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

Joe
Joe
00:19
@TheMuffinCoder let me know how it goes.... if i can help ill be happy to try
No hope so far
The compiler is removing needed code but i dont know where to fix it
you'll just dream about bugs in your code, that's all
if you're really lucky you'll think of the solution in your sleep
02:08
you know I wanted to like Ted, but it's just Seth McFarlane (or whatever his name is) and it was just bad. :(
same timing, same kinds of jokes as family guy, which I don't like
except for that
that's funny :)
 
2 hours later…
Joe
Joe
03:50
"desreveR" a one button double jump infinite runner, GOING LEFT! (oh the humanity)... Joe's first ever completed compo submission for the JS13k... Do me a solid and check it out!!! js13kgames.com/entries/desrever
5
hjahaha
Joe
Joe
:D... im totally fishing on that one
@joe hey nice one :)
just played
Joe
Joe
tysir im very happy with it
if you think it deserves a star on that message in chat i wont try to stop you :DD
i would recommend one teeny change to the controls
Joe
Joe
03:55
whats that?
quake style:
if you're in the air, and let go of space, then hold it, you jump again the moment you hit the ground
makes jumping again if you just tag the very corner of a ledge possible
Joe
Joe
ahhh
no need for frame-perfect timing of the space bar
Joe
Joe
yea prime up the jump
yeah
not that you jump again if you held it since the last jump
requires letting go and rehitting
and that's 13k of javascript?
very cool
Joe
Joe
03:56
13k of everything
actually im at 13303 bytes
and 13k = 13312
lol
or something stupid close
:D
Joe
Joe
13k minified and compressed*
i like that it moves to the left
hahaha
Joe
Joe
that was basically my contribution
everything else is pretty standard
yeah but it's 13k
:)
and GREEN
ok gotta go sleep
talk later :)
Joe
Joe
03:58
deal nite
:)
 
2 hours later…
06:14
hi
user92578
06:35
Hi
06:53
My js code haunted me so much I woke up today at 3 AM
You know what they say
If your 2k lines of js code dont work, REWRITE IT ALL OVER
user92578
lol
07:13
anyone here know c++ and wana work on a voxel project with me?
user92578
Sorry, I only meet one of the criteria
user92578
Added area editing to bridges and ladders:
user92578
user92578
07:55
Hmm I might have to design an interface that doesn't look exactly like Broforce's
Magic the Gathering spoilers are looking good! Some really sweet full-art lands and tons of other cool cards
user92578
08:13
Working on the tree brush:
user92578
user92578
I'm not sure if I should do it a smart and generic way
user92578
Or just hard code a few positions in
user92578
Wait you're the guy from twitch?
08:28
yea why
user92578
no reason, was just wondering
user92578
Added a color variation to the ladders, they now go better with the new bunker tiles:
user92578
user92578
08:53
I'm not sure if anyone's actually here, but if you know any level editors with good and simple UIs, I would love to do some research
I am le here
But I have no idea of level editors
user92578
hey le kev
user92578
okay
user92578
I'm looking into different level editors to make my UI not look exactly like broforce's
09:09
@Volatile I do have experience with all those things
cool
are you interested in working on a game?
well, game engine, first
did you see my ad?
@Volatile Yeah (if you hover over my message you see to which of yours it replied to :) )
@Volatile I am at that, I'm working on one now =p
you're working on a voxel engine?
No, I'm working on a js13k game :)
Isometric with webgl this time
I have build a voxel engine in the past
oh
but you know c++
09:13
Yeah
But I don't use C++ for gamejams =p (you need fast iteration times on that, you don't get that with C++)
awesome, well I guess now the question is do you want to work with me? I can talk about the project in detail on skype
@KevinvanderVelden What language do you use for jams? curious
@Volatile I'm interested, exchanging skype over a public chat however isn't something I'll do but here's my steam: steamcommunity.com/id/yourdoom
@Jovito depends, this one javascript because it's a javascript compo. Usually python though
cool, python w/ pygame?
Python with libtcod was my first gamejam entry, libtcod was fun but its rendering is very restrictive
And, yes, later entries used pygame :)
09:20
never heard of libtcod
It's a (C) library for roguelike development, pathfinding, line of sight, and rendering as well
But the rendering is based on mapping ascii characters to a single texture atlas
(With some optional features) so it's quite limited
My second gamejam entry used libtcod for pathfinding and line of sight and such
@KevinvanderVelden my skype is blazart123, you can add me
09:49
Im trying to work out a nice ( mobile friendly ) way of putting a colored grain on the camera using a shader
every try is just to inefficient
Yeah realtime cameras are no fun
ive got the effect working, just inneficient as hell
fullscreen alpha blending the issue oc
I've got tile picking working! Almost
It just needs to be made aware of the fact that it's rotated rectangles, not AABBs
user92578
Nice!
user92578
Got a screenshot?
user92578
Looks really cool
And all procedural! :D
user92578
Tree stuff works, and with a fairly generic solution:
user92578
user92578
My tileset is starting to get soooo messy
10:11
@Jon Thx :)
@Jon No optimizations has been done so far :P
user92578
11:05
Added a bridge variation:
user92578
user92578
hmm I should probably get started with the homework
Jon
Jon
12:18
@Hjorthenify what kind of optimizations are you going to do?
12:34
thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you
Jon
Jon
lol
make sure that the sprite is 1 pixel per unit, to denote the proper camera size
But yeah, that is the only way I can deal with Unity's camera system
ok will make sure
that thing so does what I wanted
with no fucking around
why doesn't the engine provide such a thing?
"Keep fucking canvas on screen, you fuckwit" check box
Jon
Jon
LOL
I know right.
It has something to do with the way they handle all aspect ratios
yeah
Jon
Jon
But they should provide a wrapper like this or something :)
If you add a gameobject, with a sprite on it -- sprite of 1x1 white
then set the pixel per unit of that sprite to 1
it will denote the RECT used for the camera to scale to
12:43
I'm confused now
i thought it was working but I have somethign wrong
user92578
fucking chrome
I misinterpreted what I was doing with the screen aspect
user92578
wont install, wont uninstall, wont open in less than 10 minutes
user92578
now word is crashing
user92578
imma restart, brb
Jon
Jon
12:46
my script will zoom as best as it can, to fit your defined Rect area
it works awesome for panning, and zooming because you jsut have to move the Rect or change the size
i've got a screen that's set to native res 640x960
I have a gameobject set to that size, and linked to t he script
But if I set the game window to 960x640 the menu goes off the bottom
I'm sure I have something wrong but I'm not sure what
project is still pretty small i could send it if you are feeling altruistic this morning ;)
Jon
Jon
yeah sure
maniac-games.com/files/Archive.zip
Jon
Jon
hmmm
missing some files?
Assets and Project settings are all you need right?
user92578
12:54
oh man
user92578
"Music in Christianity became more organized in the 6th century"
user92578
:DDD
user92578
I'm just so tired
Jon
Jon
da fuck
bad settings please fix
and it keeps crashing and reopening.. what did you do?
is that the perforce plugin?
i'll resend without the p4 plugin
reuploaded
same URL
Jon
Jon
13:01
ok
so you are having issues with Chaos cutting off?
yeah
yeah
trying to get the 640x960 rect to stay on screen
Jon
Jon
are you adjusting the size of the Rect?
I didn't think so
It's that gameobject, and it just sits there
Jon
Jon
it changes size when you resize the panel
oh shit it has anchors on it or something?
I'll go look
Jon
Jon
13:04
oh
it's just a transform htough
I mean, plain GO with nothing on it
Jon
Jon
ok
it is your canvas
the canvas is resetting the camera then
Jon
Jon
hold on
I use Canvas too.. just trying to see what is different here
man this particular thing shouldn't be so complicated
Jon
Jon
13:07
yeah, the scale I use is different
I use Constant Pixel Size
scale factor 0.5
will try taht
Jon
Jon
yeah try that
should work perfect
user92578
and "reference pixels per unit 1"?
Jon
Jon
no
leave that to 100
13:08
100?
ok
ok so now my text is MASSIVE
I wish I understood this thing better
Jon
Jon
want me to resend you this project?
scale factor was off
just a sec
weird yours looks right mine doesnt
Jon
Jon
oh yeah hold on
I stretched out my rect
Jon
Jon
yeah you just need to play with the scale size of your menu
13:12
ok so the menu was made for other settings and I just need to fix that
user92578
What's with word trying to autocomplete days, and only days?
Jon
Jon
looks like it works fine for me
Jon
Jon
fits perfect inside my rect
you have a sprite renderer on the GO?
is that needed?
Jon
Jon
13:14
i added it to debug
you can see it
Which is what I was saying, set that sprite to 1:1
just for debugging purposes
you delete that once you are done
what "square" image are you using for the sprite?
or does it matter
Jon
Jon
a 32x32 white squre i had on my pc
doesn't matter, so as long as you set the ratio to 1:1
where do you set that?
Jon
Jon
pixels per unit of the texture
ok
Jon
Jon
13:16
if 32x32 -- set it to 32
if 1x1 -- set to 1
Jon
Jon
www.jgallant.com/files/Archive2.zip
when I run it, the sprite gets resized but the canvas is still off
Jon
Jon
try this
Jon
Jon
13:23
ah
i see what is going on
its the way your canvas is designed
somethuing simple?
I hope
Jon
Jon
trying to fix it up for you
:( why is this so hard?
complaining at Unity
Jon
Jon
13:38
lol
ok well basically your anchoring is messed up
If you want it to always fit, you need to make the anchors stretched out
I was trying to do it, but was getting problems with your text not centering for some weird reason
Sprite builder does this properly. So tempted to go back to it
but there's no arguing the business case of having easy build to web
Jon
Jon
well i can give you my demo
it works
you just have to fix it to work better
ok thanks I'll take a look
i shouldn't have to spend days of dev time just to get my stuff to stay onscreen
ok thanks
Jon
Jon
13:44
Archive3
shows you how I set up my anchors in my project, kinda
ok
Jon
Jon
it will work , but you are going to have to redesign
No idea why the Options is small
thanks for your help
Jon
Jon
it is setup the same way as the others -- but it is small for no apparent reason , lol
yeah
Jon
Jon
13:45
no problem .. but yeah, it takes a lot of tinkering
Also, you are going to have to set min/max font sizes
I was pretty successful at the Canvas stuff with this method -- but it gets messy at smaller resolutions
what one of my scenes look like --- That dark black area is my Camera Zoom thing (bottom one)
The top dark rect, is the overlay for the UI
unity will try to draw it over top my scene based on my anchors
If you don't force the anchors in the corners like I did, it will not size
ACTUALLY
just set your base Canvas to anchor to the corners
That might just do it
what do you mean set base canvas to anchor to corners
Jon
Jon
create a new Panel
inside the base of your Canvas gameobject
Then put all your menu stuff in there
Anchor it to the 4 corners
Quite frankly, Unity sucks in this regard.
that's putting it mildly
fucking piece of shit
Jon
Jon
bbl
and this scrambling text bug is really annoying
see you dude
thanks again
Joe
Joe
14:07
@Jon I try to avoid UI in unity at all costs...
anyone have a good read on game Networking?
user92578
I bet even with all it's problems it's faster to dev in than writing your own...
user92578
And this is from a guy with his own crappy UI system
Joe
Joe
problem is theres already a global standard amazing UI system, HTML
user92578
Oh right
user92578
But the functionality is implemented in a horrible language and the result UI differs a bit on every platform
Joe
Joe
14:21
differing results... yea that is the big downside
but decades old tried and tested "API" man I'd kill for unity to get that
i check Awesomium 64 bit daily
user92578
oh lol
user92578
My first GunHero menu ever was made using Awesomium
user92578
however I didn't like it that much so I dumped it
user92578
Trying out a bunker background, need improvement tips:
user92578
user92578
14:24
That doesn't look that great
user92578
I guess I could try horizontal bricks
user92578
But I also think that the coloring is off by a lot
user92578
horizontal is a lot better
user92578
Thank god to Kevin and his awesome generator tool this doesn't take forever to do
Joe
Joe
oh its soo subtle! i didnt see a difference thought it was just solid black
user92578
14:28
oh lol
user92578
yeah, way too dark
user92578
Okay I think I got the brick pattern going on okay now
@Joe HTML sucks man.
Joe
Joe
dude?! whats better
user92578
php all the things xD
Joe
Joe
14:36
phplease
user92578
How's this? I kinda like it
user92578
@Joe i don't know of what's better. I just know every time I have to work with HTML I want to kill myself.
user92578
lol
user92578
you should do a HTML project and create all the site art with GIMP
14:41
it's like UI system designers don't actually design UIs, so they never see how inadequate their systems (or at the very least their documentation) are.
Joe
Joe
@Almo oh well as a web professional i can happily say.. that goes away after about 5 years
What I'm trying to do in Unity is basic fucking shit, and it seems to be impossible.
@Joe hahah :D
Joe
Joe
@Almo i feel this exact same way in unity
user92578
@Almo But that basic shit is probably something my UI system can't even do
Joe
Joe
and its even more frustrating because i could do the same UI in html in like 30 seconds
14:42
managed to get a rectangle to fit the screen with blackbars so it preserves aspect ratio
but I can't get the text inside to keep its size/position relative to the rectangle
user92578
Okay I think next weeks project is going to be re-doing the editor UI to look less like Broforce's
and then unity has some bug wehre it stops rendered the text or garbles it
Joe
Joe
i once hoped that bug was just in the editor
but then i saw it on a device
yeah
Joe
Joe
actually saw it on this game:
14:45
i'm so tempted to give up on unity and use something else again
oh yeah
Joe
Joe
and i laughed and was like HEY THATS made with unity
they have that problem
user92578
ill call it a day and head off to sauna, bye guys
14:47
I mean seriously, wtf
user92578
lol
ok i have to quit for now
3 hours of fucking around and I have nothing
Joe
Joe
lets get everyone who uses unity here.. and write a fucking UI module
sell it for twice the price of unity pro
and become billionaires because people would buy it
hahah yeah
Jon
Jon
@Almo that is a known glitch
14:54
yeah
ridiculous
Jon
Jon
if you set the text size it fixes in editor
happens a lot
Jon
Jon
yes it does
constantly
like, every minute or two
Jon
Jon
i considered writing a editor refresh script for it
14:54
Unity is such a noob engine
Joe
Joe
problem is its like 15 years old
I mean really, it feels very amateur compared to UE4
Joe
Joe
too old to be a noob
Jon
Jon
maybe i should invest time in learning ue4 instead
I learned how to do animation behavior trees over the last couple days at work in UE4
pretty nice
a few odd things around
Jon
Jon
14:55
in unity or ue?
like compare object to null in blueprint is doing == box, but leave one pin unset, and it says "select asset" there's no "null" setting
Jon
Jon
my new case
your actual one, or a pic from the net?
Jon
Jon
pic from the net
i got the same case and power supply though
ok
Jon
Jon
15:00
i figured frig it, the other case I have is old, and has a top mount PS
feels like I have been waiting forever for these parts
:)
Joe
Joe
@Chris how did you do your Tallowmere networking? used their (Unity) API?
00:00 - 16:0016:00 - 00:00

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