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00:32
@AidanMueller could be go's cloths
nah that one was made after the FPH ban
TBH I don't know much about all this reddit dramas, but I just thought the video was hilarious.
@BlueBug Lmao the comments on that, "Her face looks like a potato. I like potatoes. Now potatoes are ruined for me forever. WHY? WHY ELLEN PAO? WHY DID YOU RUIN POTATOES FOR ME?"
I love this tutorial! raywenderlich.com/70610/… too bad its written in Objective-C ; - ;
01:00
Fuck yeah!
height map?
diamond square algorithm
midpoint displacement
taken me 2 days to implement
ooo pretty
 
2 hours later…
03:25
@IcyDefiance What kind of data structure your scene manage manipulates? Is it just a stack? Or do you have extra functions to remove scenes at arbitrary indexes?
don't remember...I think it was just a stack
@IcyDefiance So the head scene couldn't remove or pop a lower one?
it could if it said pop enough times before the update function ended
though the ping you sent me before, about the object not existing anymore, that one is interesting...
I'm not sure if the event that fired the update function would keep a reference to it after being popped
if not, there could be a race condition between the garbage collector and the end of the update function
but if it does keep a reference, it would keep it until the update function ends, which is more what I expected
03:41
But that would imply that the scene would have to pop itself before it could pop lower ones, since its higher on the stack, right?
I don't see how this is possible with a strict stack.
@MLM Want to jump in? What kind of data strucutre would allow a node to pop any another node from the list, or to insert a node anywhere in the list and also mantain references to both the lower (previous) and upper (next) nodes in each node?
"pop any other node from the list" implies it's not a "pop" but something else.
"pop" means "take off the top one"
You're right, I meant 'remove'.
ok just makin sure :)
@Almo Any guesses?
04:08
see, in C# there are two references to the object that is attempting to pop itself
one is the stack itself, and the other is the "event" that is calling the Update function in that object
when it pops itself, it's removed from the stack and from the event...but the event is kind of a black box and I have no idea what happens if the event loses an object while it's in the middle of calling a function...
what's this event?
a C# event is basically just a list of functions that you can call and it loops through all those functions. but it's a language feature and not really that simple. shit gets weird there.
now, if the event doesn't retain a reference to the object, even though the object's Update function is still running, then the object becomes "eligible for garbage collection", not deleted right away. garbage collector is unpredictable, who knows when it'll actually delete the object.
so the update function would keep running until the garbage collector deleted it
which is known as a race condition and it's really bad. if I actually did that then fuck me, lol.
Right, just keeping a refence in the pop method of the manager held the scene long enough to enable it to push another scene.
on the other hand, if the event does keep a reference until the update function ends, then there's nothing to worry about. the object won't be eligible for garbage collection until it's done doing its thing.
@Icy But the manager would need to drop the reference at some point, right? Would that be calling a clear() on the next push() or add() ?
04:17
no clear would delete everything from the stack
the reference would be held by the event, not the manager, in my case
you...probably shouldn't do that, lol
the event thing?
By clear() I just meant a function that would clear all temporary references to popped scenes.
what you could do is have two stacks, and when something is popped from the main stack, you push it into another "to delete" stack. then at the beginning of each frame you clear the "to delete" stack.
or a stack and a "to delete" list. shouldn't really matter.
Yeah, that's what I thought. Let me clarify what my problem(s) is(are).
1) Say I have Scene A, B and C. Scene A pushes Scene B into the stack, and Scene B pushes Scene C into the stack. Now, if Scene C needs to remove Scene A from the stack it could only do that by popping B as well, and I don't want that (in this case). So how would you remove Scene A from Scene C without popping Scene B in the process?
with a stack, you don't :D
you could use a list instead and do whatever you want. make up a new "DestroyScene" function or something.
Right, that's why I was asking about what data structure would be best suited to this.
2) Had to do with Scene B needing to make a decision based on which scene was Scene A, but I think I could just pass whatever scene to Scene B and work with that.
04:41
wow bounties use a ton of rep
i wish you could do like 10 rep bounties
05:03
What's the point of 10 rep bounties? If you are gona have a bounty, it should be of meaningful amount for putting the bounty for other people.
Add 200, 300, 500 bounties. I will do the research and study for you to provide the best answer possible I can for the bounty.
10 rep bounties? Pewshhhh. Whatever.
user92578
06:00
Morning
06:33
Ahoy
user92578
07:04
Hmm, I've been thinking about making the grass shorter in GunHero
user92578
It really covers up too much of the player
user92578
What do you think? I kinda like it:
user92578
user92578
I really like it, you can now actually see the derpyish walk animation
some points are acting weird
but its mostly working
user92578
07:12
Looks interesting. What are you working on?
procedurally generated terrain
I've been playing a lot of rust lately and by a lot i mean like 100hours a week haha..
so i thought heck i might try a procedural survival myself
points like this
and they always appear in the same spot
user92578
07:28
I just found out that a[5] is equal to 5[a] in C
user92578
Really interesting
08:02
yeah and if you use it it will confuse the hell out of anyone who reads your code
user92578
Yeah!
yourself included if you read it after a couple of months
user92578
I've got my brother's confirmation ceremony within an hour
user92578
Can't wait to spend time in a super hot church!
user92578
Also feeling a little under-dressed because I don't own a suit
08:10
hey it's your brother, you don't need a suit. brofist will do
user92578
haha
hahaha
user92578
hahahaha
user92578
I gotta leave now
Jon
Jon
12:26
sup people
4
Q: What is a game mechanic?

FrontEndI am trying to understand exactly what defines a game mechanic, and whether it is the same as a gameplay mechanic. There are many different sources online that try to define this but they appear to be quite inconsistent. Two that go into quite a bit of depth are below: https://en.wikipedia.org/wi...

When I see shit like this... and a 20K+ user answers with this lenghty spew of bullshit
Do you even code bro?
Pip
Pip
12:52
Morning GDSE
13:31
Buenos dias muchachas!
@Jon i actually found it be to helpful :P
13:59
Good morning @Dev2rights ! :D
Afternoon
lol where i am its morning xD
A fresh day
Yep :D right to Unity
starts coding furiously
ive been breaking poorly coded APIs and now having to finish a website
really want to get back to the game im working on
at least the level webservice
14:00
Do both! :D
Work on your game just to motivate yourself then continue on the website
lol the intel website thinks am in russia xD
haha not that simple unfortunatly
user92578
15:13
Annoying relative-overload over
user92578
Now, parachutes
user92578
15:44
That's an in-game screenshot, now all is left is the actual functionality:
user92578
user92578
Oh man, I'm really digging this!
user92578
The part where the parachute just disappears when the entity hits the ground is a bit odd
user92578
But otherwise everything seems good
user92578
I wonder if there's anyway I could smooth the disappearing
user92578
15:54
Some crazy animation doesn't really seem that tempting to try
user92578
user92578
That gif turned out better than I thought it would
oh my god that movement speed
user92578
it's actually not that fast.. I think
user92578
Yeah it's not that fast at all
user92578
16:02
The blade's spinning wayyyyy too fast
user92578
Could have something to do with gifcam
user92578
or gfycat, idk
user92578
What do you Mick think about the disappearing of the parachute?
Have a button to "disconnect" that spawns a falling parachute item by itself
And instead of disappearing when you hit the ground, just do the disconnect thing
Then you get a cool physics animation, and a useful ability to ditch the parachute midair, as a buy one get one free
user92578
So the parachute would just fell trough the ground to void?
16:08
no I was thinking it would fall to the ground and stay on the ground
as a usable item if it's not damaged
user92578
Oh
user92578
One day I'm going to get into trouble for using the actual collision hitboxes also for querying rendering data
Jon
Jon
16:54
one day..
but not today
Does anyone know of good paper writing software? I haven't found anything that beats LaTeX yet :/
Joe
Joe
@Tyyppi_77 I didnt even notice until you mentioned it
@MickLH if you're comfortable with latex, I doubt you'll find something you like better
Jon
Jon
17:11
i use moleskine
Joe
Joe
@Jon i think they are awesome and i have a few... but every-time i want to write something down I think to myself... my ideas are not worthy to go into such a beautiful object and i usually just end up using scrap
Jon
Jon
lmao
user92578
17:28
Different colored parachutes for each player would be nice
user92578
But then on the other hand, they're military parachutes
user92578
I doubt the military makes purple parachutes
user92578
Tweaked the graphics a bit:
user92578
user92578
17:55
Okay, entering the level is now taken care of
user92578
How about exiting the level?
user92578
BroForce exports the player(s) out in a helicopter you have to jump to to finish the level
user92578
So I guess that's kinda ruled out
user92578
Can't really parachute out of the levels xD
user92578
And I don't want to add jetpacks for that
user92578
17:58
Maybe someday for something else, but not for exiting the level
Pip
Pip
18:16
lol
18:55
man xD the gif is too fast
Why is everybody hating on telltale's minecraft game?
I think it looks cool.
I guess it's all the Minecraft fanboys.
telltale made a minecraft game?
I don't play minecraft but this looks original and awesome.
@BlueBug Look at the like/dislike bar.
A bunch of fanboys(girls) are insulting it, along with people that have mental conditions.
Calling it "autistic".
19:11
I don't see any exact sensible context to hate it... I guess it's their blind love for Minecraft that that are basing their hate on.
Pip
Pip
@BlueBug interesting....
@BlueBug I like Minecraft. But I would totally play this game. Well, I don't really know if telltale makes my kind of games, but you know what I mean.
I guess it's the cool thing to hate.
Isn't minecraft all about stories? It's almost-literally game about writing story for yourself, making stuff up. I think story drive game in minecraft world sounds like super fitting.
Pip
Pip
@BlueBug looking good
19:15
ty @Pip
Pip
Pip
Grrr
I'm really stuck at the moment.....
Monogame serializes Vector2s differently on Windows and Linux
so JSON gets fucked up
19:55
Anyone live near Seattle or going to CppCon this year? Chances are, I'll be going! :D
Pip
Pip
20:22
Nice
Apocalypse World looks like such a cool RPG. Hopefully I can convince my friends to try it. There's also a fun podcast about it.
20:57
I drew the protagonist for my game.
Jon
Jon
i hate him.
Jon
Jon
protagonist looks like a bad person... are you fighting good?
also, holy shit, one of the guys behind the binding of isaac is a total pos
U r fighting for no reason, just causing violence. You can say his sorta villain. What is "total pos"? #Jon
Pip
Pip
SPACESHIPS
So hard to see, sorry
@Jon check it out
21:02
the textures are very hypnotizing @Pip
Pip
Pip
lol
The spaceship and stuff are loaded from json, as are the tiles.
However the ones in the gif are "randomly" generated (cellular automata, etc)
btw do you know what is a "pos"
Pip
Pip
"Pos"ition?
hmmm
Pip
Pip
oh in Jon's context I have no idea
oh yes I do
@BlueBug he means "piece of shit"
or "pile"
21:05
Apocalypse World's manual is nice. Not only does it give you good, clear principles to work from, it also has a chapter on advanced fuckery.
What did the guy do? Does the man have bad manner?
Pip
Pip
7 mins ago, by Jon
also, holy shit, one of the guys behind the binding of isaac is a total pos
I have no idea
@Lokkij awesome
Jon
Jon
21:52
i read some comments he made on reddit
POsted a video Tutorial of him making a game
People gave criticism (awesome criticism), and he replied with stuff like "You are stupid, where is your Isaac?"
just finished 140... very nice
1 hour game, worth $5 easily
Jon
Jon
holy shit... an english copy popped up
$420
Jon
Jon
22:11
Jon
Jon
22:37
rev4 vs rev3 lol
 
1 hour later…
Pip
Pip
23:48
Oh man
This is what robotics is all about: i.imgur.com/n9YlRpZ.gifv
<3
Joe
Joe
@Jon what did he do? which one... sounds like an idiot
Jon
Jon
i'll find it later, busy sorry

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