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00:03
probably not as long as the adrenaline is what keeps you going.
00:16
fuck it hurts\
got a blister growing on my wrist its fucken gross
DH.
DH.
00:42
Jon, I should be doing university stuff but I'm procrastinating, want me to test PC GORB?
01:07
Just playing with another full release. I'm trying to decide if there are any issues to work on before I start balancing a few things out. dropbox.com/s/mr6rtifgtktdbka/Sea%20Trading%20Game.zip?dl=0
01:25
Yay! Player is now spawning from level information. (it wont be later on, but enemies will)
So, spawning things work...
In glorious DEBUGOVISION vectors!
@DH soon
 
3 hours later…
04:26
'morning Chris
Hello, how's it
I am compiling that build atm to push live
Cool. I'll switch off the beta
I started the actual game code
got the collisions loaded and broken down into their respective cells and the player AI spawned.
I still have to write the high-level rendering module so it's debug vectors for now...
04:53
Note to self: Collision system does not like it when segments cross the exact center of the collision circle.
black hole unlocked?
NaNs as far as the eye can see
in theory I shouldn't need to fix this but it wouldn't hurt to pick an arbitrary direction to push the circle out of the collision...
unless something spawn centered right on a collision segment (like I did) it shouldn't happen.
			if(!len){
				normal_from_line = vec2(0, 1);
			} else {
				normal_from_line /= len;
			}
done
not really a proper fix but it'll do
05:26
okay, update pushed live, cheers for testing too
343.5 yea
works fine
Room 4, still no input issue
Glad to hear
05:51
Made it to room 8 but now the caffeine is finally wearing off and I need to hit the bed :D
Thanks for the fix.
 
4 hours later…
09:42
//now
std::shared_ptr<GUIButton> GUIManager::AddButton(std::string name, std::string title, std::string path, int x, int y,int zindex, std::wstring font, float fontsize, bool textbold)
{
	auto e = std::make_shared<GUIButton>(name, title, path, x, y,zindex, font, fontsize, textbold);
	Elements.emplace_back(e);
	return e;
}
//after
std::shared_ptr<GUIButton> GUIManager::AddButton(std::string name, std::string title, std::string path, int x, int y,int zindex, std::wstring font, float fontsize, bool textbold)
question if i use unique_ptr to initialize GUIButton element after this scope ends this pointer will be deleted right ?
i am currently using a std::string path to initialzie it , but i want to change it so i could initialize with a pointer to a surface ether shared or unique
in this case if i get it right unique pointer gets deleted once he leaves the scope ?
 
2 hours later…
user92578
12:10
user92578
user92578
black or white fade?
black, nobody wants to be blinded by sudden flashes of light when they're playing the game late at night and forgot to turn on the lights :P
user92578
good point
12:53
2
Q: How do I rotate an object back and forth?

LiziPiziI want my object to rotate between two angles in relation to speed and it doesn't need to be a smooth rotation, how can I achieve that? Thank you in advance.

I don't understand why this question is upvoted
alcohol
when you're browsing around and everything seems like a good question
Hi Chris
13:17
speaking of alcohol, i got up this morning with a large burn on my arm
and GORB trailer is done and I don't know how
user92578
lol cool
must've been a wild night
user92578
show us
the second part i wish were true, but it isn't
there was an attempt but nothing good
user92578
did you request the beta keys?
13:25
naw
Dev Blog- Sea Trading Game- City Labels, steeper angle. kd7uiy.com/2017/04/dev-blog-sea-trading-game-adding-map.html
user92578
14:20
anyone else have any input on the black vs white thingy?
user92578
I really can't choose
14:34
@Tyyppi_77 I'd base it on the sound you want to pair it with. If it's a high-pitched sword slice, I'd go with the white flash, like the glint off a blade. If it's a low muffled whoosh, like a ninja vanishing into the shadows, I'd go with the fade through black. ;)
user92578
Oh I hadn't even considered playing a sound there
14:56
I think it'll feel floaty and disconnected without at least a "menu accept" sound when you select the option. Never underestimate the value of punctuating your transitions with a little sound. :)
user92578
Yeah the button does of course play the default button click sound, but I am currently experimenting with a "player spawn" sound
15:10
@Tyyppi you could make it change based on what type of level you're playing. E.g. if it's a lighter level, use white, if it's darker like on the screenshot, use black. The eye really doesn't like rapid lightness changes.
Or just use a blur filter and then turn it off, like how proper lazy people would do :o
15:24
@Tyyppi_77 Black.
15:51
Same reason: for people who play with the lights dimmed.
user92578
@JohnHamilton can't do shaders
user92578
Aight, black it is then
Why not tho? Platform restrictions?
user92578
SDL doesn't have shader support
after effects?
user92578
15:57
huh?
hold on
okay found the right words: post-processing
it's supposed to be possible without shaders but I'm not sure, never had to look
user92578
Do you mean the thing where you render the game to a render texture and then edit that texture with code?
though for a .2 second effect I'm not sure why you would bother
yeah possible
like I said I never had to look for it
but I guess that's still a shader
user92578
Yeah, sounds slow and not worth the trouble without shaders
Yep yep, just give a fade to black, that should be good enough for what it is
16:36
@Tyyppi_77 Draw the same image faded out multiple times with a pixel offset -> blur
16:59
@StephaneHockenhull and fps drop
@jgallant what is this?
you are allowed to place a pixel every 5 minutes
groups are banding together to take over areas
its fucken wild
Oh my god
Well, teamwork!....I guess
thevoid was strong for a while
Greenlattice team is really strong right now
there is also rainbow road
bluecorner and purplecorner are dying off
Some people have a lot of time
17:20
yep
I spawned next to my country's crest. Is that intentional?
I'm surprised there's no porn
I love the taskbar and the unregistered hypercam logo
17:52
they went with the old school start because of the color palette
18:09
If I haven't seen the image, I'd say this idea would be the best random noise generator. I wouldn't think people could actually team up to fill in the right side of the canvas with green and black
Or paint a monalisa
18:38
@Bálint He-Man was blowing a rainbow shaft at some point.
Notice at the beginning how Germany just takes over and blast through France? :D
Bottom-left-center part of the video at the very first 5 secs
19:05
@Stephane I particularly love how Germany and France fought for that crossing place, then someone drew an EU flag over it
Just like in real life
Many KEKs were had :D
19:37
YEEEEEEEEEEES! Fixed that damn collision issue
the bounce is still off but it's not going through corners anymore
19:55
Guys have question about unique_ptr , what will happend if i initialize object with a pointer that was created in function scope ?
i mean auto ptr will be deleted once i left scope right ?
and together with him it will be deleted Object:: pointer ?
Dunno, I don't use them.
Wouldn't that be better for stackoverflow?
it's definitely a generic C++ question
Stephane do you know link of c++ chat in stack exchange ?
i always strugle af finding that chat
No, I never hang out there. no particular reason.
20:07
ah okay will find it somehow
@StephaneHockenhull that is hilarious
?
That I never go to the C++ chat?
20:31
okay so i have clarified everything its seems i missed part of reference that unique_ptr cannot be copied
only moved
@yahoo5000 I'm not sure if that's a great one to take to C++ chat lol
why ? :D
because it's sortof an RTFM
yea i got same answer :D
but i read those docs tons of times and not always understand everything whats is writen there , because i am not native speaker so always trying to ask in different words more understandable for me
unique_ptr is basically just a pointer that calls delete for you, so if you try to think "What would it do if I copied it?" it's awkward
because you definitely can't have it calling delete twice, but otherwise it would have to copy a different pointer
so it's a pretty safe bet that they just caution taped off the entire area
20:37
i was thinking a bit different i was thinking it will be two pointers thats points at the same address
That would mean that delete gets called twice when they both go out of scope though
If you need to make a copy of the pointer like that, you can use shared_ptr
That will keep the pointer alive until it falls out of every scope it goes in to
yea i was thinking about that . i a bit missing knowlage about all tha memory stuff. need to read some book or something . i might try another approach with std::move
If you want to make a copy, but you still want it to delete at the end of the function, then you could still use a shared_ptr in your function and then make copies of a weak_ptr version, all those weak copies will turn to 0 when it gets deleted
yea but i heard the thing that i should always try to use unique_ptr if its possible over shared_ptr ?
hearing things doesn't make it true
20:43
unique_ptr is simpler but don't twist your code backwards over it
thats why i am asking :P
People say that just because using shared_ptr carelessly everywhere turns your design into a mess and you should have just used C#
you think same way ?
But if it's awkward to use unique_ptr then don't force it, especially if you end up having to allocate an extra object to use unique_ptr
i mean i not using them carelessly unless i really think i need it , and in this case at first i was thinking to use shared for sure
20:45
Basically use unique_ptr by default... unless you have to actually do anything to make it work, if it requires any actual work then just use shared_ptr
If you do extra work to use unique_ptr it's probably already defeating the benefits
yea that the thing i might need to do and extra copy as u said before to use unique_ptr or just : std::make_unique<Surface>(std::move(Surface&));
not sure if that would work
Now do you know that if you use a = std::move(b) then afterwards b is destroyed?
If that's fine that only one owner has it at a time, then you should probably use unique_ptr
hmm nwm that not good ether actually . i should jus tuse shared ptr and forget
20:49
But if it's ever possible for two owners to hold on to it "possibly forever" then shared_ptr makes more sense
no thats not good i am doing this so i could use preloaded resources instead of loading it for each GUI element . so i should do shared ptr for sure
@MickLH tnx a lot you clear everything for me . now i know for sure witch approach to take and way to go
user92578
Does your engine use smart pointers Mick?
Yeah, though I embed the refcount directly into the objects that use it instead of using the external structure of shared_ptr
 
2 hours later…
23:25
anyone wanna battle?
in what
cash me outside
23:42
Battle Royale

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