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15:00
what do they mean?
user92578
completed, par, bonus
braindead
Here's an out-of-the-box concept: You travel on an ocean between islands, doing trade, piracy and exploring. The ocean is a hyperbolic plane. Which means it can't be mapped globally ... and thus doesn't fit into any "box".
user92578
That's almost Pearson's game though
have you guys played Sunless Sea? it's a pretty cool game but there just isn't enough resources all the time
15:03
@Jon it's not pretty, BUT it communicates the info well.
and if you don't explore the map, it gets harder and harder to keep living off of the same tasks
given your stars are for very different things, you do need some kind of differentiation on them
Jon
Jon
Yeah.. i think i'm gonna do it, blend the color in nicer though
@Hakase that's how it should be, if it's an "exploration" game.
@MickLH wow
9
Q: Can anyone identify this IC

Emmanuel Coleman It's the 6-pin SOIC in the middle with what looks like "67T" or "T76" on the top. I can't find any info on this I'm hoping someone here has come across this. The top left pin is possibly a digital I/O pin but that's all the info I have. Any ideas on how to trace this?

Looks solved to me
15:08
@Jon can't you just list the full words and show their completion as checkbox?
a checkbox list
Jon
Jon
maybe
or rather make them different icons
Jon
Jon
Would take up a lot more space.
not stars, but something that signifies an objective, a bonus and the other thing
Jon
Jon
well there is this star collecting thing
you need to collect stars to unlock worlds
15:09
like a tick "v" for objective, a "+" for bonus
@Jon Super Mario 64 Ripoff!! Reported!
how about an additional level of requirement so that you have to collect certain bonuses and just objectives aren't enough for some levels?
Jon
Jon
what?
can't just get in with 20 stars, you need 3 bonus points
or 5 par points
Jon
Jon
so you want me to complicate it by adding more elements instead of stars?
15:11
just throwing around ideas
Jon
Jon
i don't think that would work for me... unfortunately
stars means how good you were, in terms of time, precision and overall (idk how that can be measures in this case)
Jon
Jon
I can definitely improve the way the stars are represented
but in your case there's different approach behind each star (I think?) so wouldn't it make sense to award different kinds of trophies for each approach?
Jon
Jon
15:13
Yeah
Kind of
so if you'll use multiple types of rewards, you could further play around with them as different requirements for unlocking new levels
Jon
Jon
seems like a lot of effort to confuse the player
it could be very natural, like the levels designed so that you can only complete them by being very economic about moves require a lot of "economic moves" points from previous levels
How do you guys deal with that thing where you're craving food and it's painful and you feel dizzy? I just need to keep programming but it's getting really annoying :/
@MickLH I drink a lot of tea and have stacks of cookies at my table
15:15
I depleted all my snack food except a bag of plain tortilla chips
you could place a mini-fridge under your table and fill it with milk so you don't have to go make tea
(Which is basically torture to eat)
Oh no! my bluetooth headphones have just died :(
chips are not very satiating, try cookies or pastry
Now I gotta spend the next hour and a half in silence
Jon
Jon
15:16
@Hakase did you every play my game?
@Jon you could just use three different icons to signify the achievement and draw them above stars
ye I've played it
I'm not sure about how the stars work tho
Jon
Jon
ok because you described the core of the game with that economic move suggestion, lol
so check this out: you still draw the required number of stars as a blank star x 88, but for each objective in that end-of-level panel you can draw some mini-icon in the middle of each star to explain what they mean
Jon
Jon
the entire point of the game is to figure out how to solve a level in the least moves possible
yes, but sometimes you can save even more moves that you're supposed to
by design or accidentally
Jon
Jon
15:17
not anymore
might still be a few of them
yeah I thought that's what the stars are for lol
Jon
Jon
but a lot of effort was put in to set the pars at the lowest possible
but I guess the stars are really more like an auxiliary challenge
Jon
Jon
the stars are literally an afterthought
it adds a layer of depth to the game
it serves as a tangible way to unlock new worlds
i really want to keep it simple to be honest -- having stars and clovers and diamonds are gonna muck it up
oooh do you have one global "unlocked level" ?
I remember you talking about having 3 levels open always
But if the stars unlock levels, you could have a few levels past the end of the game. So that every 5 stars adds up to a level unlocked
So you might have 4 open at at time if you get enough stars
It would give people a way to "skip" a level if they wanted to, by getting 5 stars from previous levels so they can move forward
15:23
I've spent the last hour opening a new tab, googling "google" then pressing Ctrl + W :/
but they still have to beat it, to get the secret levels
Wish there were more people smart enough to use Java in here
Jon
Jon
ehhh
i actually don't have that setup that way, but its literally just a matter of incrementing a variable
you can unlock multiple worlds at once
so that would give you up to 6 levels to play... or 9
depending on the way i set up the star requirements.
Pip
Pip
@MickLH are you ignoring Shaun?
He just said the most dumb thing that I've ever heard
Why?
lol he breathed? thinking it was a good idea?
Pip
Pip
15:29
>I've spent the last hour opening a new tab, googling "google" then pressing Ctrl + W :/

Wish there were more people smart enough to use Java in here
Oh @Jon I remember you complaining about the price of TextMeshPro... How much would you pay for it, and how many of you are there?
Jon
Jon
1 of me
Pip
Pip
Shows something about how smart people who use Java are
Jon
Jon
lol
lol
Jon
Jon
15:29
i'm willing to pay for it if its cheap enough
But that "cheap enough" is criticalllll
Jon
Jon
i dunno 25$ seems pretty damn reasonable
quite frankly I don't really want it that bad anymore
Fonts aren't that bad, though processing the TTF hint well in 3d sounds super incredibly horrible
Jon
Jon
can you do it?
i don't need all the fancy bullshit
outline and drop shadow, how hard can that be ?
Here's the thing, it's simple enough to do it the "hit and miss" way
But TTF fonts have multiple stages, first a vector graphic of the font, all makes sense imo
Jon
Jon
15:31
You need to know how to convert it into a workable mesh
But then a fucking ridiculous VM bytecode that has a program for each character, to adjust the pixels after rendering the vectors
Converting the vectors to a mesh is straightforward, but running that fixup program on that mesh ... would require some engineering at the very least
Jon
Jon
that is why it is 65$USD
Unity literally needs to do this
it wouldn't be hard for them at this point.
They might go the other way lol
If you get enough font / ui plugins, and graphics / rendering plugins, and network plugins, and physics plugins, etc...
Unity might just end up as a plugin host eventually
(and an editor framework)
I don't see how they could compete with the community anyways in the long term. They aren't really open source so just to stay "barely competitive" they have to pay to duplicate the effort of the entire community
I don't think that's a bad thing at all though... I think it could just mean better quality and better prices for everyone, because instead of a lot of generic functionality, you could precisely pay for exactly the features you want
Jon
Jon
15:47
yeah.
they also get a cut of the sales made on the asset store.
Sie
Sie
I'm hungry.
Pip
Pip
I just had food
Sie
Sie
@MickLH Why doesn't Unity just start hiring developers off the asset store then? I mean ProBuilder is awesome and if Unity could integrate that into vanilla that'd be awesome.
Pip
Pip
Homemade manicotti that I made last night
<3
user4704
@Sie Why would they?
user4704
15:53
If Person A makes an awesome asset and puts it on the store, Unity gets a cut of every transaction to purchase that asset, no? It also adds value to the Unity platform, which means more people want to make games with Unity (which Unity gets a cut of).
user4704
If they hire person A and roll that feature into core, not only do they lose the transaction cuts, but they have to pay that person.
Sie
Sie
Well it makes Unity look even more attractive as an engine as it is. However I guess the salary plus lack of asset might be too negative from a business perspective.
Pip
Pip
So as far as Unity goes
I have an object that I want to be in a static position relative to the camera
user4704
(realistically speaking, it's also quite likely that the person isn't desirable as an employee for other reasons)
Sie
Sie
I guess in a weird way Unity is better off keeping the core of Unity very lean and then making money off of asset purchases.
15:55
they did hire the guy who made NGUI to make the new GUI system
so if it's an important enough feature, they will do it
Pip
Pip
I have a hardcoded rotation, scale, and position but that only works if the player is facing perfectly in one direction
Any idea how I would calculate that?
too vague
Pip
Pip
Okay, hold on
screenshot
Sie
Sie
@JoshPetrie Why? That is awfully presumptuous. Especially considering there are various developers with varying backgrounds on the asset store. Low Poly Generator (I use that for my terrains) is made by a guy who worked with Bethsada on Fallout 3.
user4704
15:56
@Sie It's not presumptuous.
user4704
People make awesome games with shit code.
Pip
Pip
Ignore the one odd sword out, I already fixed that part
however
user4704
Artists make awesome art that is totally not game-worthy.
@JoshPetrie minecraft
user4704
It's very possible to be able to produce results that are awesome, but through a process that isn't awesome.
15:57
yup
user4704
And when you hire somebody that's the kind of stuff you want to look for because it can be problematic and drag the team down.
user4704
So generally it's exceedingly foolish to outright offer somebody a job based solely on a few pieces of cool output.
Pip
Pip
So that's an example of what a sword would look like if I just inserted it into the scene x y and z away from the player
user4704
And even just inviting them to interview (an interview they subsequently fail for some reason) can be a tricky PR move.
Sie
Sie
@JoshPetrie I see what you mean now. However surely Unity could see the code on their end and see how good or bad it may be.
Pip
Pip
15:59
Is there a way to calculate the proper direction so that I can place it relatively to the camera?
user4704
There are also other reasons to fail an interview, such as not being a good culture fit, or not being able to get a visa, etc.
user4704
It's not like companies don't know that people are out there producing awesome mods for their games, it's just that proactively approaching people to hire is fraught with issues.
user4704
So generally it's better to wait for them to come to you.
Jon
Jon
i'm not really happy with this screen
Sie
Sie
@Josh So in a way. It's better for Unity to not add too much to their engine and let people buy assets that do it for them. That way the engine is improved via assets and they make money in the process. Is that about right?
Kind of like the whole text issue @Jon and others have been having?
user4704
16:02
Well, I dunno if it's better on the whole.
user4704
That "but then you'd have to pay them instead of taking a cut of their sales" is just one very small way to look at it.
user4704
I don't pay enough attention to Unity to have a good actual analysis of their situation.
Sie
Sie
Think about it though. Why should Unity worry about new features when the community can just make it for them and then make money in the process (via a cut)? As long as their core remains up-to-date and relatively solid it seems like a win-win for both Unity and Asset Developers.
user4704
There's probably an argument there for Unity to keep developing features that can't otherwise be built through asset store stuff, at least.
user4704
But yeah, if you want a healthy marketplace you don't want to Sherlock every cool, popular asset in the store as soon as it shows up.
user4704
16:07
That creates insecurity in the minds of your content creators.
Asset developers have a habit of not necessarily updating their plugins to the latest Unity. Unity as a corp has to decide which bits are core functionality they want to deliver, and which they want to let other people build.
They clearly decided that having a decent 2d GUI interface made sense, so they did that.
I have no doubt there is a host of features that Unity doesn't release for that reason.
Shader Forge, for instance.
0
Q: CommandInvokationFailure error when building APK?

AmnI'm getting the following error when I build my APK: CommandInvokationFailure: Failed to re-package resources. See the Console for details. C:\Users\Me\AppData\Local\Android\sdk\build-tools\24.0.0\aapt.exe package --auto-add-overlay -v -f -m -J gen -M AndroidManifest.xml -S "res" -I "C:/User...

Looks like abuse of the rep system from these 2 users...
Pip
Pip
Potentially
user4704
Fuck.
Pip
Pip
Yeah I'm seeing some suspiciousness
16:26
@JoshPetrie Yes?
Pip
Pip
huh
Potentially a good reviewer for you... each of these videos (link below) reaches around 60-75 thousand viewers
@JoshPetrie Looks like it's our old friend...
Pip
Pip
How can you tell?
Sie
Sie
@AlexandreVaillancourt Who?
Is that Mick again?
16:31
No.
the fuck?
Sie
Sie
@MickLH I thought it was selfless or whatever you call them.
@AlexandreVaillancourt Ah.
@Sie I guess it's @Sie up to his usual antics...
Sie
Sie
u wot m8
u wana go?
user4704
16:33
Yes, it's him.
@Sie lets go man, lets go all the way to the store, get some snack, get home do some gaming
Sie
Sie
@MickLH no but do u wanna go m8?
@JoshPetrie Who him?
user4704
I've taken care of it. You're right, there was a vote ring there and he matches for TCG.
@JoshPetrie He's been away for a while, hehe!
TCG?
Sie
Sie
Man. We need a drama.stackexchange.com to explain all of this stuff.
user4704
16:34
The original user.
Wasn't it TGC?
Sie
Sie
@Josh Damn it. You guys are too fast for Google to cache the page :(.
@Sie It's just a user known to evade ban, abuse the rep system and less clever that those who mod here.
Sie
Sie
I figured it was something like that.
user4704
@AlexandreVaillancourt Yeah.
user4704
16:39
Well, it was nice while it lasted.
It was... let's hope he won't start again...
user4704
He'd managed to stay under radar for a while with those two accounts, actually.
user4704
Hm, I wish there was an easy to find "questions you've locked recently"
user4704
Okay, cleaned up everything I reasonably could without taking too much rep from regular users.
The other account had been active for 2 months.. did he do that scheme with other accounts as well?
user4704
16:47
Which scheme?
user4704
Sockpuppet voting to earn and post bounties?
user4704
Yeah.
user4704
I'm not sure why he bothers with the bounty. History suggests he doesn't know how it works.
user4704
That is, he think he gets to choose who gets it because he's offered bounties for "complete working projects" only.
16:51
It seems I missed those!
DH.
DH.
He was trying to rep as some sort of money to make someone do his shit?
user4704
Maybe. That's what he's done in the past with bounties.
user4704
shrug
user4704
He's never managed to keep his account long enough for the bounty to award.
Yeah; he's getting caught right away..
Heh!
16:52
hahah :D
there are better games to play, you would think
Does anyone know how to distinguish between an Ability and Effect ? For example would you do sphere traces in the Ability or Effect? pastie.org/10895681
I'm not sure he's playing a game...
DH.
DH.
@erebel55 To me an Ability is something you are capable, and Effect would be a result of the Ability
^ semantically, that's how I connect "effect" and "ability"
They don't seem like either/or categories
user4704
He's a help vampire. He doesn't really care about his standing or accounts here, he just wants answers to his questions, so he spams them and hopes somebody will answer before he gets caught.
16:55
Seems like the "Item" concept needs to be there somewhere
DH. nails the fuck out of it
@JoshPetrie oh nasty :(
user4704
It's a shame, because I don't feel great about nuking his questions once people provide him an answer. It costs legitimate users reputation and, more important, time.
Even with that though you could say that I am capable of swinging a sword and the effect of it is the collision check and damage application. Or you could add the collision check to the Ability.
yeah
@Almo Nails most of it so hard that I can't just say the straightforward thing, but leaves something to be desired :/
16:56
:)
user4704
So ultimately he still wins. I would have been fine with him coming back and participating regularly until, you know, he started sockpuppet voting.
// Smash
// 1. Swing sword animation
// 2. Sphere trace
// 3. Apply damage
user4704
Since he drew attention to it, he gets a complete nuke.
@Almo I feel like you're the only person who has a chance of understanding exactly what I mean by that specific instance lol
For example #2 could go in either Ability or Effect
16:57
Woah
That's... I hope there's something I'm missing lol
hahah :)
I'm ready to trip out on you, for your encapsulation boundaries
@JoshPetrie yeah, he's been warned a couple of time...
DH.
DH.
@erebel55 My English is kinda bad, so, could you elaborate on what you mean by Sphere Trace?
@DH. sweep test
16:59
@MickLH what?
DH.
DH.
Ah right
yeah, sweep test
DH.
DH.
That is what I was thinking, but yeah, need to make sure
@erebel55 Why are you trying to force these ideas into those slots "Effect" or "Ability", they don't fit!
"Sphere trace" is not an effect or an ability, it's a query or a condition
I am talking about where to call the Sphere Trace from
The Ability or Effect
17:01
Is "swing a sword" its own Ability?
Put it in the "swing a sword" ability class...
DH.
DH.
Certainly from the ability, the effect should only be responsible for affecting the target
Okay, that is the way I was leaning. I am triggering the ability logic from the animation since I want it to occur at a certain point in the animation.
All 3 steps really, they are all part of the "sword use" ability. Then you could spawn a damage effect on the sweep test, and spawn a stamina effect on the player's sword arm
Ability does make sense, but it sounds like "player ability" while if you meant it's the item's ability it seems more natural. I would tend to put the logic to animate -> sweep test -> dispatch effects into some "Swingable" item class
And then make swords a subclass of that
Or alternatively, add a weight / size test and make it a player ability that can be invoked on any item
DH.
DH.
It depends on how his game is, but yeah, subclasses to identify each stuff is a good move to save code
I think that makes sense. The projectile based abilities are a bit more confusing to me. Originally I was thinking that the projectile would just be a trigger. For example, when the projectile collided with something it would execute the Effect that is attached to it's Ability.
// Missile Launcher
// 1. Spawn projectile
// 2. On Collision apply radial damage

// Triggered bomb
// 1. Throw bomb animation
// 2. Spawn projectile
// 3. On Detonate apply radial damage

// Healing Node
// 1. Throw node animation
// 2. Spawn projectile
// 3. While active apply radial heal
So the Ability would really just be playing an animation and spawning a projectile.
And the Ability would have a pointer to the Effect that the projectile would apply when triggered
DH.
DH.
17:10
Either you make it preset on the projectile the effect
Or you go the inheritance way and on creation you "attach" an effect
I think the spawning an entire entity to represent the projectile approach can work, but I think your raycast bullet seemed like a better idea
Maybe not for an RPG, but for most guns
DH.
DH.
It really depends on the speed of the projectiles, no?
Right, I will need both raycast and projectiles.
As I understand, most FPS games don't use projectiles, just raycasting.
I'm just trying to get the design consistent. So the line between Ability and Effect is there.
17:15
Except for slow moving stuff, of course.
yeah I understand that
17:42
Lol that trello page was such a fucking joke
I likey
Pip
Pip
niiiiice
DH.
DH.
Looking cool
@Jon are the extra 14 stars bonus levels?
Jon
Jon
17:44
no
DH.
DH.
@MickLH Well, it would be better if it had support from people like you. I'm just interesting in it because I'm new around here and serious game dev
Jon
Jon
some levels have 2, some have 3
@DH. I tried, but it was all maximum clown-mode from literally the very beginning. I mean literally infected by trolls before any contributors joined.
@Jon 434 - 14 = 420
DH.
DH.
Yeah I know, I didn't like the troll there too giving dumb suggestions, I just wish that it will still happen
Jon
Jon
ah
i'm so stupid :PO
17:47
lol it wasn't obvious
@DH. It would be kinda awesome, but organizing is a big task. Someone would have to give a lot of time organizing and planning just to try having a group like that
Doing it ad-hoc doesn't work, letting everyone vote on plans doesn't work.
If it doesn't come down to a unilateral decisive force at the end, it doesn't come down to a decision at the end.
Voting on plans doesn't work. But getting some buy in before everyone commits, well, that can be helpful.
DH.
DH.
Oh IKR, I'm not wanting some sort of anarchy in this idea
As I said, I don't want to be in charge of the master branch, and I expect some of the more experienced around here to do it
That is the real reason why a group project is unlikely.
Well sorry but I trust literally nobody but myself, maybe jon but honestly even then I'm iffy about it.
No one wants to take charge of it.
That much is obvious.
17:50
I've got no problem taking charge of it, but what is there to take charge of?
To get a group started, you have to have an idea, and get people to buy in to that idea.
That's the real issue there.
I'd like to hear what each potential participant expects from this enterprise
Getting people to buy in costs effort... effort better spent on just doing everything myself.
We've tried these groups before, the only stuff that gets done is what I force to happen by doing 100% of the work myself.
you should try a different approach then
why did it not work?
were people not invested? why?
My approach works flawlessly.
It is working just fine, I make progress faster without anyone slowing me down.
Basically.... It would automatically happen correctly if someone just got on my level lol
let's see if that can or should be happening
That's perfectly fine, but don't put down people who want to try something different.
This isn't an intervention.
This isn't about you telling me how to be.
17:54
we're trying (at least I am) to figure out who even wants to work as a group to make a game
I'm open to a group under a new idea, but I'm not gonna re-try the things that have failed before.
Seriously, why are you constantly putting down an idea that you are admitting that you didn't think would work for you in the first place?
to interest anyone there has to be a definition of the workflow people would join
I don't know much about game jams or how indie companies are born but I'd love to learn
@Hakase Literally no matter how flexible I am it doesn't matter, I will accommodate literally anything as long as the workflow actually exists in some form.
Literally. Anything. That. Produces. Results. Seriously actually Any. Thing.
do we know what workflows are known to have resulted in a complete game?
17:55
For me "just fucking do it." works
has anyone researched/followed any game jams from start to finish?
how do people come and work together?
Usually money glues them together poorly
They have the same problems you see here, but they are forced together by money
but the jams are not about money as the immediate goal
unless there's a monetary prize
Also someone having money means there's a person who gets to decide stuff
I don't really see how game jams play into it, I'm still trying to decipher that one. I see how it could be a (piss poor) way to decide which game to pursue
It's really not better than just rolling dice
It's like taking a stack of recipes with the plan: Ok I'll do the first 2 steps of each one, and then decide what meal is the most delicious from there.
17:58
Also game jams generally work because few people, little time and small scope. And a deadline
DH.
DH.
Well, it's kind of obvious that the members with at least some experience will have the selected jam to keep on it as project, because it's harder to make in a single day something with a decent gameplay
Game jam games get warped to fit the jam's harsh requirements anyways
No idea if anything will actually happen with a group project at all. But there seems a desire to do something as a group.
what's the end goal of our thing here? to make a game that could succeed on greenlight? Or to just gain development experience in terms of programming, designing mechanics, drawing assets, etc?
Jon
Jon
i have a desire to finish this fucken game...
17:59
A game jam seems to be a way to accomplish something.

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