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05:00 - 22:0022:00 - 23:00

05:54
been on the fence about trying out GameSparks (www.gamesparks.com)
but just read that the dev can only choose one location out of their servers on the globe
so you couldn't have multiple servers in multiple regions
which sounds absolutely stupid lol
probably fine for turn-based games but not real-time multiplayer
 
4 hours later…
10:19
I am creating some fantastic modern art pieces.
They are unique and special, because they cannot be reproduced, because I don't know how I even got this.
'art'
kill me ok I can do this
im just messing with you man i like them both
i do allot of computational geometry myself
@Chris computational geometry? That sounds like game dev.
This looks like an alien DNA
@BlueBug i like the natural algorithms
its mycaelium
im using it for mountain texture
from space, birds eye view
i have other algorithm for flora because they have more of an L structure and fibonocci rules
dang
so like you are rendering... earth?
yeah im making a 4x civ game
That's cool
I am making just graphic engine with that ^
10:32
you should study the smallest paturns and do landscapes, than a small something with the landscape as its paturns in the forefront, that would be art
I wish I could do that That sounds kinda fun, but for now I am stuck with rendering triangle bro
this one i sent you its basically a root, that is seeing how close it is to its parent root, and the hormones (points they go to) are creating a mid point for the root to follow
each time a new root born it compare with its parent, and divides the hormones
the distance to each hormone :P
You do it once then render it the rest of the game right?
ye its like dynamic divide and conqour
think of grains falling down a slope taking the path of least resistance, in that case the hormones are increases in gravity because of slope gradient, but same paturn forms when leafs and fungi form etc
So yeah the game is made of huge arrays of seeds that contain the visual data, so 100 points could display a mountain that has thousands of vertices
11:13
I just got inspired by MineCraft blocky graphic. So I created this beautiful piece.
user92578
cool
Today I am getting very high dose of artistic inspiration.
DH.
DH.
Hey Tyyppi, tested your new build
It's a lot better, didn't get a single FPS drop now
user92578
awesome!
user92578
I'm actually really really happy about that! Yay!
DH.
DH.
11:15
Yeah specially because I'm on a rather low end, I have a GT 730M
Seems like everybody will be able to enjoy your game
user92578
I don't have a superb gfx card either, it's a 750ti
user92578
yeah that's really cool
user92578
and all it took was a few button presses :)
user92578
I'm not actually very sure about whether the game is GPU or CPU bound
user92578
rendering is very basic but SDL's implementation isn't the fastest, I'm not sure if they do any batching at all
DH.
DH.
11:18
I'm almost certain it's most on GPU
user92578
very possible yeah, but then the new build is faster on CPU
DH.
DH.
I have a simple GPU, but I have a i5 3rd generation lol
That thing handles all my compiling pretty fast
it was CPU bound on my laptop the last time I tried it, but it was a while back
DH.
DH.
And I got inspired and since I already was at the desert and finished the game lol
my cpu got so hot that it actually started throttling and dropped the speed
user92578
11:20
cool!
user92578
yeah I put out an update yesterday that among other things now has full optimizations on in release builds
user92578
old builds had none
cool, I'll have to try
DH.
DH.
So, 2 notes
First, the game crashes if you happen to get killed inside a tank
user92578
11:21
oh yeah that I sorta knew about
user92578
it now works (on my end) if you get killed by an ice shard but other dead sources still crash I believe
DH.
DH.
The other one is, on the last boss fight, at the start of the stage the villain weapon was already sitting there, and with it I one shotted the boss, so I believe this is not intentional lol
user92578
that shouldn't happen lol no
DH.
DH.
Oh and I liked the new tutorial stage
user92578
that's also cool to hear, I like it a lot too, both feature and story wise
user92578
11:25
maybe the start is a little weird but meh
DH.
DH.
The focus isn't story so I wouldnt worry :P
user92578
yeah :)
DH.
DH.
It's not like people didn't like Contra 3 just because he is fighting aliens with no context
Isn't aliens a context?
11:51
Ah I think I am about to fix the bug YES!!!!
DH.
DH.
Do you intend to launch the game next month Tyyppi?
user92578
yup
oh wow? it is coming for eral?
DH.
DH.
Cool
user92578
I really hope so, gotta get everything done :)
DH.
DH.
11:55
The game itself is now pretty solid, think you just need to finish the other details like description of the store, etc.
user92578
yeah trailer is the largest todo right now
user92578
I'm pretty happy with the store page description but I guess it could use a little work or something
user92578
hey do you get the visual studio redistributable installed everytime you launch the game?
DH.
DH.
Hm, I played offline last time, so IDK
12:09
It's a rough start, but I think I'll take it for now. Time to move on to something else!
One thing I'm wondering about is the small amount of the game that can be seen behind the picture. I don't like the small bar, it seems accidental, but I'm wondering if I properly place the image if you think it would look alright.
user92578
awesome! I love the weird exploded ship image thingy
user92578
seeing the world generate might be cool but I wonder if you actually showed that you'd have to apply some sort of animation to it or something
I was looking through my collection of images in the game, that was the best that I could find.
Hmmm. I think you are right, it would need to have some kind of animation...
The image that I show is actually the texture used for the ship that I'm using.
Slight tweaks. I think that's a bit of an improvement. Maybe I'll have something a bit more subtle like the background becomes less blurry as time moves on or something like that.
But I'll wait until I have an image I like better for that.
user92578
12:29
just a stupid idea
user92578
user92578
but I think like a ship sailing back and forth might be cool as kinda like a loading icon
user92578
but this is like a totally worthless waste of time
Not a stupid idea at all.
Actually, it might not even be all that difficult to do...
Little touches add up to create sense of professionalism
12:31
not difficult at all
the load screen for the game I made took like fifteen minutes to put together
The load screen isn't really taking any time. Getting it to actually update the UI when loading took forever...
If it's just a loop of a ship going forward and back, it's really easy, but if you're actually updating a bar while it loads, it might take longer
user92578
bars in general are hard to do if you need accuracy
user92578
I just fill the remaining half of the bar until loading is done, so essentially just a stupid cheat
user92578
it's fast enough to go unnoticeable
12:35
yeah usually the bars will go up to a certain point pretty well, then just jump to the end
I got something like this and it works quite well
user92578
that's cool
Well, I could probably fudge something if I really wanted to, but I'll save the progress for another time.
I know about how long it takes to load, so I can just make sure an animation won't repeat in any funny ways.
yeah I just use async load and it does tend to freeze up animation towards the end of the loading process
user92578
seriously who incompetent idiot is responsible for the gdc vault
user92578
game names are wrapped in these ticks ''
user92578
12:43
if the game name is in the front of the title
user92578
the alphabetizing breaks
My world is procedurally generated, and that takes a bit of time.
user92578
so the talk 'RimWorld': Contrarian, Ridiculous, and Impossible Game Design Methods is before any talk with the letter A in the name
I had to move the process to a thread to allow for the UI to be updated.
For your entertainment.
user92578
that's cool
12:48
The UI is still locking up, and I'm not actually sure why that is the case. Hmmm...
It's a bit too fast too.
user92578
a while ago I removed a boolean parameter from a method that seemed useless
user92578
just found out what removing that broke
the whole purpose of the script? :P
user92578
it was for this one really specific purpose which I seemed to have missed/forgotten
user92578
I'll make sure to add a comment this time lol
12:53
Ahhh, I figured out the issue. Now to get it improved...
Actually shouldn't be that bad, so... Hmmm...
Interesting... I just did "High Tech" profiling (Stepping through code one line at a time in the debugger), turns out I know exactly which line of code is causing my slowness issues. And, even better, it should be pretty easy to fix.
And to make it even more better (Yes, it's a word), it was code that is actually #3 on my to-do list to improve anyways!
well, we did something good then! we wanted a loading screen from you, and you got performance fixes! :P
13:21
LOL
I knew there was something going on, I just wasn't able to pin it down...
13:59
I too know something is going on with my thinging... I just cannot pin it.
what is that tho
this is something. It is supposed to be just a basic shape
ooooohhh it's something!
If you look at it very carefully and try hard, you can distinguish the shapes
Maybe this can be a game, u know? A game about finding a hidden shape in the dazzling fractal patterns
maybe it could become a loading screen background too O.o
14:02
sound of eyes burning
user92578
how fucking hard color keying can be:
user92578
14:21
Wow, what a complex thread of an issue (No pun intended)
Essentially I needed to thread the creation of my textures. That's not an easy thing at all in Unity.
While getting this to work, I found another huge inefficiency, which is probably responsible for a lot of the slowness of my code.
I just have to motivate myself to fix it...
DH.
DH.
14:51
@BlueBug You are getting good at this LSD simulator
user92578
15:14
It's stupid and took me unbelievably long to make, but it's pretty cool too:
I'm sure you now know how to proceed faster and the rest will be much easier to do :D
user92578
well yeah the "normal" video editing is faster
user92578
I actually wrote a pygame program for the background, it spawns randomly boxes or weapons and rotates them a little and then lets them fall
user92578
then I recorded a good 30s of that
15:18
Whoa (>*.*<)
user92578
Doing that in Blender would've been a pain
that's something like what I'd do too tbh
user92578
And doing that in-game would've taken a lot longer than writing a simple Python
user92578
I tried to do it so that the boxes and guns would render behind like a purple background and I'd colorkey that away but apparently that was too much to ask for
user4704
I feel like I expected the background clutter to be spinning
user4704
15:20
Although I'm not sure if that would be too noisy
user4704
Otherwise cool
user92578
not a terrible idea
sometimes I get something working through hard work, and other times I just stumble onto a completely irrelevant seeming thing and change that into what I want
the first feels good but the second feels amazing xD
Still not perfect, but it is an improvement.
15:44
look look I've done some stuff too :O
that's a whole shader there :P
user92578
whoa that's awesome
I didn't write the whole shader tbh, I just took some blending effect and added my spin to it :P
@JoshPetrie Are 4 upvotes enough to perform the suggested change?
Here have a fifth (I read this before and didn't upvote even though I should've, dunno why lol)
user4704
I dunno. I don't think it's a big enough margin given the activity on the question.
user4704
15:58
I've mostly been putting off looking at that thread :D
My shader for the main map is something like that.
It's mostly a shader.
Yeah; I guess you disagree with the upvotes, hehe :P
shaders are lovely aren't they :D
They are pretty nifty.
The second to the last frame of the loading shows what my map looks like without shaders.
I think the second post has some merits too, maybe we should merge them altogether or find some other solution?
shaders, mmmmmmm...
16:04
Well, I'm not going to do anything more for today with my loading screen, but I will give it a shot for this weekend.
If I can get myself away from BotW, that is;-)
@JohnHamilton As my post suggest, I'd remove the 'entity' tag in any case as it has no meaning, except when linked to component, system, or both. As for the other two, I guess I'd at least find a decent tag description..
16:16
@JoshPetrie And there are at least 30 views on that question that are from me hehe :P
@DH. lol
It turned out pretty cool tho, I've added some extra controls to feather amount and limiting: gamedev.stackexchange.com/questions/138775/…
 
2 hours later…
18:26
It's Friday afternoon. It shows.
 
1 hour later…
19:28
Saint Paddy's day.
You are obligated to get shit faced drunk and possibly pick a fight
As is tradition
DH.
DH.
Good thing we don't have the tradition here then
I'm dating an Irish girl
DH.
DH.
But we have carnaval that is almost the same shit tho
I gotta get totally fucked tonight.
A couple of years ago, a drunk guy tried to climb on a float, here... he fell down while doing so and got ran over by the tractor pulling it...
He died.
19:32
I rolled a few joints to keep me from drinking too much
Lmao
DH.
DH.
Drunk people are weird
Sober people are weird to drunk people
19:55
Hi guys just get back to coding after some break and face a problem probably just doing something stupid :/ got an error when trying to insert char buffer
@yahoo I'm pretty sure the characters vector is empty when you try to get it's first element
So you try to insert a nullptr in the vector?
i am trying to insert buffer at begin()
buffer is a char
user92578
19:59
You're inserting chars into a vector of objects?
char * yes
char != PlayerIDCard
i am inserting char * into vector yes
But the vector contains PlayerIDCard-s
user92578
^
20:00
Hi Josh o/
user4704
Hi.
Hi Jon o/
@Bálint but my buffer contains PlayerIDCard -s
Soooooo.. whats going on
20:02
No
i try to insert a lot of things
user92578
Nope, you have a buffer of chars
char * buffer = new char[buffersize];
@jgallant With varying results I assume...
indeed.
1/5 times, it inserts properly
user92578
He does have a kid
20:03
yea but inserting those chars into vector<PlayerIDCard> should become an object ?
he beat zelda with me
that sonavabitch beat a guardian before me
@yahoo5000 No, that's why it throws an error
user92578
@yahoo5000 uuh no, why?
user4704
Definitely not how that works.
That damn son of a bitch.
user4704
20:04
If you want that to work PlayerIDCard needs a constructor that takes the char* and does the correct thing to extract the data from that char*.
i mean i am sending std::Vector<PlayerIDCard> from server as a char buffer and here as i am recving them so its just a same data in same format ?
user4704
Frankly it looks like you're trying to send structs over the network by casting them.
user4704
Don't do that.
user4704
That's bad.
serialixez.
user4704
20:04
And wrong.
user92578
But C++ doesnt know that
write a custom serializer.
nothing compares.
user4704
It is also not the same data in the same format, necessarily.
custom serial stream is the best kind of stream.
user92578
Yeah endiandnessdes
20:05
Your class requires stuff, like int64 and strings
Hmm i was hoping to save some code instead of dealing with char * just inserting it .
user4704
And packing.
user92578
Oh yeah packing yup
user4704
And the fact that it contains std::string.
user4704
So even if you were to "correctly" serialize the struct by interpreting as a byte blob, it won't work.
20:06
So, I had some spare minutes
user4704
Unfortunately, your entire approach is wrong.
Josh so i need proper constructor for PlayerIDCard to deal with char* right ?
user4704
I mean, yes, but it's still not going to work.
user4704
The data you send from the servre is already corrupted and broken.
why not ?
well yea i have to fix both server and client now
user4704
20:08
Because PlayerIDCard contains a std::string.
user4704
A std::string is basically like: struct string { const char * data; unsigned int size; }
user92578
And byte order might be reversed, right?
yea now i have to pack all vector into char array and then send to client
byte order is not that important
user4704
So when you just cast a PlayerIDCard to chunk of bytes and sned() that, what goes out onto the wire is a pointer.
i see
user4704
20:09
And whe you get that pointer back on the client, it's bogus. It points to who-knows-what.
user4704
Byte order and padding are important.
user4704
You have to manually serialize and deserialize your objects into a buffer. Look that up.
yep.
nothing like doing it yourself.
user4704
I will reiterate here, as I did last time, that you've got some serious gaps in your understanding of the C++ object & memory model and you really might benefit from filling those instead of bulling forward with such an advanced topic as networking.
20:16
Well said.
Sup Elmo
is there someone named Elmo here?
Lol sup
:) not a lot
probably have next week off
this time I will really work on my music
Nice. I got this IAP update for picross Touch. If you wanna duplicate the update on picross we could negotiate the terms
That's a possibility
send me details on what it involves by email
user92578
20:20
eyyy its elmo
Hehe ok
UNity's new IAP system is nice, right?
hey, Causality is a really nice mobile puzzle game
ios/android
first set of levels get you used to the interface.
then it gets crazy
you have these guys walking on a grid, and you can turn arrows to direct them
they have to get to goals
there is a teleporter that warps the guy to anotehr place. BUT the target is specified both by location and what time on the timeline.
so if you have an arrow on turn 8 set so he'll hit the portal on turn 10, and the portal pops him out at turn 5, there will be another guy 3 turns away from the exit.
if you turn the arrow, he disappears.
DH.
DH.
How you find those games that are so unpopular? It has only 59 reviews, and none on my language btw
it's really cool man
@DH. What's your language?
20:24
Causality was featured by Apple
DH.
DH.
OH k then
I often look at the little games they feature; they know a good game when they see it. :)
DH.
DH.
@Bálint Portuguese, brazilian "variation"
oh yeah, if your guy bumps into future/past guy, the background turns black and it says "PARADOX ALERT"
20:39
is they the same ?
i mean only difference is signed and unsigned but the size is the same
@almo it is ridiculously easy
The iPhone store does not auto reload purchased items
right, you just need a "restore purchases" button somewhere
Android does
yes it does
@yahoo5000 signed and unsigned make loads of differnce
also why are you using "__int64" when you can use "int64_t"?
I mean the only difference is that the "int64_t" is language standard, while the other is implementation dependant
20:52
i changed it :D i was not sure ether i was thinking there was a difference between them but get more into that and notice that they are same
i also remove unsigned i dont think i need actually
you can use "reinterpret_cast" if you want to mix signed and unsigned... but still it's a bad habit
reinterpret_cast... shudder
@Almo it does have some weird uses... don't you agree?
like when some imbecile declares his data class as a pointer to "unsigned char" while you actually have some string in that class that you want to be treated like an string.
well i was thinking to use unsigned int64_t first and my Get64Bits not templated function witch ask int64_t , i could maybe do it as a templated actually
@Ali.S I'm not really sure. Been in C# world too long. I just remember it being dangerous.
20:56
it is dangerous
well we live in dangerous world :D
no arguing that... but still it's usually ok when you are using it on primitive types
when you actually know what you are doing
GORB was greenlit awwww yahhhhh
6
Just now
Fuck yeah
@jgallant well done!
Awesome jon
20:58
Thanks
:)
Awesome news
user4704
(You don't need reinterpret_cast just for signed/unsigned casts.)
NOA approved my latest Tallowmere update first try so I'm breathing a sigh of relief
3
20:59
@JoshPetrie not for signed/unsigned, but for pointer to signed/unsigned I'm required to use it
like "char*" -> "unsigned char*"
user4704
Yes, you need it for pointer conversions.
@ChrisMcFarland tallowmere is established now
Congrats
user4704
I'm a little skeptical of that code in the screenshot, but, eh
high-fives all around
Seriously
Success in the chat
21:02
Josh whats wrong there ? :D
its good deal :D looks ulgy but should do its job
DH.
DH.
Nice Jon!
int32_t charCount = 0;
				pClient.Recv32Bits(charCount);
				int32_t buffersize;
				pClient.Recv32Bits(buffersize);
				char * buffer = new char[buffersize];
				pClient.RecvAllBytes(buffer, buffersize);
				int pos = 0;
				for (int i = 0; i < charCount; i++)
				{
					int charID = 0;
					std::string name;
					std::string surname;
					int64_t  rep = 0;
					int64_t money = 0;
					PS::Recv::Get32Bits(charID, pos, buffer);
					PS::Recv::GetString(name, pos, buffer);
					PS::Recv::GetString(surname, pos, buffer);
DH.
DH.
@ChrisMcFarland What is NOA?
nintendo of america
21:03
Nintendo of America
I gotta submit to Nintendo of Europe next, never got around to it last year, bloody depression
wish they would just merge the two :)
user4704
Need them tax shelters.
user92578
21:20
@jgallant you have the weirdest greenlits
Lmao I know
Someone is looking out for me
user92578
lol yeah. Maybe someone saw that picross is doing well and wanted more jgallant quality games?
Ahahaha
Definitely
I am so happy I was greenlit
Wooohooo
Fucken best day ever haha
Someone at steam likes me
DH.
DH.
21:38
Now get rich with low priced games with cards
21:59
Could anyone help me with a unity 5 thingy?
05:00 - 22:0022:00 - 23:00

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