« first day (2358 days earlier)      last day (2959 days later) » 
00:00 - 18:0018:00 - 00:00

00:09
0
Q: Can art syle proportions have copyright?

onii-chanFor example, i like the art of a mobile game called Battleheart. Can i legally copy only the proportions of his characters? Obiously the clothes, the style of the brush, and all the rest of the art will be my own style, the gameplay of the game will be different too. Maybe i should ask this q...

00:25
0
Q: Unity to Xcode linker error

Mike noah http://imgur.com/a/0iUjj This image is of my code when I am trying to compile my game in xcode. I have been working on it for weeks and this is stopping me I have been trying to figure it out for days. Any help would be greatly appreciate!

00:48
0
Q: Artifacts when trying to implement Cook-Torrance BRDF

MKIII am trying to implement the Cook-Torrance BRDF within OpenGL, but I keep running into issues. The most obvious one are black patches and a bright spot at (0, 0). I checked my shader multiple times, but I can't find what's wrong with it: the functions I use are in line with everything I've seen o...

01:20
Divisions by zero in shaders are a bitch :P
01:39
No Chuck Norris in shaders, then?
never divide by zero
your good friend A/ (0.000000001 + B)
or max(1,B) if you know B should be over 1 all the time
So I am reading this thing called "Forward+" rendering technique; supposedly a one step further from deferred shading technique
it so annoying... makes me wonder going through all these is worth the effort.
so in OW, you cannot see a transparent object through a transparent object
does it mean that OW is deffered rendering engine?
01:57
I don't know :P
you let me down Alexandre
I don't care much about the graphics: that's not what sells our software, so I focus on some other things :P
Lol, first time I've seen that one :P
it's Asianish emoticon
(╯°□°)╯︵ ┻━┻
02:05
Yeah, I figured it was something like this:
02:27
0
Q: Can you upload videos into your game using Godut?

ryank135It's a stupid question that is probably a yes, but I need to know.

0
Q: A* algorithm slow performance

blipI'm having problems with my A* algorithm. Here's what I have: Coordinate* Map::astar(int x1, int y1, int x2, int y2, int size) { Coordinate* return_path; if (!passable[x2/24000][y2/24000]) { // return with blank path if target is not passable return_path = new Coordinate[1]; return_...

03:05
0
Q: NodeJS and it's efficiency with Game Servers

CavariuXI have being looking nodejs and c++, currently studying opengl. While studying this two languages I went thru their network libs and calls, so I wonder if it's viable and recommendable to use nodejs for a backend server to communicate with the database or should I use c++ for all? Thinking of usi...

03:26
0
Q: How would I use AI to predict players movent in a 2D map in order to shoot more accurately?

FinnTheHumanI know this question is very broad, but please, don't downvote it. Consider the fact that I'm just starting, I'm 15 years old (turning 16 on September 2017) and since I couldn't find the answer anythere, I turned to this trusted community to get relevant answers. My problem is the following, giv...

 
2 hours later…
05:38
0
Q: HPA* Pathfinding, building the hierarchical graph is too slow

DemandoodaSo I have a graph, roughly grid shaped, that is about 300*300 nodes large. Even at this size, however, traditional a star takes 20 seconds to run in some cases. So I implemented an HPA* algorithm to shorten pathfinding time. HPA* looks somewhat like this, chopping up the graph into small chunks t...

 
2 hours later…
08:02
0
Q: Save slider value and load it?

user43474I'm trying to save a slider value and load it when I run again the game. but here is not working. yes, I can change the value and save it but not load it. public Slider Brightness; public float bri,briv; // only briv value I saving it. // Use this for initialization void Start ...

 
1 hour later…
09:19
0
Q: Blur just one object in Unity

John HamiltonI've recently encountered a problem where I needed to blur an object that is inside another object. I've tried several methods to fix this but none of them works properly. In the screenshot below, renders have to happen in order so that the shape is preserved but the middle portion is blurred. ...

09:56
Looks like a telecom customer in Canada
10:08
What
10:28
Bending over into position
0
Q: rotating an array of images in 90 degree-java

NiranjanaIn my java game,I have a stickSprite in vertical position.I want to rotate this stick in 90 degrees.so that it can hit the floor,once I press a key. I used a an array of stick sprites to create a large stick.Why I am doing this because I want to increase the stick length differently at different ...

And feel the salmon?
 
1 hour later…
11:57
0
Q: In Game Question

LukardoI just wonder; Dungeons and Dragons ;Sword of the Coast game; Do we have a chance to change just classes title name in manual typing? Or any way to possible to change? Thank you.

user92578
12:40
oh no I'm missing a project file for a song
:(
One more day and I am free from Java for a whole week!
user92578
Nice. I have like a little over week of school left, then it's just practice finals and then finals
user92578
A lot of studying of course but no lessons
Last final before summer tomorrow
Guys need idea on how should i handle game play scenes , i mean all game play will by on GameStateGamePlay state and its the last state in my state machine so all game play will work in this state just wondering how i suppose to do with scenes , what i have in mind at the moment made iterator for scenes witch determinate witch scene player are currently on and based on that run draw and update functions based on current scene ,
not sure if this way is good it doesnt seem to by good for me for some reason
12:47
@yahoo5000 I would like to help, but I dont really understand what you wrote.
i was asking how should i handling GamePlay state scenes
pastebin.com/KKC1iyCg
user92578
What's a scene? Is it a level? A section of a level? Like a join screen/actual gameplay?
this is what i am currently thingking
well its strategy game there is no levels , tehre is world map , town center guild and ect
user92578
So in GunHero, world map is actually a separate state since it involves a little different functionality than a gameplay state
user92578
But you can't view these all at the same time?
12:50
no only once scene at the same time so i was thinking ether this pastebin.com/KKC1iyCg or create like queue of scenes then create different classes for different scenes and inside game play call current scene to handle everything but for that i would need make scenes friend of Game play state
user92578
I don't really see why these wouldn't be separate State objects, but if you want the hierarchy, I would probably implement another state machine inside the gameplay state
user92578
Enums for this stuff is pretty awful
user92578
Why not just make GameStateWorldMap and GameStateTownView and GameStateCityCenter?
then all data would have to by public for those states i mean it have to bi initialized somewhere else only once
cuz now i am initializing map and player classes on GameStateGamePlay
user92578
So they have shared data? You could just pass around a pointer to a player structure or something, which is something you'll need to do anyways
12:53
so i would probably have to make owner of them Game object witch owns states
each state have pointer to game object , and game owns states i could make that game would own map and player as well and just get pointer to them
user92578
So if you went with the inner state-machine approach, you would still need to provide a pointer to the owner object probably (in this case GameStateGamePlay that owns the player)
user92578
Perhaps that's the cleanest way, a state machine inside a state machine.
yea or could make friend of GameStateGameplay
user92578
Well that still requires an instance to be passed around
i was not thinking about state machine i was thinking about queue of Scenes
the same i am handling elements in GUI
user92578
12:55
huh? How does a queue work here? Is the order always the same then?
not sure if queue is what i need , i mean i would need to push or pop top scene
user92578
Ah, I see, so you want to return to the previous one
top scene will be executed and when you want to proceed to new scene you just push it on queue
user92578
You're probably meaning a stack
yea
thats how its called
stack of scenes
is this is good approach or its better state machine inside state machine ?
user92578
12:58
Well a state machine doesn't directly support returning to the previous one, so I'm not really sure
user92578
Either one could work and be implemented quite neatly
yea the only thin that AlexandreVaillancourt was mentioned something about state machine inside state machine is not a good thing or something cant remember what he actually said cuz was different topic
user92578
I think the point there is that a state machine inside a state machine can be implemented into the actual state machine
hmm i probably stick with stack its should be that bad as enums
Can you tldr? Had to leave for a sec
13:01
tldr ?
Sum up the discussion
user92578
Different states inside the gameplay state, should I use a stack or an inner state machine? Current idea is enums inside the parent gameplay state's update & render methods.
user92578
My recommendation was to just use the already existing state machine
Enums sound awful
user92578
Yeah
13:08
i have nothing agains using current state machine but that would make everything much harder based on my current structure , i mean object initialization , most object would have to by owned by Game object and based on state initialized or initialized together with game object witch i think is bad because u dont want initialize map , and player if player wont be able to login
other way i would have to work way around those object initialization funtion cuz they have const variables and makes everything harder
so i would probably much like inner state machine or scene stack
witch container should i use for stack ? i mean vector could do well , queue might not that well i think
user92578
std::stack?
did knew about this :D
@Hjorthenify also do you familiar with C++ mysql connector ?
@yahoo5000 Im familiar with the C# and Java connector, why?
i have strange problem with my mysql connector for login in , i mean its works everything seems to by working but once i try to compare password with password from mysql i got Mysql error 0
witch is not even exist
at this lines its trows me mysql error : 0
if (result->getString("password").asStdString() == password) {
not sure why this happens
You're giving it a string and it expects the column number
If I remember correctly
13:22
getstring ?
virtual SQLString getString(const sql::SQLString& columnLabel)
columnLabel
Then I dont know
well i am giving std::string and its need mysql string does it have something to do with ?
It should have an implicit constructor
user92578
13:25
You are giving it a const char*
user92578
But that's just a pedantic
Does SQLException have a message field of sorts?
Because you're only checking the state and code
thats all he gots
what is what
e = SQLException
its doesnt have anything else only state and code
13:29
No the what field what is that?
what do u mean ?
There is a what field.. What is what?
Like what type is what
user92578
You seem to want to display the return value of what
error code and state
So what is error code and state?
13:32
error code is int
user92578
> what()

Standard C++ compliant function; returns the error message associated with the SQLException.
oh ... :D
user92578
sigh
This conversation suddently turned into something out of monty python
13:33
virtual char const* what() const
{
return _Data._What ? _Data._What : "Unknown exception";
}
Yes try to print that
2017/1/18 13:35 MySQL_Prepared_ResultSet::getString: can't fetch because not on result set
So you probably spelled the column wrong
ok so its seems before each try to get int or string i have to call resutl->next();
13:43
0
Q: how can you use playerprefs to save an array in javascript on unity

The Mattbat999As I stated I can't find a working answer anywhere else. I have a game where you are to draw out your own weapon and I'm storing that information in an array. How?

@yahoo5000 when you post code, hit "Fixed Font" button
I keep saying that
virtual char const* what() const
{
    return _Data._What ? _Data._What : "Unknown exception";
}
looks like this
yea sorr was small code
will help people read your code if it is indented
and it uses a fixed-width font, which also makes it more legible.
@yahoo5000 The size does not matter :)
Hi Almo
13:51
I realized I was looking at the same image over three hours pondering "is this a bug? is this not a bug?"
and I realized "oh this is a bug but it's kinda alright to ignore for now."
that was all I did the last three hours concluding it was alright to not touch.
so practically, I did nothing.
@BlueBug Some people get paid to do just that :)
I will make an excellent candidate for the job
I can stare the same result over hours as long as I cannot decide.
Well ultimately, you'll have to decide, and know why you took that decision :P
14:04
0
Q: Inverse Kinematics using Pseudoinverse Jacobian

ligooreI'm having problems solving IK with Jacobian Pseudoinverse method. What I do is: At each local joint frame q_i of the chain q calculate the cross product between rotation axis (taken from local transform) and joint-to-end-effector vector (end-effector is transformed to q_i coordinates): // f...

0
Q: Best form of audio compression / packing

ElliottCurrently in my game I have a large amount of sounds and am getting to the point where I need to find a way to reduce the overall size of the sounds to save space when I deploy. I was wondering if there are any techniques for audio compression / packing like there is for graphics pack (DXT)? Tha...

14:18
"This looked right" the reasoning after hours
gets fired
If it does not look wrong, it must be looking right, then!
lol
Do u know the game Dota2 btw?
in case you don't know, it is decade old game almost 20 years now
user92578
Dota2 was released in 2013
I mean since Dota... Dota2 is basically Dota with fancier and better engine
I think it is a great game, great character designs in terms of playstyle.
14:27
like support characters have this amazing supporting normal skills. But it is kinda difficult to "be the protagonist" of the game; the carry who makes victory happen because their skills cannot "kill".
but they have this amazing ultimate skill ability that is superb in terms of "setting up" situations where killing enemies become so much easier or they have this ridiculous ability to kill everything in its sight.
It makes playing support role fun because you carry weight as much as other characters(like dps characters and such) and you too have potential to win the game for your team.
but in Overwatch... support characters have this "supporting ultimate" in combination of "supporting normal skills"
and I think that kinds of character design makes the character dull
@BlueBug it's blizzard; they'll rebalance :P
grrrrr...
14:44
0
Q: Finding the Balance - Income vs Expenditure

Oliver JonesI'm working on a game idea that uses an in-game currency, and basic business (income/outcome). Basically, a certain type of building will generate 'income' per seconds until it hits a certain capacity (per building). There are many different types of buildings, each with their own 'rate', 'inco...

@BlueBug I'll restrict myself to say DotA 2 is overcomplicated.
I agree it can be overwhelming.
No, not overwhelming. overcomplicated
there are features that do not support the core gameplay
things that could be removed without impacting the main focus of the game
any moba with over 50 characters will be overwhelming
even HotS will be when they get tons of heroes in there.
I want to say each and every character is unique but I know that some do have very similar roles and mechanics
user92578
That's not really what he's saying, I think he's talking about everything else in the game
Sie
Sie
14:52
I don't play MOBAs as I find them to be WAY TOO toxic without a proper team. However I find LoL to be the most approachable.
user92578
The different kinds of shops, the courier, runes etc.
^
being able to shoot your own creeps for denial is another one that's just not needed.
I agree with shops and couriers
@Sie you played HotS? LoL is approachable enough, but I thought HotS was more approachable. Just, like, my opinion, man. :)
actually maybe shops and shops only... because I am such a dumb fanboy to not be able to see through this
14:54
I wouldn't complain about the more extreme nature of the various hero abilities. There's more potential for ridiculous combos in DotA, and that makes for interesting mega-plays.
A producer I know here likes the game, and talks about the amazing plays she sees in tournaments. pretty amazing stuff
but I am open to hear because I watched GDC talk about hearthstone and learned about adding depth while removing complications. perhaps Dota has too much complication that's not worth for its depth
@BlueBug here's the article I wrote comparing the two
yes yes... Like Stormspirit can kill you by simply flying to you! Like he walks past you and you could die(in extreme case)
and the corresponding article I wrote about HotS: theaxenalmo.blogspot.ca/2014/12/…
starred
14:57
things have changed a bit in the various games since those were written
but the broad strokes remain valid
Sie
Sie
@Almo I haven't played that one. I really enjoyed SMITE though.
I recommend HotS. It's really well-made, lots of fun.
It's not a perfect game, but well worth playing.
DH.
DH.
Good thing about HotS its how casual it can be
Sie
Sie
If you like Kendrick Lamar you may like it.
user92578
15:17
So I'm starting to have my music together for the game, and I'm now wondering how should I go about playing the in the game.
I basically have 8 songs and 4 environments. The songs are quite short, ~1.5-2 minutes. So I see two options: Either play all the songs throughout the game in a queue, or split them up so that each environment has two songs. Thoughts?
user92578
I feel like the first option might be better as the songs aren't really themed in any way.
@Tyyppi_77 If you have time, you could push it a bit more, and have a way to loop the song within the level.
user92578
Oh, I forgot to mention that currently the queue-system is a per-level song system, where the song is looped when it ends
user92578
So then the next level will get the next song, and so on.
user92578
So no song switching during the same "opening" of the level
15:21
Oh, yeah, I mean: make the song loop, but not restart at the beginning, but a bit further in time, i.e. so that there is no way to hear a transition, and that the song looks to loop infinitely!
user92578
Oh, hmm, that'd be cool but I wonder if that'd be doable given the quite limited SDL_Music funtionality.
user92578
Also I wonder how much effort that would take on my end, i.e. rewriting some of the music to loop better
I don't know! I think there are ways to encode that in wav files, but I would not be certain.
They did that at least once in Far Cry 3, the immersion was incredible, this really set up the mood for that part of the game!
user92578
There seems to be a function to set the position of a song
user92578
I actually currently use .ogg files for the music
user92578
(Not really sure if that helps at all or even is a good idea in general)
Well if you're able to do it smoothy, and have time, and feel like it, go for it :P
@Almo yeah I think devs were aware of these things you mentioned in article. There had been map changes; the secret shop is gone but the side shops still exist but they function as "quick buy" rather than "go here to buy this secret things that no other shops have"
user92578
All right yeah, I'll try to keep this in mind. Personally I don't really mind the current way of looping. Anyways, this was kinda a separate thing to my original question.
@Tyyppi_77 Split them up! Content discovery!
Yeah!
15:31
@Almo also they added so that more head your team, more reward your team gives to the other team when killed. If your net gold earn is higher you give enemy team more gold etc etc.
user92578
Yeah that's a great point, the only concern is content boredom before new content discoveries.
also creep denial now gives enemy team 30% exp. It used to be 0%.
@Tyyppi_77 That's a point!
@BlueBug just drop creep denial
TIL, window cleaners do lessen scratches on CDs
15:33
it's annoying and serves no purpose except making you watch twice as many minion health bars
Maybe you could play the new song once or twice when they reach a new environment, then add them to the pool of songs already discovered and play songs from that pool?
I am sorta hardcore gamer. So I like every bits of mechanic that gives me better advantage. I feel great about being able to get a step further by being better at the gamer.
creep denial in lol is all about zoning; keeping them far enough from them not to get the xp. works fine in my opinion
dood I'm super fucking hardcore
I still don't like gameplay elements that don't serve the core game
I'm about to get the platiunum trophy in Thumper, which 0.6% of players have
I guess it doesn't fit the core gameplay but it fits the individual performance though.
like when lanning 1 vs 1 you are basically dueling indirectly by preventing enemy from earning exp.
likeing an overcomplex design is a matter of taste, not a matter of hardcore or not.
we do the same thing in lol
it's just done outside the last hit mechanic
user92578
15:36
@AlexandreVaillancourt Hmm, so content boredom would decrease as the player progresses in the campaign? Not a terrible idea, would kinda be the mix of the two. But then this might leave players wondering in the beginning "does this game have liek three minutz of musics?".
which is incidentally just a leftover from how Warcraft III handled creep bounties
@Tyyppi_77 Create more songs :P
I think that last hitting is now so deeply incorporated into the game... that I don't think you can remove it.
user92578
Damn I knew it would come to this :P
15:38
@BlueBug I'm not saying remove it entirely
because some characters seem to litereally designed around that; like some characters have abilities that allow them to denying creeps easier.
I'm saying remove it from your own creeps
did you know that in the old DotA mod, you could last hit and deny towers?
I think you can still do in dota2
user92578
You can deny towers in Dota 2
yeah that shouldn't be possible
15:39
you can deny yourself as well...
you used to be able to skip towers as well
user92578
That's a big hit on the opposing team's economy actually
they removed that at some point
@Almo why not?
user92578
@BlueBug not with last hits though
15:39
it's just a dorky mechanic
"hahah i got last hit destroying our own tower so you don't get the gold for accomplishing the objective by doing 99% of the damage to it"
You can deny ally's heroes only under certain enemy spells. To deny an ally hero in DOTA 2, just press "A" and click on an ally. Deny is possible when the ally hero has less then 25% health.Feb 18, 2015
@Almo you get less gold
it's still dorky
You can deny EVERYTHING in dota @Tyyppi_77
That's your opinion =p
15:40
it is
:D
@BlueBug yes but you can't hit yoursel f=p
user92578
Still not yourself, you can't attack yourself, you need skills for that.
but your allies can, it is funny when you yell at the mic "kill me now! kill me kill me!"
or when you could make it out, your allies kill you just in case you die to enemy team.
and yes... I can see why it is viewed as broken and many MOBAs dont implement it./
It's in there because Warcraft III allowed killing your own units, so it got to be part of the mod.
15:58
@KevinvanderVelden you can deny everything.... even enemies!
Volvo pls fix
16:10
hahah volvo :)
16:26
0
Q: Off screen image Direct3D processing with SharpDX, pixel shader and C#

CIAScorpionI currently have a working app that can process images with a window handle. This of course makes use of the swap chain and so on... I need to process an image with pixel shader off screen without a window handle. I have not been able to successfully port this to an off screen model. Can any plea...

0
Q: Pitfalls in font licensing for mobile games?

DukeZhouAs I start to look into finding a the right font for a new mobile game I'm developing, I'm noticing that license agreements for fonts are pretty varied. Looking on advice for what pitfalls to avoid in choosing a distinctive font for a mobile game that will initially be free, but which we eventua...

17:15
@DukeZhou sorry I could not help you further :P
@AlexandreVaillancourt You helped some (ultimately, if the game is monetizable, we do need to consult with an IP lawyer)
1
Q: Multiplayer game, client side prediction problem

Alex AlexanderI have been following this guide http://gabrielgambetta.com/fpm1.html for my 2D platformer multiplayer game. However I can't do client side prediction in my game. I'll try to make an example. [Client Perspective] My game is locked at 60 fps, the client sends to the server every frame if some in...

There are just some really unintelligible licensing agreements out there, so I was fishing for a developer who might know what license specifically to look for or avoid.
excellent link!
17:40
1
Q: Determining whether to trigger random events

codepantsSay I want to trigger some event with a certain likelihood throughout gameplay. For example, say I want there to be a 5% chance of engine failure in a spaceship simulator that runs for an indeterminate length of time. When and how do I determine if that event will occur? If I determine it will o...

@Almo haha, sweet
:D
00:00 - 18:0018:00 - 00:00

« first day (2358 days earlier)      last day (2959 days later) »