« first day (2197 days earlier)      last day (3119 days later) » 

Jon
Jon
00:14
It's cool? No one told me
01:11
I'm programming a popup window... it's not cool and not fun.
01:26
add confetti
now ship it
you're right, it's a little more fun now.
:D
I really loathe UI stuff with games
need a decent framework or something
It's what I'm working on
and it's boring AF.
01:39
>_<
Sie
Sie
@StephaneHockenhull Looks like a PS1 or Dreamcast game now.
but so far I got resolution-independent rendering, arbitrary shape clipping, multiple layers, 9slices with auto scaling, pixel shaders, distance field font rendering with dynamic font generation and atlas manager, automatic batch rendering, multi-window, drag-and-drop, zoom in/out (pretends resolution is higher/lower), multi-touch, multi-pointers (more than 1 mouse cursor / wiimote), multi line textbox, CSS formatted text rendering, and all the UI elements are 3D
Mouse clicks are 3D ray-casted. It's not just a 2D canvas. Also supports full matrix transform on the elements.
What's missing is all the UI gizmos themselves (scroll bars, radio/checkbox/pushbuttons, list/tree view, menu, etc).
Sie
Sie
01:54
Oh wow. 007 Agent Under Fire hasn't held up well at all.
How do people play with these forsaken controls?
@StephaneHockenhull sweet, sounds comprehensive so far. yeah, input fields and UI manipulators sound good
Now dealing with a weird bug where the gpu context returns a size of 0x1 even though the code put the proper size into the structure.
Dunno if it's memory trashing or some other part that changes it when the window is mapped.
Getting progress done with my terrain :D
gpu context is the FBO which is also the window's client area. resizing one resizes the other and there might be some weird issue with X11's networked architecture .
02:20
ah F me.....
I was using the wrong gui root object to transform the local coords to screen coords.
Sie
Sie
02:59
Alright. I'm going to play some My Word Coach and you guys had better be impressed. The box says so. @Almo
03:26
:D
over the long haul it advances through more complex words. we had a phd in linguistics working on the game
Sie
Sie
Does it? Cool.
Oh ya it's mentioned on the box too.
04:01
Faeria is free to install (instead of paying), limited 24h offer: store.steampowered.com/app/397060
 
4 hours later…
07:58
giphy.com/gifs/26ufeqFLZXxuqxbC8 new tutorial message
redesign the previous one that followed the arrow around. This is one is much cleaner me thinks
08:39
oh btw for mobile devices should I worry for any aspect ratios other than 16:9 and 4:3
user92578
09:26
morning
good day
are you okay tyyppi?
user92578
what? yes
hangover on the way?
user92578
nope
ahah
did you celebrate somehow yesterday?
user92578
09:28
naw
not even hanging out with some close firend?
do you have some of your daily life friend who follow you closely on you development experience?
user92578
not really, but I'm sure I'll get some more interest from my friends now
:)
shit is getting serious ah?
user92578
I don't talk a whole lot about the game with my irl friends, I've shown a couple guys some of the game
user92578
but now that I've posted on facebook and stuff I'm sure more are interested
09:32
uh tyyppi
I want you ask you for an opinion on a concern I have
user92578
aight
I'm doing balancing stuff for my game and I build some custom inspector to allow me to handle numbers and shit for difficulty purpose
I was wondering if you think could be viable to handle difficulty scale this way:
I have some basic value for player starting hp, enemies starting hp, damage, etc. Then I have my world which increase difficulty every room you walk away from the starting one. To keep the game challenging I thought that every room you walk enemies stats get multiplied by a coefficient which is different based on difficulty level you're playing in
so for instance a thief enemy which has 20hp in the first room, will get multyplied and in the 9th room will be something like 20 + 20*0,3*9
this is a kind of linear increase for enemy stats
I was thinking to have the player progress non linear so that it relys on player skill whether to stay close or away from enemy curve
you think this way could be solid?
sounds okay
Jon
Jon
09:47
What is 0.3 a constant?
I kinda liked this way but since it is a pain to adjust numbers and shit some killing opinion could be important
yes, it is a constant I define in the editor for balance sake
Jon
Jon
You can do it better
Hello
could you tag me in your reply because I'll be called by my kids in a minute :)
Jon
Jon
09:50
Haha well you asked for a comment to ruin it
It will work fine
@Jon I just found some nice text outlining
ahahah
fine :)
Jon
Jon
New?
Jon
Jon
Yeah that is old
09:51
:(
New to me! :D
Jon
Jon
It overlays 60 text meshes per outline
oh snap lol
Jon
Jon
It is pretty shitty
dammn
Jon
Jon
Text mesh pro is now 95
Out of beta
09:53
yeah TMP is nice
it doesn't have as many soft outline options though, unless I'm just blind
Jon
Jon
I only played with it a bit
I got no comments on my new tutorial message so I'm going to ask again giphy.com/gifs/26ufeqFLZXxuqxbC8
Looks like some text
well the panel and the button are going to get swanky sprites and so on I just think this is super clean. Way better than the text following the arrow itself
@UriPopov What are you working on exactly?
10:06
a mobile board game
@UriPopov Could you make it come up a bit faster?
Adn less transparent, it's hard to read
like I said its going to get a cool background this is just the default unity panel as for the speed I sure can
@UriPopov Ok
It's just frustrating when you need to wait for the tutorial text to come up
Especially on a mobile game where you don't want to spend your life on waiting for such things
well the current animation length is 0.45s. I think that because I made the gif with a low framerate it might seem slower.
Is it faster than on the GIF?
10:15
the motion is smoother for sure as for the speed I think its just a bit faster cause of the low frame rate gif
I nudged it down to 0.4s
@UriPopov Could you upload a gif with 60FPS
?
gonan be one big ass gif
@UriPopov That's how it works sadly
actullay this time it turned out <2mb somehow
That looks good
It's so small because 90% of the image doesn't change
user92578
10:22
the arrow needs to change though, it doesn't really stand out as it is
@Tyyppi_77 Outline
user92578
yeah, perhaps
user92578
a color change could be used with an outline
outline what now ?
Or a white (or bright) arrow with a black outline
user92578
10:24
the arrow
That usually solves everything
outline it when it reaches the target or just always ?
Always
user92578
always
Look at your cursor
It also has an outline
So you don't lose it
10:25
ahhh k I get it
cool tip guys
user92578
the tutorial looks good though
user92578
I really like the arrow otherwise
Yeah, in most games it just jumps to the target instantly
I added some stuff to the server->client messaging in my chat-game engine. Could one of you help me test it?
0
Q: Artificial Intelligence beta has started

kenorbAfter previous failures, the AI site has its probably last chance to join the SE network. The Gamedev has its own ai, tag but if you're interested AI beyond the gaming (e.g. the process behind this, or AI playing the board games), you're more than welcome to join. Currently we need your help, si...

10:45
added a outline and some glow
user92578
looks a lot better
user92578
glow could be even bigger
I think I'll keep the glow as is for now. But the outline idea is the bomb thanks again guys
Jon
Jon
The rotation should be lerped
Make it look more professional
user92578
It's lerped, isn't it?
11:01
its a Quaternion.Slerp
or do you mean that it immediately "snaps" when there is a new target ?
better?
Jon
Jon
Yeah I think so
just lowered the damping of the Slerp
11:22
@UriPopov NP
My cat ate the same thing for lubch as me. And I'm not even sure if he ate smaller proportions
Is it normal when a cat eats cheese with french fries?
no
Source: I have had a cat for 10 + years
Anyone has 2 minutes?
And can go to a site
user92578
sure
And enter the same thing to the address bar
11:33
you better not hack me
@UriPopov Don't worry
11:47
whom ever came up with 4:3 should be publicly lynched and hanged
@UriPopov I have a 4:3 monitor
Because it's old
Very old
In fact I should probably change it
But that can't happen without me changing the video card too
Skyrim is the latest game I can play with a constant 60fps
In fact it's not even 4:3
It's 5:4
12:27
@UriPopov 4:3 is from... the 1940s?
iosres.com tell that to apple
@UriPopov That's not 4:3, It's 3:4
Actually, they're the same thing, as you can turn it around
user92578
Whoa, you can do int array[12] = {[0] = 1, [4] = 2, [8] = 3}; in C
its 3:4 when its in portrait mode
NTSC, named after the National Television System Committee, is the analog television system that was used in most of the Americas (except Brazil, Argentina, Paraguay, Uruguay and French Guiana); Burma; South Korea; Taiwan; Japan; the Philippines; and some Pacific island nations and territories (see map). The first NTSC standard was developed in 1941 and had no provision for color. In 1953 a second NTSC standard was adopted, which allowed for color television broadcasting which was compatible with the existing stock of black-and-white receivers. NTSC was the first widely adopted broadcast color...
yeah, looks like it comes from 1936
12:40
well fuck 1936
worst year ever
Jon
Jon
That depends on your perspective
why did Unity start throwing this all the time
Assertion failed on expression: 'SUCCEEDED(hr)'
for about 35s then stopped ?
user92578
umm that looks like a WINAPI thing
fuck if I know but its gone now. THe game wasnt even running when it happened
Jon
Jon
12:56
Unity.
user92578
user92578
I have that bookmarked
Jon
Jon
The guy that leaked the DNC emails was beaten and murdered. He worked for DNC. No one knows who killed him, case closed.
American"democracy" right there lads
@Tyyppi_77 top kek
0
Q: How to create 3d model from obj file?

abdelrahman elattarGoodmorning everyone, i want to create my obj loader in javafx application. first, i used blender to extract obj file from 3d object and i got the file and wrote application with classes include Model which include list of vertices, normals, textures, and faces. then i created the face class whi...

This question is just...
user92578
13:03
yup
... is just too much code, didnt read
user92578
I flagged as "How to get started"
Jon
Jon
It makes sense non of
feed dismissed
@Tyyppi_77 same
user92578
13:05
Hey do you guys think this is a duplicate of the question I linked gamedev.stackexchange.com/questions/127970/…
Jon
Jon
Yes
Damned HNQ...
4
Q: How likely will I be able to get a job in game design with a masters in computer programming?

nathan riveraI'm currently attending college and am almost finish with my Bachelors in Computers science.I plan on getting my masters in computer programming in hopes that it will help me get into game design. If not I at least will have a fallback plan in any other IT related field. I'm just curious as to ho...

I'm also curious why the question I linked earlier is marked with both opengl and javafx
@Tyyppi_77 I think a proper comment for him would be "we won't give specific implementation that has been tested, we don't do this here"...
@Bálint Dunno, maybe he'll do OpenGL calls from withing the JavaFX app?
I don't know java and all this stuff :P
13:24
@AlexandreVaillancourt JavaFX and OpenGL can't work together
He simply watched an openGL tutorial on reading the .obj file and he doesn't know what OpenGL is
Probably :) You should edit out the tag!
In fact, I'm 99% sure he watched this one:
Because the code is the same
So he did not write anything :P
@AlexandreVaillancourt Nope
@Bálint If it's not possible to draw a 3d model in JavaFX, I suggest you write an answer :) Starting an answer with "You can't." is very fun :)
13:35
@AlexandreVaillancourt There's nothing such as impossible in programming
If you have a text based display at least, then you can draw 3d models
I usually just use 2d javascript to draw 3d models
Right, he can write his own 3d rendering pipeline :P
THe last one is more complex
Still, shorter than in WebGL
OpenGL is just a rasterizing API, it's not 3d
You need to create Every step except rasterization
14:33
I made a room creator tool for my chatgame
14:43
Hello. Does anyone know how to apply rotations in quaternions to objects?
You'll have to provide more details. Do you use a framework?
@AlexandreVaillancourt +1 on the question.
If you are on unity, use euler.
Not using any known framework.
I'm just playing around with devkitARM and Citro3D, and writing games for emulators.
It seems to be using OpenGL in C++
My guess is that you'll have to convert the quaternion to a matrix somehow at some point and use the matrix to rotate the object.
I have to say this again
what a fucking great little game
even has multiple endings
14:51
@AlexandreVaillancourt No direct calculations? Ok.
Sie
Sie
The Humongous Entertainment/Pajama Sam video is finally done.
Not to my knowledge; to transform a vertex, you multiply it by a transformation matrix.
Nothing prevents you from keeping your rotation information in a quaternion until the last moment, though :)
@Almo That's not fair, I'm trying to work here :P
:D
15:08
Alright, so the process is:

1. Do whatever necessary rotations you want in quaternions.
2. Convert quaternions to a rotation matrix, R.
3. Do whatever position delta calculations you want and apply it to Mtx_Translate() to get translation matrix, T.
4. Get model matrix, (RT).
5. Pass model matrix into vertex shader.
6. Do MVP, so it is [Vertices * (RT) * V * P] =output.

Correct?
Thanks. Finally!
Why are quaterions better again? I don't really remember
they don't have gimbal lock
Versus euler angles, that ^. Versus matrices they've got 4 floats rather than 16 and are easier to calculate
15:15
@Bálint They are like paint. You mix then up by the weight value of the 4 facings a 3D object model can have, and you just need to consider how much facings it needs to be applied to get the right orientation facing.
Erm, no, not really
quaternions are too confusing :/
Jon
Jon
Learn matrix math
Sie
Sie
@Almo You have some explaining to do.
@Sie What's this
15:18
Joke
------------------- whoosh
Joke
That's a joke penis
Not intentional. I swear.
Jon
Jon
Reported
user92578
ripoff?
@Jon There's no flag
@Sie Seriously, what's this?
Jon
Jon
15:24
It's not a flag
I reported him to tumblr
Sie
Sie
@Bálint Almo worked on a game called My Word Coach which I found out I have recently. I found this dumb typo (which likely he didn't even work on) I like to poke fun at him.
Jon
Jon
user image
6
user92578
:P
Sie
Sie
@Jon Is GORB on the market yet? I still have a test build .apk somewhere but I want to buy and play the real thing.
@Jon I had to read it twice!
15:27
@Jon That works in (I guess C) too?
:D
Jon
Jon
Releasing in a few days.
Took the bonus level out. At least for now.
Need one more sound pass and a video
Is it the lack of ==?
user92578
yes
Sie
Sie
Did you make all of those sound effects? I can only imagine you sitting in a cold dark room making freakishly squeaky voices for your video game.
15:29
@arda Yes
Jon
Jon
Yes.
user92578
I actually really like that feature in C++
In some languages assigning a variable to a value returns that value
For example JS
Jon
Jon
And it's filtered in audacity lol.
user92578
Allows writing code like if (CEntityPlayer* player = level->GetNearestPlayer(m_Position)) { }
15:30
This pretty much works in every language, but it's especially irritating in weakly typed languages
Jon
Jon
You serious?
Sie
Sie
Of course not lol.
I still kind of wonder where that trend came from. A lot of mobile games have that sort of squeaky voice in them for sound effects.
Jon
Jon
I was wondering if there was a pitch bug or something lol
It is easy
Record voice. Raise pitch.
Sie
Sie
Ya.
Jon
Jon
Worms and lemmings did it
Sie
Sie
15:33
Man I really want to try doing some mobile games but all of my ideas really work best in a FPS/3D setting and that is not a good fit for mobile at all.
@Tyyppi_77 don't do that
It's not legible code
Jon
Jon
That's why I design around mobile to start
user92578
It has it's downsides, but the reduced scope is a bug plus
it's not a big plus
user92578
it is
15:34
it's compacting code for the sake of saving lines, and that's not a good idea
Jon
Jon
It's a bad habit
like, this would not pass code review here.
Jon
Jon
Haha
a lot of places won't allow this usage, it's hard to read for someone who did not write the code.
Jon
Jon
We should make a site called hotOrNotCode
user92578
15:36
void Foo()
{
	CEntityPlayer* player = level->GetNearestPlayer(m_Position);
	if (player)
	{

	}

	...

	// Oh, we have a pointer to the player.
	player->Bar();
}
Jon
Jon
Paste code snippet and get other coders to rate
Have a top 10 hottest code snippets
Sie
Sie
You won't believe this hot new trick that this coder uses!
Jon
Jon
Line 7 will blow your stack
Sie
Sie
Find out in page 96. Code reviewers hate him!
user92578
15:38
void Foo()
{
	{
		CEntityPlayer* player = level->GetNearestPlayer(m_Position);
		if (player)
		{

		}
	}

	...

	// Oh, we have a pointer to the player. Compile error
	player->Bar();
}
user92578
That just looks awful to me
Jon
Jon
@Almo when can you submit me a ios test build?
maybe over the weekend
I don't really understand why you're writing it that way
you're not solving the non-assignment in expression the right way
user92578
The issue is the scope of the player variable
user92578
Using the if-pattern, that won't be an issue, you can't access a NULL player
15:40
why is player->Bar() outside the if(player)
user92578
because the code has a bug
void foo
get player
if null return
do stuff
Or for that matter, outside the inner brackets...
Although it should be as Almo mentioned.
user92578
Yes, but you can't do that in all cases
Jon
Jon
15:45
Does your name have something to do with Elmo?
Almo was in ancient Roman religion the eponymous god of a river in the vicinity of Rome. Like Tiberinus and others, he was prayed to by the augurs of Rome. In the water of Almo the statue of the mother of the gods, Cybele, used to be washed. He had a naiad daughter named Larunda. == References == This article incorporates text from a publication now in the public domain: Smith, William, ed. (1870). "Almo". Dictionary of Greek and Roman Biography and Mythology....
I suppose
Does anyone here know much about shaders?
@alan2here Here
Jon
Jon
I know much
:) TY
Jon
Jon
15:46
No prob
Can you have a look at
my answer to this question?
I hope it's not full of inaccuracies/miscommunications :) :(
4
Q: What is the difference between opengl and GLSL?

user1631075I recently started programming with openGL. I've done code creating basic primitives and have used shaders in webGL. I've googled the subject extensively but it's still not that clear to me. Basically, here's what I want to know. Is there anything that can be done in GLSL that can't be done in pl...

@Tyyppi_77 why not? and if not then null test again
I will work on it now if it is.
user92578
If the function needs to do something other, after accessing the player
@alan2here C is not the part of C++
user92578
15:49
I don't think the C/C++ metaphor is a good fit here
Yeah, you should use something more fitting, for example pencils
You can draw an image using only a lead pencil and same for colored pencil, but you can use them together
as in a subset of everything possible in C++, if you choose the correct subset OFC, is C
good analogy
like a graphite peincil is just a particuar color of coloring pencil?
I thought C++ being build on C would be more relevent to this domain
@alan2here Kind of
There's some difference but yes
@alan2here BTW, fract(sin(p)*10000.) doesn't return a random value, it returns a pseudo random value
15:55
I could just cut that paraghraph
lol, ok, will correct, the random/(sudo random) distinction is one hell of a rabbit hole
"PHP rand() on Windows Bitmap" is really awefull
I remember the one in QBasic was very bad too
ok, fixed

« first day (2197 days earlier)      last day (3119 days later) »