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00:02
@Jovito I have DOM displayed over Canvas here: skippyfish.jcpmcdonald.com
@Pip yay for stuff
Pip
Pip
:D
I just finished copying code from the unrefactored game to the playing state, now writing a paused state
the cool thing here is that the way the state manager works it updates and draws the last state on the stack, but my paused state takes a playing state in the ctor, and also draws (but not updates) it :D
sounds geeky
:D
Pip
Pip
:D
(sneaking suspicion that Chris's account has been hacked by wife/someone else)
XD
00:19
nahhh, just me
Pip
Pip
I wouldn't think you would say something like that since you happen to be a geek as well. I mean, it was a compliment, but still :)
;)
the kind of technical jargon that sounds confusing yet makes sense
Pip
Pip
:D
I have a question about the physics of my game. Is anyone around?
ask away
00:28
Thanks :D
someone might have an answer :)
My game is a platformer, and its composed of tiles that are a certain number of whole pixels high, dependent on the screen, stored in units. How can I ensure that my player behaves the same way on all screen sizes, using this value?
what graphics library are you using
I'm using HTML5 Canvas, and all my own code
Is that what you meant?
yeah. the size of the canvas is equal to the size of the window or is it a fixed size?
00:35
its based on the screen size:
width = window.innerWidth,
height = window.innerHeight,
tilesX = 40,
tilesY = 20,
units = Math.floor(width / tilesX),
then canvas.width = units*tilesX
and the same for height
Pip
Pip
Cool, flipping between paused and playing works. On to UI!
i would think that you could scale it in such a way that it is always the same number of units, and base the physics on the units
Pip
Pip
I might try to pull in an external library for that. Opinions @Chris?
I just use Unity, I don't know anything
player = {
        x: 0,
        y: 0,
        speed: Math.floor(units/8),
        velX: 0.02,
        velY: 0,
    },

friction = units/42.5,
gravity = player.speed/13.4,

Jumping:
player.velY = -player.speed * 2;

Movement:
player.velX+= units/8;

friction and gravity are then subtracted from the velX and velY properties, which are then added to the players x and y position
Pip
Pip
00:38
@Chris bleh. Unity makes everything so easy :(
the 42.5 and 13.4 are completely arbitrary, but they give the intended behaviour on my screen size
Pip
Pip
That's honestly both a good and bad thing
units is 34 on my screen
They said it couldn't be done... but I-I've made the perfect grappling hook!!! http://t.co/XB1fpsr2Ki
lmfao
@Pip the less frustration the better!
Pip
Pip
00:41
eh, true
I really like being able to manage my own framework
It makes me learn more
any ideas?
dyou need more info?
you need to scale the arbitrary values based on the screen size or number of total units?
i need player.speed, fraction and gravity to scale in proportion to one another at the moment
so if units doubles, the three values increase the correct amount
I'll come back in the morning and try to fix it
cheers guys
Pip
Pip
cya
00:57
javascript closures are crazy
Pip
Pip
lol
but check this shit out. try uploading like 4 images at once. test.veuwer.com
Pip
Pip
Nice!
I just uploaded all five being the same image btw
you might want to disallow that
Oh man "Submit gallery to Voat"
very nice, very nice
oh no it's totally allowed, and the server detects it, so it doesn't actually save 5 images :D
Pip
Pip
Nice!
Oh wait, it seems to be not working
01:01
I need to use an MD5 hash for that instead of the slow sha-whatever, though. No idea why I did that.
Pip
Pip
they all have different urls
yeah they have different urls
just not duplicate data
Pip
Pip
oh nice
Whoa. I probably have said this before but I am really frickin' impressed that @ClassicThunder wrote Ruminate GUI
oh yeah lol he said I should contribute at one point
I was like nah got my own framework to work on
Pip
Pip
I needz the GUIz
Looked at Ruminate. Seems decent but I want something with CSS styling
This looks amazing but I can't find anyone mentioning where it came from
01:15
what are you using to draw to the screen @Pip?
Pip
Pip
Uh. The Monogame SpriteBatch?
I could expose OpenGL if I had to but that would be a lot of effort for something like this
yeah thats pretty low level
Pip
Pip
yeah it is
Alright, I'm heading to bed for right now. Night all!
Much progress has been made!
 
2 hours later…
03:16
Blizzard's looking for a remote sysadmin: careers.stackoverflow.com/jobs/87284/…
have to send your resume to a Hotmail address, hah
 
1 hour later…
04:45
@OMGtechy I can understand swedish, but I can't really speak it :P
05:17
@Pip Still seems like a WIP
The UI library that I've been working on finally starts to take form! Whohoo #MonoGame #GUI #gamedev http://t.co/kqlbxSl9Jc
Heyyyyyyyyyyyyy youuuuuuuuuuuuuuu guyyyyyyyyyyyyyysssssss
Hiiiiiiiiiiiiiiiiii Donut
How's Sparta these days?
It's madness
05:20
@SpartanDonut What is this place?
Is this sparta?
@Hjorthenify It's funny that we are talking about this right now. I just listened to a song called thermopylae:
Can't listen to it right now :P
Por que no?
In class :P
Haha
Hey, wanna hear a joke? - Sure - Java
05:26
Should add in a left arm holding a half eaten donut and crumbs flying all about
I like this guy
No
Just add a pile of them to the tip of his sword :P
Oh "this guy" made the website for monogame O_o
user92578
06:03
Last exam in a couple
user92578
Vector math, probably the hardest and the most important one
I've always wondered
all these indie devs who have development blogs, or post making of videos
they have way too much time in their hands...
user92578
Yes.
I'm always running against the clock when making games
and end up not sleeping at all for the last week
I find it inconceivable to keep a blog, or make and edit a nice making-of video
makes me think "are these people actually the ones who make the games"
they also sometimes show their workspaces
and they're so clean
everybody I know who makes games has their desks full of specs, test devices, documents and stuff
06:38
@Tyyppi_77 Me too! Only this is in 20 min, lol
06:50
@PandaPajama I blog when I'm frustrated (aka I've hit a brick wall and need to rant)
but yeah, I'd largely rather either code, test, or maybe take a screenshot before writing up a big article. and talking in here is short and sweet
07:49
@Chris I'm talking more about when people make huge blog articles explaining something in the game, how it's made, or why something is the way it is. It would take a few days (if not weeks in some cases) to compile and edit the information necessary for such an article
aren't these people supposed to be making their games instead?
or making-of videos. Some are so well edited it's obvious it took at least a week worth of work to create
they have way too much time in their hands
user92578
08:26
Went okay
user92578
But that's all folks
user92578
Tomorrow is the day I fear, feedback day where we get our tests back...
user92578
But the actual work is done
09:13
@Jon it's way too middle of the night for stack exchange dude
Jon
Jon
its 6am
The sun isn't even up here. I take it you're on the east coast?
Jon
Jon
eh?
Jon
Jon
09:33
oh man it was too early to process that lol
ok -- so yeah i'm on the east coast
Pip
Pip
09:56
samesame
@Hjorthenify hahaha you found the guy who I was hunting for yesterday
what luck
Is it possible to make one of these programmatically?
because changing the color of a texture2D seems to be quite weird to do
One of what?
the "Image" in like ui
to change the color property
Pip
Pip
Yeah IIRC
link please?
Jon
Jon
10:10
eh?
renderer.color
for texture2d?
Jon
Jon
yeah, whatever renderer you are usin
what are you rendering it with?
GUI.DrawTexture
Jon
Jon
ah ok
Pip
Pip
myObject.renderer.material.color = new Color(whatever);
Jon
Jon
10:13
you know GUI is not suppose to be used anymore
Pip
Pip
should work
Jon
Jon
You should be using the new UI stuff
GUI is deprecated
I think I'm gonna download Unity
user92578
NOOOOOOOOOOOO
user92578
Don't do it!
10:17
It's doing it!
Blame Jon!
user92578
Another soul is lost
He's the one showing me that stuff can actually be done in Unity.
Pip
Pip
21 secs ago, by Tyyppi_77
Another soul is lost
And promises that it'll only be a pain in the ass the first year.
Pip
Pip
But. you are close to finishing your other thing. NOOOOOOOOOOOOO
Mindy has gone to the dark side
10:20
Speaking of finishing things, my cellular normal+specular mapping is almost working.
user92578
One reason why I can't use Unity is because the free version doesn't offer a dark theme
Still has some artifacts though
I don't use dark themes. They're a pain in my eyes.
user92578
Really?
user92578
I just can't eat dirt
user92578
10:24
God I'm so funny :)
Jon
Jon
@William'MindWorX'Mariager sucks but yeah
apparently the Cursor has a different understand of what the center of the screen is compared to the ui element centered
@Tyyppi_77 The funniest :P
Jon
Jon
Everyone seems to be pushing Unity pretty hard -- I wish they would provide more source code for their engine though..
But their model really doesn't need to do this
So that won't happen
You can license their source code for a large chunk of money
The main reason I would use Unity is the easy crossplatform solution.
Jon
Jon
10:30
Shaders are open source -- thankfully. The property names are obfuscated in code -- so there is no way to programatically set the property values of shaders without having the source code -- unless you are lucky and can guess the property names
Seems there are a lot of other headaches with Unity that I avoid completely with monogame/xna.
Jon
Jon
like what?
user92578
Colors are place holders, but I'm making some progress. Not sure if I actually like the design, but this might also be just a process of getting familiar with how creating a whole boss fight happens.
user92578
@Jon Well, just the things I've witnessed. Things that should be simple which aren't. I can't name anything specific though.
Jon
Jon
10:31
@Tyyppi_77 looks awesome man -- can't wait to play this
@William'MindWorX'Mariager in most cases, it is the learning curve
If you are not used to the EF and all the Unity ways, yeah it can get pretty frustrating
Well, I managed to get into EVE. Unity shouldn't be a problem then :P
Jon
Jon
But I spent some time with both XNA/Monogame and Unity -- and there isn't really anything I can think of
Xna is a great framework and unity is a great engine
I can produce faster on Unity than XNA
I'm more on board since version 5 really.
I can use RenderTargets, and the profiler now
RENDERTARGETS!!! Can't believe that was locked out previously.
Seems like a huge thing to be missing out on :P
Jon
Jon
@Tyyppi_77 the shading looks really good on that robot man
user92578
Thanks
user92578
10:35
It's just something I've thrown together to make the pieces clear
@Jon, How would I go about make a very basic sprite which I can move around with the arrow keys?
I assume I need an object with some visual component and a position component?
Jon
Jon
create a gameobject, add a spriterenderer
link the image to the sprite renderer
add a script to the same gameobject
write in update() Input.GetKeyDown
UI Center doesn't center with cursor center
Jon
Jon
@William'MindWorX'Mariager your first month is going to suck.
10:41
any ideas how to fix this?
Jon
Jon
@Mutch95 maybe you need to convert to world position?
screenshot?
When I import an image, does it create a reference or does it copy the asset locally?
when i screenshot it hides the mouse
Jon
Jon
it copies it locally
@Mutch95 not sure, but you may have to convert to screen position
the UI element?
How do I get a position component?
Translate or something?
Jon
Jon
No idea :)
position is in transform
Gameobject.transform
Hm
How would I do something like this: this.transform.position.y -= 10;
Jon
Jon
go.transform.position -= new vector2(0, 10)
Jon
Jon
the position is a property
its annoying as you cannot modify the x,y,z values seperately, but whatevs.
That doens't seem to work.
Jon
Jon
wut u mean?
> The call is ambiguous between the following methods or properties ...
Jon
Jon
oh
vector3
Jon
Jon
go.transform.position -= new vector3(0, 10, 0)
Jon
Jon
yay, your first game!
Well, kinda :P Just how much is 10? :P
Jon
Jon
10 units
10:50
The instant I hit a key, it's gone :P
Jon
Jon
yeah, 10 by default is huge
0.01 is 1 pixel
10 == 1000 pixels
Jon
Jon
you can set the unit size of your sprite
They camera is upside down compared to XNA :P
Jon
Jon
Yes... yes it is
10:52
That's so weird :P
Jon
Jon
Wait till you work with data
everything needs to be flipped
think about an array of data for example
0 starts at top left
in unity, it is actually bottom left
user92578
Progress spam:
user92578
Jon
Jon
oh man.. can you make it so the guy controlling the mech is hitler?
user92578
Not sure
10:53
Wolfenstein reference :D
user92578
Probably not :DD
user92578
That's actually "Count BlackCape"
Jon
Jon
actually it was a bionic commando ref
but that works too
user92578
It's kinda odd work on art with two screens, as the colors aren't perfectly balanced
user92578
But I always use one screen for drawing and the other for viewing it ingame
user92578
10:55
I've balanced the colors so that they look okay when I have multiple VS windows open on two monitors
user92578
And so that this chat looks good on the other monitor
Jon
Jon
Google should ban apps from requesting permissions it clearly doesn't need
Peggle Blast -- Requires permissions to know who you are, where you are, all your contacts, your photos, network, your browser history
user92578
lol
Jon
Jon
like, what the actual fuck?
user92578
yeah
Jon
Jon
10:56
browser history?
@Jon setting the UI position to world coords won't work because it moves to to world position
user92578
But yeah I can just have my game open, and when I want to see how the mech looks ingame, F10 reloads the graphics
Reminds me of the taxiapp our company uses. The sole purpose is to allow the customer to order a taxi easily.
Jon
Jon
@Mutch95 yeah i have no idea what the problem is really,
But for some reason it wants access to all files and images ...
People are a bit paranoid and not everyone will install it.
Jon
Jon
10:58
I wouldn't
if everyone didn't it would change
but everyone installs it anyways
Pip
Pip
yep
Jon
Jon
But I mean, clearly if an app is free -- and it is requesting personal information -- they are selling your information to someone
And they don't even need to have your permission to do this
The problem is that the mouse Centers in a different spot as the UI elements centers in its the actual center of the screen

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