has more of a future and more practical applicability than D3D at this point.
 
@JoshPetrie What's the best way to learn OpenGL? There is so much outdated stuff on the interwebz
 
Use a current library and don't learn "OpenGL" is what I would do
 
any recomendations?
 
Doesn't Monogame use OpenTK or something like that?
That's probably where I would start if I wanted to do OpenGL but not Monogame itself
 
@ToddersLegrande Yes it uses OpenTK
 
6:00 PM
I dont want to rely on mono if I'm going the opengl route
 
OpenTK I think is riddled with bugs if I'm not mistaken
 
But yeah opentk is nice I've used it a bit for 2d stuff
 
I'm going to be doing a lot of mesh generation so I figure there isn't much point going above opengl/DX
@ShotgunNinja Already posted :P see side bar.
 
6:05 PM
@CodeAssassin @ClassicThunder - well the best you can do is evaluate it and see if it fits your needs and if not, find something that does or write your own. That was just the first place I'd have looked for an OpenGL library :)
 
@JoshPetrie Why do you recomend OpenGL > DirectX?
 
OpenGL = MORE PORTABLE
@JoshPetrie Thanks man ^_^
 
One day, I am going to sit and go through Nicol's book.
 
user4704
@ClassicThunder Because D3D11 and OpenGL 4 have feature parity. Modern OpenGL isn't nearly the minefield of neophyte-unfriendly API design it used to be years ago.
 
user4704
6:18 PM
Any nontrivial codebase will wrap either API in most cases.
 
user4704
Consequently, what is the advantage of D3D over OpenGL?
 
D3D runs on... Windows only?
Or rather, it's the only thing that works on the Xbone?
 
user4704
OpenGL is going to be easier to port (not easy, it won't come for free, but it will be massively easier than porting D3D to OpenGL for use on other platforms)
 
user4704
D3D doesn't run on the Xbox.
 
user4704
Or the 360.
 
user4704
6:19 PM
Or the Xbone, I'm sure.
 
user4704
They run a similar API, but it's not exactly the same.
 
What? I thought they used some stripped-down version of DirectX on the Xboxen
 
user4704
So you have the same porting challenges there as you would doing GL/Windows to GL/Mac, probably.
 
GL/Mac*?
 
user4704
Yea.
 
6:20 PM
ok
 
user4704
Also, you don't have access to a 360 or an XBone.
 
user4704
And if you do, you don't generally need to ask the internet for advice re: D3D or GL.
 
user4704
OpenGL's method of evolution (extensions, available immediately with no API rev, and then integrated to core later as needed) is now more scalable than D3Ds as well
 
user4704
(D3D is now rev'd with the Windows SDK, which is relatively rare, and has no out-of-band extension mechanism.)
 
user4704
In fact, that's a large part of why components like D3DX were split up, parceled out, and deprecated.
 
6:32 PM
I'm wondering: would there be a way to simulate LANs on a single machine?
I need to test communication between different processes through a network (probably using TCP/IP)
 
Virtual machines can do that nicely.
 
so I can spawn a VM and connect from the host to it through TCP/IP
 
Yes
 
sounds good, I'll look into it
thanks
 
Sure.
 
6:37 PM
@AlexM. Windows 8 has Hyper V if you are running W8
 
I need to run all of it on Linux, as the end product (most of it) will run on Pis
at first I thought of just simulating the network through Unix' IPC mechanisms, but if VM TCP/IP is simpler, it's okay
 
Fair enough
 
I should probably switch from Gambas to C for the room stations
Gambas is fine for the mainframe since it's only communicating through TCP/IP with the stations, and I have a display attached to it at all times (so I need the nice GUI)
but the stations will interface with hardware that might require some hacking, so it's not a good option
might not even install a GUI based OS on it anyway, since I'll only rarely attach a screen to the Pis
 
Has anyone heard/read about a VS integrated Content Pipeline for Monogame? I was trying to read about it on their site, but between Github, Codeplex and Monogame.net I wasn't finding info that felt up to date.
 
How do you set the accurate width on a progress bar so that it gets filled up. Mine doesn't get filled up D:
(WPF)
 
6:45 PM
@CodeAssassin What do you mean? Is the width property not behaving as expected?
 
@Nate its been a couple months but the last I heard you were still building xnb files from an XNA project
 
@Nate There is none
 
Width should be 100(%)
at each step, you see what percentage of the total work you completed
if it's 34%, you set the completion bar to 34
 
@ToddersLegrande Right, this is what I am doing with the most recent version, was wondering about the status of the one that was supposed to be in the works.
 
I've not looked into any current status. Sorry! :)
 
6:47 PM
Right, I couldn't find any info on it other than there was one being worked on (or to be started on)
 
@Nate Yeah. It's not "filling up" all the way.
Maybe its the way I increment it:/
 
@CodeAssassin I think there are two properties you need to look at. There is the .Width property which says how wide the control is and then there is the msdn.microsoft.com/en-us/library/… property which says what the max value is
You need to set your Maximum to your max value, which is different than the .Width
@ClassicThunder That is what I was afraid of. So for now, you need both VS2010 and VS2012, (or you need to hack XNA Game Studio into VS2012)?
 
there's another storm coming in
naturally, the internet connection keeps on dropping
 
I use xnacontentcompiler.codeplex.com and drop the assets in the content folder.
 
@ClassicThunder any issues besides lack of 3D support?
 
6:56 PM
It supports 3d, spritefont textures is all thats lacking
iirc
 
@ClassicThunder Oh, I guess I meant .x files (only 3D files I've used) My games are 2D anyway, so I don't know what I'm worried about.
 
IMO it's not even too bad to roll your own spritefont functionality
 
@ToddersLegrande The spritefont functionality doesnt break. Only generating a spritefont from a bitmap.
 

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