« first day (1305 days earlier)      last day (3705 days later) » 

12:47 AM
hi
 
2007 till now? Wow
 
@Grey I think it was developed largely as a hobby.
 
seems so. props to the developers for sticking with it that long. Long term projects are really difficult.
 
The game actually looks pretty cool too.
 
1:34 AM
Not really a fan of sim games :-(
 
It looks like more of a strategy game.
Haven't played it yet though.
@Grey Have you heard of Cortex Command?
 
Yes.
@GnomeSlice Have never tried my hand at it though
 
That game was in development for like 20 years.
Also I really really like it. Shame it has such shitty reviews.
It's certainly flawed, but really unique and fun
 
I thought the longest, well known game was Dwarf Fortress and had no contenders but I guess I'm wrong. I've never really used a review to buy a game. I go off of LP's, trailers, and the opinions of those who don't run a review site for a living ;)
20 years tho.... damn.
 
@Grey The people who do run review sites tend to have the most well thought out reviews. But any one person's opinion is not generally a good sample
NEW BLOODCRUSHER II GIF
 
1:43 AM
ohno
@GnomeSlice There are a few review sites I like
 
IndieStatik has good reviews.
 
KillScreen, IndieStatik(regardless of the debacle that happened), IndieGames Weblog
 
Yeah. Shame about that thing with IndieStatik.
 
TigSource(the homepage) gives some good reviews. I don't really like the forums though, because some of the boards tend to be filled with derailers, and common circle jerk.
 
Yeah, I mostly avoid gaming forums completely because the community at large is awful. Indie forums tend to be better, but it's still a lot of work to keep on top of everything.
The exception is IndieGameStand, where I am a forum moderator.
 
1:48 AM
:o
:O
 
^ Also if you don't have that game... get it
$1 for a Steam key for Shelter. Beat the average and get Pid as well.
 
I think I snagged Pid a while back. I think it was free at one point in time. Shelter looks like an amazing game. I remember reading about it when it was about to release. I love the art style. Nice low-poly look.

The problem with TigSource is that the forum-moderators don't encourage on-topic conversation enough. They will actually participate in the circle jerk themselves. It's not just for gamers but developers as well.
 
@Grey Get Shelter. It's actually from the same people who made Pid, which I didn't realize until this feature.
Such a unique game
You don't even have to pay $1 if you don't want the Steam key
 
2:39 AM
Whoo!
I managed to make it possible to register Warcraft III scripting events directly from C#!
My project is getting interesting. :D
 
3:04 AM
 
 
2 hours later…
5:00 AM
mornin'
 
Hi.
@Lasse Do you like my answer?
0
A: 2D AABBs and resolving multiple collisions

Aidan MuellerThe problem The problem lies in your method of collision resolution. Your method goes as follows: Move the player. Check for collision. Determine the shortest collision depth. Resolve collision. The problem with this, is that it can easily move the player in the wrong direction. You can see ...

 
I don't like all that looping
 
@Lasse What do you mean by "looping"?
 
All those for loops
 
@Lasse What's wrong with them?
 
5:04 AM
If the tilmep is very large, the loops becoma a bottleneck
 
morning :D heeeeeeya I am having programming hype. much exciting project. looking forward to learn much Python.
 
@Lasse It doesn't loop the entire map.
 
I might be missing something though, I didn't read the whole thing
 
You are only looping the tiles that the player is overlapping:
 
@AidanMueller I still have a feeling that it can be done more efficiently
It just always raises a red flag when I see that much for looping
 
5:07 AM
" tiles that the player is overlapping" wat's up with out most blocks that you r checking?
 
@BlueBug The player may collide with them if he moves.
 
Also, why do you check for X axis first? Doesn't that prioritize it in that axis then?
 
@Lasse No.
Because...
I am moving along the X, checking for the X, moving along the Y, and then checking for the Y.
@Lasse Well, maybe. But It doesn't seem to cause any problems.
@Lasse What method do you use?
 
I would have done something that checks the direction the player is moving at, and prioritizes the checking by that
 
@Lasse Or the direction with greatest velocity?
 
5:13 AM
if(movevector.x > movevector.y)
  // prioritize x
else
  // prioritize y
But that might still produce some weird stuff, I'm not sure
 
Hmm. I may add that in the comments.
Either way, it is better than what he was using.
 
Also this depends on the type of movement
If the movement is free (like flying without gravity, like asteroids game) then the prioritising the axis might work better. But if the game is platformer with constant gravity pulling down, then it might be better to prioritize to Y axis first and check collision to the ground, and only after that obstacles that the player can't walk thru x-axis
 
after last night and today, my body is actually so excited to process an avocado, that the pleasure is so intense it's painful like a non-consensual tickle when it hits the bottom of my gut
 
You should eat more often
 
Stop making me feel that way
Thanks @Lasse
 
5:30 AM
My pleasure (for what?)
 
5:41 AM
For caring
It's fucking touching bro.
 
I only care
 
I had a go down a martyr last night
or... not go down lmao
 
a friend girl came over to another friends place, and us 3 are on .. really good terms
but these other Jabronies were there just sitting around being fat and shit
basically, I had to give up all hope of any fun and clear the frat bros out so my friend could at least have a chance
 
I suppose it was programmer nerd friendly party since there were some Jabronies.
 
5:51 AM
Yeah totally nerd friendly, except when I have to clear all of them out because they have fucking negative game and actively cockblock from rooms away just by sitting still
Well I've got to crash out, have a wonderful existence humans! :)
 
ffs it's expensive in finland
I just for "fun" built a identical PC from parts on finnish shop and german shop
 
Goodnight.
 
The german shop is 150€ cheaper
that is about $ 210
 
7:05 AM
night
 
7:38 AM
hey everyone !
 
hiii
@TGMCians
have u experience in tilemap libgdx?
???????????
@TGMCians???????
 
I am just started to work on the LibGDX probably from yesterday :)
Sorry
 
hahahah
kk no prob
any other here?
 
7:59 AM
Quick question : Can anyone explain a bit about OpenGL ES 1 vs ES 2 ?
I went through this but could not understand correctly khronos.org/opengles/2_X
 
Which part of it you have trouble understanding?
 
I did not get what mean of fixed pipeline and programmable pipeline
that is what I got the difference between OpenGL ES 1 vs 2
 
ES1 uses the old fixed function pipeline, which does not use shaders
ES2 uses only shaders
 
oh I think I should read something about a Pipeline , how it works
 
Propably yes
I could be wrong here too, but that's what I understand. ES2 does not support the old pipeline, and you need to use shaders instead.
Do you know what shaders are?
 
8:05 AM
No, doing google search :)
 
Shaders are basically tiny programs which are run for each vertex and each framgent produced by the vertices
 
I am just started work on the game engine probably from yesterday
 
Vertex shaders make the necessary transformations from model-space to view-space to screen-space so that the rasterizer can rasterize the fragments, and then the fragment shader is applied on each fragment produced by the rasterizer.
Now it's more correct
 
Well, I have to learn from initially even the terms that is being used
 
Is it 2d or 3d game engine?
 
8:09 AM
It supports both
LibGDX
 
Okay.
 
8:26 AM
TGMClans: What language do you use?
 
I'm assuming java, since he's using LibGDX
 
I don't know that lib :) I saw OpenGL ES and assumed it might be C/C++
 
Java
 
Cool :)
Have any creations completed thus far?
 
Not yet, just started to learn only
 
8:28 AM
Nice :)
Is this your first programming language?
 
I worked on web app, android apps
Java, J2EE, PHP
now I love to work in Android
 
I see
That's cool man, good luck. :)
 
Recently I just started to work on demo examples
 
what kind of game are you making?
 
I have not decided yet
but once I will have good knowledge of LibGDX then I will go
 
8:30 AM
But you're making a framework? O.o
Everyone has their own way of learning I guess. :)
 
I just edited
 
I like to learn by creating engines too
 
I am simply right now seeing demo examples
 
Oh cool :)
Lasse: I learn by making engines for sure, but I made a few little "games" before working in that area, Pong, etc.
 
It would be good if you guys guide me whenever I stuck :)
 
8:33 AM
This chat is always here, the question section isn't that friendly on beginner questions though so I recommend some place like gamedev.net for any kind of forum questions you have.
 
You can always ask here
 
thanks :)
 
Lasse: I meant to quote "making" not "games." :P
 
It just depends on people currently in that if you are going to get help :)
 
Recreating I guess.
 
8:35 AM
I've always found that creating a game requires creating an engine
If there is no engine already
 
Lasse: Are you a C++ programmer?
 
I used to be
 
Lasse: Yup
 
Nowdays I'm using C# for gamedev and then I'm professional webdev with various skills regarding to that
 
I recently got to the point where, I learned so much during my 6 months of no access to a computer that I could program on, that I don't start any new projects because it takes so much work to make the "clean" engine I have in mind.
It sucks, I have some great ideas I just can't wait to code, but I don't want to put in the tremendous time into making an over-engineered engine (which is what I want to do, as a learning experience).
:D
 
8:37 AM
I've been working on my 3d engine for 6 months now, but I have had pauses along the way
 
Awesome!
 
I have propably put about 2months of time on the engine
 
It's that getting started thing, I have diagrams of the engine and such but I open up gedit and I just can't bring myself to start coding it.
I don't know why.
 
lol
 
It's to big! :P
 
8:38 AM
I just started to slam some code together
 
Yeah, I'll have to eventually.
I have ideas for how "clean" it should be
 
Then just refactored if I knew it would have been better some other way
 
And I want to code it "right"
But at the same time, I don't know everything about it yet.
Primary issue is that I want to abstract SDL from the engine entirely so I can add OpenGL support soon.
I know how
But it would mean I wouldn't see a screen for the first (potentially) few days.
Making a nice "clean" skeleton.
 
I actually learned all the 3d stuff while making the engine, I knew almost nothing before I started
 
I put clean in quotes because it is clean to my current standards, but in a year I'll look back and say "Wow, I could have done this so much better." At least I better! Otherwise it'll mean I haven't learned anything :)
Really? That's cool :)
 
8:41 AM
I had the render() and update() and initialize() and I put some vertex array initialization there and got something on screen, and thought "well, I can abstract this"
 
I'm getting to into the planning ahead part.
I'm planning to far ahead.
 
And there was the first mesh class
 
Right
 
That's how I have built the whole engine
 
Well alright
You've inspired me to just get started on it.
 
8:43 AM
:)
 
:)
There is sooo much though
ugg
 
Don't think about it
Just slam some code together :)
 
That's a good point
It's more about learning these things
I want to make it have a good debugger with info overlays and such
2D
So it won't be as hard as the 3D engine you're making
But I've learned so much about certain things
Like time management, abstracting libraries/APIs, various little things...
It's crazy
I went without internet for 6 months
So whenever I got a chance I'd go down to the store with a little laptop we have and download a ton of articles on programming and game engine architecture
I have a folder filled to the brim with notes.
And now I want to compile it all into a project.
 
Cool, I wish I had a period when I can't access internet
 
Finally someone who sees the benefit :)
I was upset at first
 
8:48 AM
lol, I actually just want a vacation :D
 
But my god, it was one of the best things to happen over the past 2 years for my self study.
:D
After I make this engine I have a video series in mind that I want to make
 
I've had no good vacation for 6 or 7 years
Only some two-day trips to somewhere
 
To give people a little boost up, share the loads of info I found over those 6 months in a big project. Will be in the future, but it should help some people :)
Wow, that's no bueno.
 
 
At least you have something showing :) Congrats
 
8:51 AM
That's a bit old, but the engine has not improved a lot from that, I have just made some changes that does not affect the outcome
It has normal mapping and specular mapping right there
And I am currently working on SSAO
 
Eh, once you get to a certain point with engines that have no game in mind, it kind of just gets dropped. You learn enough from the project to improve with the next one. :)
Nice!
 
I'm not planning to abandon this project, because it's part of another project
 
I'm hoping this project I'm about to start will teach me tons.
That's good :)
 
It's supposed to be graphics engine for a game my friend is making
 
Good, a purpose in mind is what is needed :)
There is sooooo much to learn
I love programming :D
You can pick something that is only a fraction of what is needed for a game and follow the rabbit hole for months, constantly learning more efficient ways to do new things with it.
 
8:57 AM
Yeah, but you shouldn't get stuck optimizing something
 
You can fill notebooks on how to make a decent debug screen and connecting it with your engine properly.
 
There is this thing called "premature optimization"
 
Optimizing is not what I mean :)
I mean just clean, abstractness.
 
ah
 
Engine architecture is my fire when it comes to programming, the idea of abstracting everything and making it clean and easy to work with just fascinates me
 
9:06 AM
I love building engines too, and not that much making the actual games
 
I love the idea of reimplementing old games in new engines
Like making a new engine for Doom, Morrowind (OpenMW), etc.
That really gets me going :)
Do you have a website?
 
pw? What country are you in?
 
I havent been writing much lately
I don't remember which country pw is, but I'm from finland
pw is just branded for "pro web" :P
 
Cool :)
I like Finland
I want to travel there some day
 
9:10 AM
pw is for Palau it seems
 
That's my site, it needs a make over, and I've only been programming (on and off) for just under 2 years...
Wow
Nice site
I need to spend some time fixing mine up and giving it a solid commitment to good content.
 
hello
 
It's just wordpress with the default theme modified to be blank white
 
hello
 
hi joapet, changed the avatar?
 
9:13 AM
The avatar kind of flew away in some way
 
lol
 
I tried to get my friend on gamedev
but I had linked his email to mine before
and now that they isn't linked
he can still not get of my user since SE are autologging in him to my user
 
lol
 
that is just the case if he are trying to go into the chat
on gamedev he has his one user
 
just clear the browser cookies
 
9:16 AM
He tryed that a houndreds of times
actually one time he did some hocus pocus things and he got logged out of the chat but he didn't have 20 reputation
 
user92578
9:30 AM
mornin'
 
user92578
10:49 AM
I was trying to draw a girl but the hair just looks like one of those animal hats
 
user92578
 
user92578
What do girls even look like?
 
user92578
 
user92578
Better?
 
 
1 hour later…
user92578
12:30 PM
It's a Zombie Cop!
 
user92578
 
1:51 PM
AppDomain remoting sure results in bloated code.
public class ManagedAction : MarshalByRefObject
{
    private Action action;

    public ManagedAction(Action action)
    {
        this.action = action;
    }

    public void Invoke()
    {
        this.action();
    }
}
I need to wrap my Action delegate to work properly, since delegate doesn't work across AppDomains.
@Tyyppi_77 Better yeah
 
 
2 hours later…
3:53 PM
Anyone have any suggestions on how to handle zooming in and out on a perspective camera?
 
3D or 2D?
 
Haven't worked in 3D yet, I can't help. :(
 
Adjusting the field of view works for zooming in, but looks sorta funky when you zoom out.
 
What genra?
genera*
 
3:56 PM
I beg your pardon?
Genre?
 
genera, FPS, RPG, Platformer
misspell :D
 
So, yeah, Genre.
It'd be simplest to call it a turn-based RPG
 
genre :D
Hmm, well I have not seen any game that lets you zoom out
Without moving the camera position backwards that is.
 

« first day (1305 days earlier)      last day (3705 days later) »