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11:49 AM
Morning!
 
 
2 hours later…
1:37 PM
Hey there!
It's so quiet here these days, I was really hoping it'd get busier after a quiet summer.
 
2:00 PM
:D
 
2:44 PM
Yeah; I have started to focus a bit more on my work so I have less time for the chat :/
 
OH NO
 
3:05 PM
Yeah, seems like I have to justify my salary...
:P
 
ahha
 
 
2 hours later…
5:00 PM
@Tyyppi_77 This is a self-boosting situation, no one writes in the chat because there's nothing to react to
 
5:12 PM
Android is the worst OS I've worked with in over a decade.
3
 
Do you mean with the OS per se, or when using it with Unity or some other framework?
 
The OS itself is pretty bad, I mean WTF with the "dex" issue. The tools are difficult to work with (Android Studio, NDK etc).
And of course the glacial speed of new version uptake due to the distributed hardware model
 
Yeah, ok.
I have never had the chance (:P) to work with it 🤞
 
You'll love it!
:D
 
@Almo I had to star this
 
5:25 PM
:)
My previous winner for worst os was OpenTV. Man what a piece of shit that was.
again, inhomogeneous hardware made by many vendors and "certified" by OpenTV.
half the boxes in the field couldn't decode a jpg (despite it being in the OS spec), so we had to use mpeg2 stills for images.
 
Do yourself a favor and use LibGDX, even if it's not a game
 
many boxes had a memory leak in the audio player, so video games with sound effects would eventually crash.
Code was written in interpreted C.
 
Yeah, my phone straight up doesn't support glsl's discard
And it's by LG
 
:(
 
And I thought it was bad to optimize stuff to different aspect ratios with CSS
 
5:32 PM
hahah :D
 
Nov 18 '16 at 22:17, by Bálint
In the last 2 days, I said "I don't know why, but it works" like 6 times. Android is awesome
 
:D
 
This could be applied to multithreading in some situations :P
 
5:49 PM
Especially when you cheat and use CPU and compiler specific speed tricks that works but aren't guaranteed to work by the language's standard.
 
:D
 
The [It's 10x as fast without explicit memory fences so let's just hope the next compiler version doesn't decide to reorder those memory operations.] technique
I had a great surprise when finding out ARM converts negative floats to 0 when converting to unsigned ints rather than do a wrap-around overflow.

Undefined behaviours are fun :P
 
@Bálint Mbrane is proudly powered by LibGDX. Full game and decent AI < 7mb on Android
(ioS blows the file size up 10x for no good reason though--friggin' Apple;)
 
LowDown is 5 MB on iOS
I'm guessing, since LibGDX is based on Java, and Java is not native on iOS, that it has to include the JVM
So not really Apple's fault that you're using Java.
 
6:17 PM
@Almo that's a good point--I"m going to have to look into that. (My developer was thinking it had partly to do with all these added assets Apple makes you use.)
 
blowing another hour or two on android manifest meging conflicts between plugins
 
I entered the next LowDown contest. (What will I win if I choose best? ;)
 
hahah
there's nobody playing it at the moment
it only works if there are at least 4 or more playing
the rewards scale with the number of players; the design works quite well. the one problem is people running more than one account. I've seen no evidence of anyone doing that when there wre people playing though
 
6:52 PM
@Almo what did you use on the server side? Networking is going to be the next big step for us, and we're still evaluating different methods.
 
7:39 PM
Just PHP/mySQL on a linux host, omnis.com
if you get 5 people to play lowdown, you'll have fun with it. it's pretty interesting.
there was about a month I had a group of 8 playing
 
 
1 hour later…
8:50 PM
@Almo I could actually see it getting traction with little kids (i.e. not as a sociological experiment, but because they tend to like simple guessing games)
(you could still harvest the data though, and I bet it'd be quite interesting;)
 
Best thing about it is that even among my friends, everybody watched ads to get the extra submissions.
 
@Bálint It occurs to me you may have been talking about the numbers/symbols used in the game. Unicode is a great idea for a simple implementation of a "graphical" variant. (I never expected to be putting the abstract game out there, but when I started testing the prototype with just integers, the response was pretty awesome.)
The abstract game market (Chess, etc.) is pretty specific, and our business plan includes expansion into the modern strategy game space, where the integers represent population, resource and technological densities. (Castles, towns, farms, mills, etc. and then extending that into Industrial age and Sci Fi and Fantasy themes)
The beauty is we can utilize the original kernel, and just slap on pictures to replace the numbers. (See Rules of M; Semiotic Extensions)
@almo lol. I guess the trick there is getting several million people to do that!
 
:D
 
 
1 hour later…
10:13 PM
@Almo Will you upvote "Because it's Unity" answer for https://gamedev.stackexchange.com/questions/141070/why-is-unity-5-6-displaying-launch-image-wrong-on-ios
?
:D
>Why is Unity 5.6 displaying launch image wrong on iOS
 
10:29 PM
hhahah
 
I don't understand why they can't do a test with a very tiny simple game project on all platforms before releasing an update.

Some of the bugs are so obvious there's no excuse for not catching them.
 
11:14 PM
I got Game Dev Tycoon in my Steam Library and I haven't been able to start playing it.
Every time I think about trying it the title guilt-trips me into working on my game instead.
 

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