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00:56
@TheMattbat999 I'd have concerns that it would be too overwhelming for the dev ;)
3
01:22
hah
01:42
@AlexandreVaillancourt nah, I can handle it. Implementing their effects if a different story, however ;)
Mainly because some skills are used for building houses. May not be easy for a system for doing so, but I will cross that bridge when I get there.
02:31
just make sure you've got an easy way to serialize everything to disk :D
Sie
Sie
02:46
@Almo Alright so pong? Except in 3D.
 
9 hours later…
user92578
11:17
SDL's DirectX renderer doesn't like at all if I use a render target while in fullscreen & the window is not focused
user92578
11:44
So it works if I don't render anything when the window isn't focused, but that's how very fun...
12:14
@ChrisMcFarland I usually use PlayerPrefs, though I have been looking into other methods... I think it is JSON serializing?
Balancing that is also going to be a pain.
12:48
@Sie Mainly something you would enjoy working on so you want to finish it.
@OMGtechy Balancing that is also going to be a pain impossible.
But that's ok. MOBAS are impossible to balance
it only needs to be close. :)
13:36
@TheMattbat999 As the others have pointed out, the implementation, the balance and making it all work together is what would worry me :P But heh, that's your game :)
13:49
@AlexandreVaillancourt nah. It is 10 elemental stats (determines element resistance and weakness), 9 Warrior skills, 9 Mage skills, 9 Thief skills, 9 Builder skills, 7 traits, then Health, Magic and Stamina. Balance won't be hard to manage, at least I think.
@TheMattbat999 Oh ok, well I guess you'll see when you get there. I suggest you simulate that on paper first, though :) Maybe now your concern about the user is right: if the Mages skills stats range from 1 to 100, while your Warrior skills stats range from 1 to 10000 and your Thief skills stats range from 1 to 5, the challenge will be in your users hands when they're want to switch class or if they loot an item for another class (for instance).
@AlexandreVaillancourt hmmm.... each skill ranges from 1 to 100, and there isn't much restriction on transferring play style. Your class determines what skills and traits are boosted at first. Though in late game learning a new skill would be difficult, since you would be weak in it. (The game's RPG style is similar to The Elder Scrolls, where using a skill trains it, and you level up by boosting your skills by so many points)
@TheMattbat999 Ah, ok, it seems to make sense then :)
14:07
@AlexandreVaillancourt elemental traits range from -50 to 50, negative meaning you are less effective with spells under that element and are weak to it. Positive means you use spells under it and resist it.
Normal traits range from 1 to 100, like skills. They affect your character much more generally than skills.
That seems ok, worst case scenario, you change it if/when you realize it does not work well!
14:34
.
15:15
@Almo ?
when i have a bunch of notifications from leaving this on overnight, the easiest way to clear them is to say something
I had nothing interesting to say, so I said "."
:)
Dave Whittaker was awesome
user92578
ugh that panning
The Amiga had 4 voices. Two for the left channel, two for the right.
so that's how we did things in 1990
compare that audio to anything any PC could do, and you'll realize how fucking good it was. :D
user92578
15:28
probably works better with like speakers
you could set it to do mono I think
same guy
also this:
one of the Lazy Jones songs was even ripped for a pop track
About match games, if you're interested. Kind of academic. gamasutra.com/blogs/JonathanBailey/20150227/237544/…
15:57
Are there existing resources for loading model data from a file?
user92578
Are you looking for a tutorial or a library?
Honestly, both.
But I think right now a tutorial
user92578
And what part especially? File IO? Converting the format into something OpenGL/DirectX accepts?
Converting the format
user92578
And what format do you have?
16:01
OpenGL vaos and vbos.
user92578
the model I mean
At the moment I don't have a format for that, but I'm thinking of vectors of vertices and triangles
user92578
If you don't want to write your own modelling tool I'd just use an existing file format, obj is pretty popular
16:19
using an exisiting format is a good idea even if you do write your own tool
gives you a way to sanity check things when the go wrong
Is there a reason to keep the actual data loaded once I bind the arrays in OpenGL?
As in, should I keep the model information in memory somewhere once I'm done with the file?
user92578
no
my opengl knowledge is pretty old, but unless you expect that you need to re-load the data, I would say no, don't keep it in memory
 
4 hours later…
20:22
@TheMattbat999 PlayerPrefs sucks. Hard to inspect, annoying to delete, inconsistent at times, does not play nicely with game consoles or cloud uploads since it's not an actual file you can manipulate. Better to use your own method. JSON, XML, even your own binary format, yeah
If you don't mind storing JSON in plaintext, FullSerializer is nice: github.com/jacobdufault/fullserializer
20:36
anyone know articles on how translate visual programming nodes into code?
20:49
@Sidar in what context?
you want to make a visual node editor that generates code?
 
2 hours later…
23:12
Hi. If I want to make a "simple" game... like this one but in Javascript (I read it's or at least it'll be better than Flash in some time...) shall I use the basic Canvas or use a third party library like PixiJS?
Ok, thanks!

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