« first day (2297 days earlier)      last day (2706 days later) » 
00:00 - 19:0019:00 - 00:00

7:29 PM
@Pip 1-2 weeks for movement/combat/basic gameplay... 1-2 months to get a fairly polished game flow in with bells n whistles
 
user4704
@yahoo5000 What error?
 
user4704
Paste your actual code to a paste site somewhere and link it, along with the error info.
 
nah i was fucked up somewhere now its ok ty
@JoshPetrie are u into c++ programing ?
 
user4704
I mean, it's what I do for a job, yes.
 
gaming ?
i mean game develepment ?
 
user4704
7:43 PM
Yes.
 
josh is a pro
:)
 
user92578
Josh made Halo and doesn't afraid of anything.
5
 
user92578
:)
 
:D
 
Pip
@ChrisMcFarland cool, thanks
 
7:49 PM
@JoshPetrie i have a question about full screen mode sreen resolutions and ect. there is a lot to ask but try to bu accurate as possible , so till now i was coding 800x600 and now i want to go into a full screen
mode but actually i know nothing about and do not really know what to look first . So till now i made all my textures sprites based on 800x600 resolution and now want to go into a full screen mode do i have to make a new sprites and textures for that resolution or how does this works i mean there is alot of resolutions so do i have to make for each of them ? cuz the game i made players will have different resolutions so how is this works i mean
if i would do everything based on my resolution they would have to by forced to switch into ?
 
user4704
You can enter exclusive full screen mode and set the full screen resolution to 800x600 if you want.
 
user4704
Alternatively, you can author your content to scale to various resolutions -- generally you do this by authoring it for the highest resolution and scaling down.
 
user4704
Or you can author different versions of content for different resolutions.
 
user92578
Fullscreen on Windows sucks though
 
all games are in fullscreen :D
 
user92578
That doesn't make the default fullscreen behaviour suck less
 
@JoshPetrie so i have to make textures and sprites for the highers possible resolution and then just scale them to lower resolution ?
 
Pip
Borderless windowed is where it's at
 
user92578
I have programmed my own borderless fullscreen implementation
 
I don't like Windowed most of the time
 
user4704
7:53 PM
That's one way.
 
user92578
yeah Pip has it
 
user4704
Borderless full screen is definitely better, I think. Exclusive full screen is mostly a legacy these days.
 
user92578
^
 
is it same thing with borderless ?
 
user4704
But, OTOH, borderless fullscreen means you have somewhat less control over the resolution unless you want to do more work to get the resolution switching working
 
user92578
7:54 PM
hmm, true
 
user4704
"borderless" full screen is mostly a misnomer.
 
user92578
on the other hand you handle it all by yourself
 
user4704
It just means regular old windowed mode.
 
user92578
so it might be better
 
user4704
Except your window is big enough such that the client area of the window is exactly the size of the screen.
 
7:54 PM
can't you just render in lower res and then stretch the rendered image on the borderless window
 
user4704
It's often then convenient to use a borderless window style, and thus the name.
 
user4704
You can do it without, although you have some minor math to do and some UI issues to work around
 
user4704
and it looks funny on multiple-monitor setups
 
user4704
You can also render in low res and scale up, yes
 
user4704
That often looks bad. Art scales down better than up, generally
 
7:55 PM
yea but isnt better to do high to low ?
 
user4704
But not always
 
user92578
I render directly to screen scaled up
 
user92578
so no extra render texture for me :P
 
okay ty for info josh will go too look more info about scaling
 
Sie
I think I've made the saddest looking palm tree.
 
Pip
8:03 PM
can confirm
 
Sie
@Josh How do you feel about ODST?
 
@Sie i like the water aspect
 
For some reason my game isn't loading now, and I can't quite figure out why... Sigh.
 
Sie
I didn't even make that water. Just placeholder for now.
 
Pip
Yo Sie and Pearson while you're here
What I'm doing is applying a Texture2D to a Material
 
user4704
8:07 PM
@Sie The Halo game?
 
user4704
I never played it.
 
Pip
That's what it looks like the next set of UVs over
which is correct
 
I'm almost convinced it's a unity error... Sigh.
 
Pip
and there's no bleeding into the third set of UVs
 
Sie
I'm not sure if it's just me but it looks crooked.
Might be my eyes playing a trick on me though.
 
8:09 PM
I'm not sure I quite understand what you are asking...
 
Pip
third set
what I'm asking is if you know why that's happening
the first set is supposed to be transparent
instead it's bleeding over the first pixel of the next image in the atlas
 
By default the transparency is turned off usually...
 
Sie
^ Have you messed with the shaders? You have to fiddle around with the legacy shaders to get transparency working iirc.
 
Pip
I haven't
can confirm Alpha is set to be Transparency
 
So, the third set is showing up as red, and it should't be? Just trying to understand exactly what the issue is.
 
Pip
8:11 PM
the first set
i.stack.imgur.com/LV3UP.png is showing up as the first pixel of i.stack.imgur.com/bOOOi.png
 
Sie
Try going under Shader -> Legacy -> Transparent
 
Pip
where is that?
 
For the material.
 
Sie
Ya.
 
Pip
oh got you
 
8:13 PM
I think there's a shader option for the newer material that allows for transparent textures as well, but I'm not sure.
 
Pip
okay, first option looks transparent now
hmm
the lighting is different
but looks like it's working now ish
ooh maybe I fixed it
 
It's a different shader, the lighting would be different.
 
Pip
right
whoa this is wierd
 
Use the default shader, I think there's a transparency option of some kind. But it sounds like you found that.
 
Pip
yep
that's super odd
 
8:15 PM
hey guys i have a doubt, im using unity and writting c# scripts is it possible in 1 array store the reference to an enemy instantiated in that moment and assign him a random Keyboard letter or number?
 
Pip
sure?
 
Anyways, got to run, so...
 
Pip
thanks dude
 
Pip
8:26 PM
Seems like what I want isn't transparent mode, it's Fade apparently
/shrug
AYY
 
can random class be used to get an random keyboard input like a letter or a number?
 
user92578
Do you need a keyboard enum or a string with a letter or a number?
 
user92578
876
A: How can I generate random alphanumeric strings in C#?

dtbI heard LINQ is the new black, so here's my attempt using LINQ: private static Random random = new Random(); public static string RandomString(int length) { const string chars = "ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789"; return new string(Enumerable.Repeat(chars, length) .Select(s => ...

 
i need it in a way that after i can do like Input.GetKeyDown(RandomKey)
 
user92578
And you've just pissed of every gamer ever
 
user92578
8:39 PM
I would hate totally random keys but whatever you need/like
 
its like one of those reaction games u know i assign what hey will that object get and then i will show to the player and he has a couple of sec to press it
im new to game dev
 
user92578
You'd more likely want to use a limited number of keys there for quicktime events
 
user92578
Maybe like four keys that the user can remap
 
user92578
That way you can port the game to work on controllers too!
 
user92578
8:42 PM
If you want to go with any key
 
im still trying to see what is better but i will try ur suggestion too so i can see what should i really do
ty for help
 
9:05 PM
this part "Select(s => s[random.Next(s.Length)]).ToArray());" adds something to an array right?
 
user92578
No idea
 
hmm thanks anyway
 
user92578
Plenty of others here use C# though, they might know
 
C HASH
@AndréMarques that looks really screwy to me
 
Pip
C# <3
 
9:14 PM
what?
 
Arrays can't be resized. If you want a changing-size container, use List<T>
 
i just wanted a string :s
i have this but not working
 
Pip
?
that is 100% never going to give you a string
 
string RandomKeycode()
{
const string chars = "ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789";
return new string(Enumerable.Repeat(chars,1));
}
 
Pip
whoo time for the fun stuff now that rendering works
 
9:16 PM
Pip given the trouble he's having, that solution doesn't generalize well to his need for numbers and digits.
 
Pip
eeh, true enough I guess
 
try using this:
in your RandomKeycode function
 
thats seems simple if i put like random numbers between my 1 and my string lenght
i can use random range
wait just realized that wont work since i just want like one digit of that string
 
if you want one random character from your string, Mid is your guy
return Mid(chars, randomNumber, 1);
wait
Substring
better
return chars.Substring(randomNumber, 1);
my previous example was VB example from MSDN, got confused
 
oh nice
so i can use random range between 1 and chars lenght to get a random char
thank you !
 
9:30 PM
yup, that's it
@AndréMarques actually, you use a number from 0 to the string's length - 1.
 
like an array?
starts in 0
 
string chars = "ABCD";
string var1 = chars.Substring(3, 1);
// var1 now contains "D"
 
Instantiate an gameobject that has tag "Enemy" and i use enemyObject = GameObject.FindGameObjectWithTag ("Enemy");
it should find my intantiated object right?
 
what if you have a bunch of enemies
 
9:38 PM
i would use and array?
an*
 
FindGameObjectsWithTag returns GameObject[]
 
but i didnt got to that part something in my code isnt working on this part
Vector3 spawnPosition = new Vector3 (Random.Range (-spawnValues.x, spawnValues.x), spawnValues.y, Random.Range(2,spawnValues.z));
Quaternion spawnRotation = Quaternion.identity;
enemiesInstantiated[i] = Instantiate (enemy, spawnPosition, spawnRotation);
keysAssigned [i] = RandomKeycode ();
Debug.Log (keysAssigned [i]);
 
10:00 PM
Object reference not set to an instance of an object
(wrapper stelemref) object:stelemref (object,intptr,object)
is it because im using array
 
Guys anyone know something about a online game development ? i have a question about winstock , i have heard that use a winstock for server side is a bad idea is it true ? and if so what should i use for server side then ?
 
@Pip That's right, transparent will still reflect light, like glass. Fade is an overall dimming.
 
10:15 PM
@yahoo5000 Just a quick glance told me the following things: 1.) If I'm correct, then Winsock only works on windows, while I'm 99% sure you want to target other platforms. 2.) Why would you use winsock, if you can just use TCP?
In the last 2 days, I said "I don't know why, but it works" like 6 times. Android is awesome
 
actually i want only windows :D but i heard that server side its better to have a linux and thats why winstock is bad
and i am not much advanced in all that networking stuff i only know a winstock so far and have doing everything with him , i always looking for the best way
 
Pip
10:30 PM
@PearsonArtPhoto thanks
 
10:54 PM
@yahoo5000 It's winsock
 
yea sorr :D
 
And because you're doing web development, you should aim for the most amount of OSs
 
i am not doing web development
 
do or do not, there is no try.
 
00:00 - 19:0019:00 - 00:00

« first day (2297 days earlier)      last day (2706 days later) »