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00:00 - 16:0016:00 - 00:00

Jon
Jon
00:00
@Pip glad you started the topic
00:37
okay, so I have a Mesh class, which just contains a list of vertices
and a Model class, which contains a Mesh and a Position
I want to add a Texture. should the Texture belong to Mesh or Model?
(in the future, Model might contain multiple Meshes, and multiple Textures may be mapped to each Mesh, if that makes any difference)
wait, nvm, answered my own question. if a mesh is drawn in two locations with different textures, I don't want two different mesh objects, I'd rather have two different models
00:49
textures now working
cool :)
01:08
I'm trying to ask a question about modding Garry's Mod with Lua. For example, this one I have posted. I am stuck between this site and Stack Overflow, because Stack Overflow has a tag, whereas this site does not, but this site is more for modding and developing games. Can someone tell me where these questions belong?
uhh, could go on either site tbh, though I'm not sure it'll get an answer on either site
you should narrow down the actual problem a bit more, because right now it looks like you're asking us to solve the whole project for you
if you do narrow it down more, the site it belongs on might become more clear
user146722
@ASCIIThenANSI when I played with SourceMod the idea would have been hook the object's collision, when it collides with something get the position and then weld it to what it collided to
@SelflessPsychopath So what I'm looking for is to detect collisions, then call a function when it detects something?
user146722
@ASCIIThenANSI SDKHook_ShouldCollide
user146722
that was not Lua though
01:18
@SelflessPsychopath Doesn't matter, I was looking at the problem wrong. ENT:PhysicsCollide( Table :CollisionData data, Physobj physobj ) is a built-in function for GMod Lua that controls what the object does when it hits something. Thanks for the help!
user146722
You're welcome
user146722
Hey guys whats the name of that program you guys use to make quick gif's of your games?
Scaling method is perfect and I can now use AA on it :D
Other scaling methods fully disabled AA
01:59
@IcyDefiance speccing you, in for next game
 
5 hours later…
user92578
06:34
Morning
very good morning
07:04
Morning
user92578
I feel like I was treated unfairly yesterday
How so?
user92578
Selfless attacks against my game ("not a real game", "this must be a learning project" etc.), and I bite back and get suspended
:(
Oh wow
user92578
07:11
But I decided that my future conversations will be Selflessless
I muted him
cuz yeah
user92578
Me too
@Chris I've tested your game on 4 devices
ah yes
07:12
Worked like a charm :)
excellent, thanks
I'm going to try seeing about getting it as a free DLC for the Steam version
no guarantees but that's my plan atm
That would be awesome
Apple's just approved my v319 version for iOS, so I'm in go mode to get this launched
@Tyyppi_77 I think your game looks amazing. It really seem like a game I would enjoy to play once finished. He was most likely just jealous :)
Nice!
user92578
@Hjorthenify Thanks for the lift-up :)
07:15
yeah Tyyppi, your game is looking good man
don't let the haters bring you down
Did I mention I've nearly finished my inventory system? :)
Got organizing items, moving from one container to another and load/save to work yesterday
awesome
Yeah, but Unity is behaving weird and resize my GUI when I launch the game
cuz the resolution changes?
Probably.
07:28
does your Canvas have a CanvasScaler? if it's not set to Constant Pixel Size it's gonna change
or you can try the other scaling modes
Hmm
That did something :P
Right now my GUI is larger than my canvas until I run the game.. Then it's all good
I've got two canvases (canvi?)
one for text mainly with constant pixel size, and another canvas for my weapon wheel that stretches with the screen height
the wheel's text at the top doesn't always fit very well but meh
I see. Mine are not really required to scale with the screen size, but I have two canvas as well one for HUD and another for just GUI elements
user92578
08:24
I need some help with my slipping logic
user92578
I implemented raycasting yesterday to figure out what is underneath the player
user92578
So I think that I'll need three rays? One from each bottom corner of the player and one from the center
user92578
The corner rays will figure out what is the player standing on top of
user92578
And the middle one will indicate if the player is on a ledge
user92578
08:25
Does this seem like a good approach?
Does your ray calculate the collision normal?
yeah that's similar to how I do it
feet, and just in front of the character to see if there's floor or not
If not then yes it's a good idea.
user92578
No it doesn't
user92578
I was also wondering (because I've never done rays before) what kind of results do I want from a raycast? A list of all the boxes that were checked with the distance (0 meaning no collision), or perhaps just a list with the boxes that had a ray collide to them? Something else?
08:28
The latter
user92578
My current method takes in a ray and an area to check against, and returns all the boxes that were checked against the ray
user92578
Okay
You should only return a list of objects which the ray collided with. You could care less about the other stuff as the player wont collide with them.
user92578
Right
Might want to add some kind of bit flag system for the collisions as well
user92578
08:56
Problem narrowed to the intersection code
user92578
I wonder if I should start debugging that or just pick another algorithm
09:15
What's your current algo?
user92578
Something Mindy gave me
user92578
Now I tried to get the slab method working but it's giving me false intersections
Mindy?
user92578
William "MindWorX" Mariager
Ah
Ask him then :P
user92578
09:19
Well I think his algorithm should work
user92578
I doubt he'd give me a broken one
user92578
I think it works now
user92578
Yeah it does
user92578
It's nice and really subtle, you don't really even notice it
user92578
Except for the fact that you can't hang on a ledge with one pixel on the ground
user92578
09:24
Which I think makes the game more polished
user92578
Maybe I could even add a small delay and an animation to warn the player from slipping
user92578
But the coolest thing is that I now have working ray casting!
@OMGtechy Yes? Why did you call me?
@Tyyppi_77 It's the little things that counts :)
user92578
Yeah, the little things that the user will never see :D
09:33
:D
Math assignments are... Boring.
lots of little things the user never sees, but really there are so many things
@Chris Anything in Tallowmere?
I guess really it's every component just doing its thing to make the game happen
floor checks, wall checks, line of sight checks, velocity things
Ah yes
a tiny line of code can have a big effect
user92578
09:38
@Hjorthenify yup
@Chris

if(player.HasDied);
Anim.Start("Died");
Get it? :P
that's how bug happens eh
miss one little thing lol
Yeah haha
I did that in a loop once when I was new to C++... Spend about half an hour tracking it down :D
Kinda silly it's a valid statement though
those are the worst bugs, when they still execute
but the effect is incorrect or missing
silent horrors
Yes. Also the bugs where you remove some code and suddently you got a bracket wrong..
09:42
haha yeah, I am paranoid when deleting
I often just comment things out and then only delete the comments in later versions once I'm sure I don't need it again
but even just accidentally highlighting a line too far
Haha me too! One of them slipped for me yesterday though so my items wouldn't get deleted if no other items had been changed (looped through an item and depricated list)
fun
user92578
@Hjorthenify Is this like a Unity thing? I don't get it
user92578
Or is HasDied() a method?
Spot the error, Tyyppi.. :P
user92578
09:45
oh the semicolon
Yup
Typpi are you making all the art yourself?
time for me to record and make a gameplay trailer to complement this bad boy
user92578
Your game looks so awesome
user92578
std::vector<TLevelRayCollision> GetRayCollisions(const CLevelRay* ray, const CBounding* area, std::vector<TLevelRayCollision>& result = std::vector<TLevelRayCollision>()) const;
drolls
user92578
09:48
This is illegal
user92578
How would I create a default argument for that?
Looks a bit photoshopped though, Chris :P
Around the borders
user92578
I want a reference because I like to optimize code by re-using class member vectors
@Tyyppi_77 :D
It's Google's Android promo art maker thingy
@Tyyppi_77 emplace_back ?
Not really sure what you're trying to make
Ahh
It won't be noticed :P It's just me looking at it from a critic's perspective
user92578
Like I would call that by defining a std::vector<...> in the caller, and passing that as a reference to the method
user92578
But there might be a case where I wouldn't want to do that
user92578
Then I would like the method to just create a vector for me and return that
user92578
So, sometimes: GetRayCollisions(ray, area, placeResultsHere);
user92578
09:51
And sometimes: auto results = GetRayCollisions(ray, area);
Just stick with one way
user92578
Okay
If you go for speed do the first one
user92578
Yeah
and pass a reference
You can't return a reference if the object was created in the caller
user92578
09:53
Right
@Chris The more I look at that picture the more I want to buy it :D
Also great choice of screenshots!
hehehe
@Chris How did you implement the movement of the stun nades?
Just made them turn lazy? I've done this before, but I am really asking if there's an easy way to do it in Unity :)
I think it's just a velocity force at the start, then gradually they move towards the hero faster and faster
Well.. That was easy.
I thought they worked differently :P
.. But that would explain why they can't be dodged :)
10:24
yeah
11:01
@Chris There are "review videos" of your game on Youtube. I am so jellyous.
it's cool :D
Pip
Pip
:D
Wow.. @Chris
Youtube stats: Tallo makes tallowmere the first seach option,
773 results come up and more than 2.000 combined views of the let's plays
11:18
@Hjorthenify, Don't be a stalker you weird Dane ...
Dont make me reveal what i have on you, Dane
user92578
@William'MindWorX'Mariager Thanks one more time for your ray code, it made the ray casting implementation painless and a lot quickier!
@Hjorthenify gasps
@Tyyppi_77 You're welcome. :D
But you should really be thanking SlimMath: code.google.com/p/slimmath/source/browse/trunk/SlimMath/…
user92578
right
The two methods are modified 2d versions of their 3d methods.
user92578
11:23
yea
user92578
I didn't actually (yet) include the latter method
user92578
Just the first one, as I yet have no need for finding the intersection point
Fair enough.
Intersection point is nice for stuff like lasers though. ;)
user92578
Sure
I used it for line of sight lines.
user92578
11:30
That's a good use that I'll probably end up using too
user92578
uh there's a bug in the circle vs box collision code
user92578
I added a derpy force that will throw the character from a saw blade
user92578
hmm not sure what to do next
user92578
everything seems so big
11:39
Do you have a list?
user92578
yeah
Lists are important. I have a general goal for HDN and then a milestone with the things I consider important for a beta version
user92578
This one is not very well organized in terms of priority, it's just stuff that I'd like to add and stuff that really really has to be added
The beta milestone has a lot of trivial things, like game state for menu/game transition, menu for starting, settings, etc.
I would definitely sort things in beta and release, and then keep the beta list short with only essentials needed to call it a game.
user92578
I've been thinking about doing this: gamasutra.com/blogs/YoannPignole/20150427/241995/…
user92578
11:44
But I'm not sure if I can follow that one as my collisions aren't tile based
You should be able to
Since your game is static, you could just manually add the points. :)
user92578
Nah that's too much work I think
I'd just add a few different pathing AI's.
Ones that don't go over the edge and ones that does.
user92578
But those would still require a path-map of somesorts right?
Not really.
Since you already have ledge detection, they would just change direction when one of the rays didn't hit ground.
user92578
11:54
ah right
Yeah
It's easy to create some interesting pathing AI's without actual pathfinding.
@William'MindWorX'Mariager what kind of paths? in what kinds of mazes?
@Ali.S This is just a platformer.
So basically look at Mario for inspiration and extend upon that :P
platformers usually don't have any paths to be found :|
Pip
Pip
not true
the shells, all of the enemies
bosses
etc
12:04
@Ali.S Terraria is a good example of a platformer that needs better pathfinding. :P
Enemies just wander aimlessly.
user92578
This a great blog that I just discovered: joostdevblog.blogspot.fi
Jon
Jon
12:48
guize
Win2D
This is awesome.
it seems Unity slows DOWN if you try to render 3d objects with orthogonal camera model.
weird..
Jon
Jon
doesn't sound right
I have really shitty cpu. When I add 3d objects into 2d camera view, my fps drops from 60 to 40~50
Jon
Jon
13:04
that sucks
no.. it.s ok. It forces me to make things more efficient.
Jon
Jon
heh, fair enough
though... I would prefer a new computer lol
13:26
@William'MindWorX'Mariager terraria is not the first platformer game that comes to my mind...
when I here platformer, I usually thing of actually some platforms with some enemies that wander aimlessly (like mario)
Pip
Pip
@BlueBug lol
@Ali.S technically they aren't actually aimless :)
they usually don't care about you, that's aimless enough for me :D
Pip
Pip
@BlueBug liking the new patch?
@Pip 6.84? heck yeah. Luv all these new support items.
Pip
Pip
:D
My favorite items have to be Octarine and Silver Edge
13:39
mine is the invisible cape!
(saved allies with that shiny dust countless times, it's sorta like oracle's ult)
Pip
Pip
The glimmer cape?
Oh man it is sooo amazing for Witch Doctor
he can use it while channeling his ult
perfection
it got nurfed though...
Pip
Pip
oh already
150 mana cost RIT glimmer cape.
Pip
Pip
link to patch notes?
13:43
it just got patched a few hours ago
Pip
Pip
ah I see
along with the new Immortal treasures from the Compendium?
I love ocrtarine
Pip
Pip
it's great
the rest well, they are good to be there
Pip
Pip
13:44
thanks
"Glimmer cape"
How original!
how about some mangos? is anyone having delicious fruits?
also new refresher receipt is nice..
mangos are great, but not for every hero... Is still have to find the suitable hero to use them
man, I want compendium
I am a bit tentative with new receipt. Refresher Orb costs 375 mana to cost cast. Though regenartion seems to be fitting theme but it needs some mana boost as part of receipt( I think )
it didn't boost your mana that much before either
Pip
Pip
13:48
@Ali.S Techies!!!!
2 mangos and a bunch of clarities
omw it is amazing
doesn't soul ring fit him better?
true...
Pip
Pip
You can't buy soul ring right away
you almost can
Pip
Pip
yeah but there is no point then
13:49
you just have to wait for a mere 2 minutes before you can buy soul ring
Pip
Pip
The biggest part about Techies is getting to lane and placing a shit ton of mines to get first blood (so you need a TON of mana regen right away)
why not soulring + mangos
even if you don't get FB
and you buy 4 clarities
@Pip That's a greedy and risky build.
Pip
Pip
That's what Techies is for
13:52
3 clarities == 1 mango, 3 Clar = 170 * 3 = 510, 1 Mango = 150 mana
Pip
Pip
> .NET Core has reached a major cross-platform milestone with a preview of the .NET Core runtime distribution available for Linux and Mac.
@Jon !!!!!!!!!!!!!!!!!!!!!!!!
@BlueBug Mangos are instant. You get both though
@Pip techies mines have very long cd
true. hmmmm 3 clarity == 45 *3 = 135 seconds, you save about 135 seconds but lose about 360 mana
so then being instant almost doesn't benefit at all
each mine at level 1 has about 20s cd
you can land the first mine, and use your first clarity right away
Pip
Pip
Yeah
but after the second mine you waste time waiting for mana
Pretty sure the timing works out right there
so you use a mango as well
13:56
well, with techies mana pool you can put 3 mines right away, without any mana regen
with clarity you can put 4-5 (I don't really remember this one) back to back
Pip
Pip
Yep
but then you've got to wait...
note that with mangos you can put one extra mine per mango (150gp)
Pip
Pip
With mangos you can put 7-8 (maybe 9 if you work the math a bit, I think)
would take a lot of gold though
you could use a clarity while using mangos
I might work the math later
u have a mango hype man. Mango is alllllright.
Pip
Pip
lol
@Jon oh man I just had an idea. M$ is releasing the .NET Core runtime for Linux, right? I bet we could port it to Android :D
Would take some work
We would probably have to write some Java to boot the runtime
14:28
ok, now there's only $3.84 remaining to get my compendium ...
$3.54...
just put most of my items on sale....
Pip
Pip
lol why would you do that
it's like 10 bucks
Compendium?
Pip
Pip
Thing for Dota
basically gives you ingame shit and the majority of the money Valve makes from it goes towards the prize pool at The International.
14:54
Ah nice.
as I am playing the game, I am often seeing many people who have paid over 100 bucks for it. (you can pay more than 10$ )
you get unique cool particle effects for your character in game for over 100 bucks. The scary thing is I too want to get them and seriously considering spending 100 bucks.
Pip
Pip
lol
I am too deep into the virtual hats and cloth at this moment. OTL
Pip
Pip
I was considering it until I realized it wasn't worth
15:01
Like CS:GO knives which costs 500$?
you get THE GOLDEDN BLACK HOLE
Pip
Pip
lol
A guy at my dorm got a knife in CS:GO he sold it for a month's worth of rent
Pip
Pip
nice
@Hjorthenify Something like that... Valve is so good with making virtual stuff worth so much a lot more.
15:02
Yeah :P
Pip
Pip
15:30
@Jon so, I have a solution for compiling the CoreCLR I THINK
I am going to try to get this started, but it may require linux for now since I don't understand how some of the CoreCLR Windows stuff works
we shall see
15:58
@Pip What are you trying to achieve?
Pip
Pip
Monogame on Android
Need a C# runtime for that, which the CoreCLR is
00:00 - 16:0016:00 - 00:00

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