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01:26
hey what is wrong with this?
while using fixed values the code worked just fine
but when I tried to lead the value from the disk and use it it stopped working correctly, here is the "new" code:

if( sharedObject.data.maxSad == null )
{
sharedObject.data.maxSad == 2000;
}


MaxSad = sharedObject.data.maxSad;

sadness = MaxSad;
on the output I have a trace(sadness, "sadness") and I get this on the output:

NaN sadness
what can I do?
 
1 hour later…
02:37
hey guys, do u guys create a "log" type class for your games, that generates log files and stuf like that? should i bother doing that?
@wardd like, what happens or not?
so far I only have "trace(this, or, that)" so far...
but then again, it's still just a short flash game
but I would say that logs can help especially in debugging and things like that
or, depending on the game, to know what happens
yea i currently just print stuff to the console
if the game is multiplayer online, lan or something then logs are usually nice
@wardd mind if I ask for a link to the game?
for some reason I like to try new games out
i dont have much to show.. just my source control lol
still interesting xD
02:42
all my programming has gone into stuff you cant see when u start the game
always good to boost one's skills xD
ah I see, nice :)
brb
back
03:27
I just finished playing The Walking Dead.
04:11
Also, I just hit 8k rep. Whee!
Actually, 8k+1. I need to downvote something so I can have a nice round number for my rep. ;)
Ah, there we go. 8k precisely. Now I just need to convince people never to vote any of my answers up or down again. xD
just downvote ppl whenever you get upvoted
04:28
Aw, that just seems mean. :)
(Walking Dead is one of those games that's got me rethinking fundamental game design principles)
you wont have problems finding bad answers
for every upvote there is an equal and opposite downvote
votes in stack overflow are neither created or destroyed, they only change form between up/down and 0
I dunno. Some days I feel like it's heaps easier to find bad questions than bad answers.
And you don't spend rep, downvoting questions. :(
if you feel you have downvoted a post in error, nature will find a way of restoring the balance
what goes around coems around
karmas a bitch
that stuff
Look at the wheel, Frank. Half the time the darn thing's underwater, but still it rises up. It rises up. As high as it can go.
/me makes obscure pop-culture references. Just to amuse myself.
/me is such a hipster.
 
4 hours later…
08:19
hello anybody available in the room
 
3 hours later…
10:56
@Siddharth nope
@Madcowe yes! :)
11:10
Mornings.
@TrevorPowell how are handling 3D world in your engine? I mean, how do you store the scenes etc?
I'm always trying to reproduce a GTA-like environment and i'm wondering how to store the 3D world.
The maps...
@nathan not a good idea
@snake5 what? x)
@nathan what I replied to: reproducing a GTA-like environment
@snake5 ha? why?
because it's hard to do and time-consuming perhaps?
11:19
My game use a top down view and i want to have the feeling that the camera is between the buildings of the city, just like the first GTA actually
it's that hard to do?
depends on level of detail
this doesn't even have meshes
just some quads
@snake5 a building is sometimes just a quad no?
11:22
Is this kind of things hard to do?
not too hard
but it isn't simple too
@snake5 so i don't understand what you meant by "hard and time-consuming"
it's gta1
you don't see what's hard there? loading/rendering things efficiently, for example
@snake5 i just replied to "not too hard"
But anyway.
not too hard = hard, just not very hard
11:25
Yeah ok x)
there's no 3d character animation for example - that would make things very hard
Actually i'm wondering about the camera, in the screenshot above, does the camera is just looking down.
i think the perspective is a bit strange
what's strange there?
seems normal to me
Don't know, just starting at 3D so...
well, some of the things are just sprites
11:27
What would be hard with the fact that there is no 3d anumated character?
that might make it look odd
the buildings are all correctly rendered, though
@nathan I said that makes it less hard
well, I meant to, at least
@snake5 sorry that's not what i understood
Yeah in fact i want to use 2D sprites for every interactive entities.
Just use 3D for buildings
And use a camera to make the player feel like his point of view is within the buildings of the city.
Also, what about the ground, just a plain texture or there are more efficient ways to render it?
how much of it?
looks like you will have to render textures or tile maps there
@snake5 using big textures for ground will create size issues no?
obviously
you'll have to render one small piece of the ground at a time
11:38
@snake5 also you pointed me fbx and collada, thanks for it. However, after reading about it, i'm having troubles understanding the point of them in my case. Why i could not only use a basic XML that would give the position of my models?
relative to the origin
you can
as I said, a custom format is best
Ok, thanks again, i will try to work about it :)
 
1 hour later…
13:06
but...if you go with a custom format...why XML? ;_;
@melak47 why not?
My format would only specify where the models have to be positioned relatively to the origin. I though to XML because it's a generic syntax and it's easy to parse
i was wondering : how are portals rendering in valve portal game blogs.aerys.in/jeanmarc-leroux/wp-content/uploads/2012/04/… ?
@melak47 if he uses C# or Java, he won't have to make a parser for it
at first i was thinking some scenes could be rendered in a texture, but its not blurry at all
but that's about the only reason
13:19
@tigrou you could do it just as well with rendering to textures
however
I believe valve uses a stencil mask to draw directly into the frame buffer
so there are no intermediate render targets involved for the portals
there should be
there's a depth limit
forget that stencil buffer, reading some stuff about it
it would be easier to fill the portals that are too deep with a RTT
I could be wrong, this is just what I heard someone say about what they say in the dev commentary in the game.
well, they can still use the stencil buffer
it's just that RTTs are probably also used
13:25
@tigrou a very simple way not to have any blurriness with render targets would be to simply have a texture the same size as your frame buffer and render the portals' contents into that
if using stencil buffer will it be ok like this ? : 1) render a quad in stencil buffer, with same size as "portal hole" 2) render what is supposed to be viewed inside portal with stencil buffer enabled (thus will only fill the quad) 3) render scene as usual
13:43
you may need to repeat the first two steps for as long as a portal sees another portal, or you reach a limit you define
yes. i was first thinking of a simple case with only one portal , and no "recursive view"
for your suggestion with textures : is it possible to create a texture with a custom size eg : 1024x768 ?
i believe it was only possible for power of 2 (or at least recommanded)
it should be possible these days
depends on platform though
for PC - possible, mobile - impossible/pointless
ok thx
14:09
hello anybody free to answer my question
please ping somebody I am waiting
@Siddharth don't ask to ask. Ask and wait for someone to answer
ok sir
It's not an hotline here
currently I am developing tower of defense game and I am stuck in situation that become adverse for me
weapons continuously fire towards enemy but that thing happen that when bullet reach to the enemy it change its place so the bullet can not hit him
@Siddharth actually if you have such a precise question, ask it on the current website
14:18
which website sir
but questions about debugging are not welcome... it's your job to debug your code
game.stachexchange
@Siddharth of course.
what stretagy I have to use to hit enemy
"Here is my code find my problem" is not a type of question you want to ask here
better try gamedev.net or other forums
14:20
ok I will get my solution from other person
@Siddharth do detection collision between tower projectiles and ennemies?
@Siddharth get your solution from yourself
that thing I am already doing
@Siddharth it works?
but when bullet reach at target, the target move to some other place
because of time given to the bullet
@Siddharth yep, you have to predict where your tower have to fire
14:23
I have establish manual grid structure for the game
this is the tricky part of TD
or you can do the EZ solution and simply make the projectiles lock a target and follow it
and based on the grid data provided the enemy moves on the fixed path
if the projectile move fast, it'll not even be noticeable
but I want to show the bullets are firing
I give less time to the bullet and my thing got happened
but I want to show bullet was moving
14:54
you need to lead your shots if the target is moving
but in grid structure how to find ahead position
enemy move based on the grid data
I store all the grid position in the xml file in which enemy has to move
how to code for me to detect ahead situation before it change its direction
do your units decide where to go every time they move, or do they find a path once, and adjust it only if the world changes?
the path of each created enemy was fix
so that thing become easy for me
15:12
hey guys
if( sharedObject.data.maxSad == null )
{
sharedObject.data.maxSad == 2000;
}


MaxSad = sharedObject.data.maxSad;

sadness = MaxSad;
why does this code say that sadness is NaN
and this
MaxSad = 2000;

sadness = 2000;
works perfectly?
because sadness = MaxSad
and MaxSad = NaN?
I even tried to made the MaxSad = 2000;
because I will need to use something like that because those values will change as the player buys upgrades
oh wait... if MaxSad is 2000; it does work...
the problem is with the shared object
but even if I remove the ifs....
sharedObject.data.maxSad == 2000;


MaxSad = sharedObject.data.maxSad;

sadness = MaxSad;
this doesnt work...
oh god of course
I used a == instead of a =
15:30
currently I am developing tower of defense game and I am stuck in situation that become adverse for me
weapons continuously fire towards enemy but that thing happen when bullet reach to the enemy it change its place so the bullet can not hit him because time applied to the bullet to reach at target position
@Siddharth can you send me a link so I can see when it happens?
@Siddharth we already told you, you need to lead the target
this question: gamedev.stackexchange.com/questions/4995/… has links to quite a few questions about that, and they all have answers.
dammit I have to go, cya later guys
one of them is even about a tower defense game.
@Madcowe later
 
2 hours later…
17:46
@Madcowe are you using javascript? dont do that :) or use jslint or better typescript
any thoughts on refactoring symmetrical code? in particular, around x and y coordinates -- code that's identical except for the direction (south or east)
also nested loops -- i have a lot of "for each -- for each" patterns in my code and i'm trying to think of better ways to express these
18:08
will probably post on codereview in a bit but since it was gaming specific i thought folks might've run into similar refactoring questions
 
1 hour later…
19:10
It's what happen when i try to render a quad on top of a 2D image
The image is supposed to be transparent. When i try to render the image after the quad, it works well.
 
2 hours later…
21:12
hmm
i get the password from a text field as a char buffer, and send it to server as a char buffer
can i convert the char buffer to string in the server?
i mean is it safer
21:38
That would be any reason that glTexImage2D alter my 3D projection? I'm trying to load a 2D image and the method i use itself uses a method called glTexImage2D. The problem is the call to this method, my quad is not rendered anymore
i commented the line calling this method and everything worked fine again. Is there something to do when using this method with 3D?
22:08
did you set the texture and enable mipmap interpolation on a texture without mipmaps?
hey guys
I have a problem
I made a square named InfoBox
the Idea is that it would be above the mouse so that when you hover over a menu item it appears and explains what those buttons are
but when I do this:

public var infoBox:InfoBox;
infoBox.x = mouse.x;
infobox.y = mouse.y;
//infoBox.visible = false;
I get these errors
C:\Users\Utilizador\Documents\Flash 2012\Madcowe-avd\Classes\ShopScreen.as, Line 16 1120: Access of undefined property infoBox.
C:\Users\Utilizador\Documents\Flash 2012\Madcowe-avd\Classes\ShopScreen.as, Line 16 1120: Access of undefined property mouse.
C:\Users\Utilizador\Documents\Flash 2012\Madcowe-avd\Classes\ShopScreen.as, Line 17 1120: Access of undefined property infobox.
C:\Users\Utilizador\Documents\Flash 2012\Madcowe-avd\Classes\ShopScreen.as, Line 17 1120: Access of undefined property mouse.
well the problem is not the mouse obviously, I still haven't completed the imports on that one, but the infoBox doesnt react
not the best choice of words there...
anyways, now I even imported the flash.ui.mouse as it should be and did everything the same as on the other screen but it doesnt seem to work...
22:25
hi
can you show me your game now?
22:53
@Chorche me? uhm sure
also, it has an easter egg
kind of
@Chorche you shouldnt send password to server, just hash of it
@Kikaimaru well i dont know what exactly do you mean by "hash", but i'm sending the password as a char array
@Madcowe is it possible to play it in browser?
23:09
@Chorche well thats not safe at all, when you send it like that anyone who has access to network between client and server can see that password and just retype it
A hash function is any algorithm or subroutine that maps large data sets of variable length, called keys, to smaller data sets of a fixed length. For example, a person's name, having a variable length, could be hashed to a single integer. The values returned by a hash function are called hash values, hash codes, hash sums, checksums or simply hashes. Descriptions Hash functions are mostly used to accelerate table lookup or data comparison tasks such as finding items in a database, detecting duplicated or similar records in a large file, finding similar stretches in DNA sequences, and so...
@Chorche sure, it's a swf, so you can right click and open using, IE( yuck), firefox, chrome, whatever you use
assuming you have flash player of course, but nowadays who doesnt?
I'm moving away from it as often as possible
it mostly serves as an annoyance in forms of banners
have to go guys
Chorche, tell me what you think by mail please, [email protected]
Ehm.. Arrays.. Can I only set an Array to Another Arrays Enteties in a Loop or Manually?
This is the Tutorial, Just wondering if there is no way to set the entire array instantly.
http://img7.imageshack.us/img7/1158/arraytoanotherarray.png
@OliverSchöning dont know what language that is, but what you probably need is to make a copy of array. doing stuff like var contacts = [alice, bob]; var secondContacts = contact; works, but when you do secondContacts.add(carol) it will ad it to contacts as well
23:20
javascript
It did work :p Haha ! I tried that first of course.. but I failed because:
well in that case you can do var arrayCopy = contacts.splice(0)
that will create a copy
var 1 = [x,x,x]
var 2 = [var 2]
That was my fail
var 2 = var 1; worked fine ^^ dooh
well that should work too but it would create array of arrays
but beware this will not create another array, you still have one array, but two references to it
Yeah good thinking. If var 1 is changed, var 2 is also
@OliverSchöning most of those tutorials are bad . bordering on incompetent ..
23:27
Hi there (and good night for some). i'm looking for a tool that create combine several skyboxes (6 differents files) into one picture (as a cross). any idea ? (i know i could do it in ps but took too much time if you have several files)
@tereško Really ? :p I found them neat for the basics so far.. Whats up with em
the further you get , the more annoying and pointless the exercises become
@tereško
No worries :P I use other pages too, But I need tutorials and stuff so I dont forget it instantly ! And I am addicted to achivements
i really hope the "other pages" does not include w3schools =/
@tereško
Nah
:p
Although W3Fools looks very nitpicky for a beginner
23:59
thx all, gnight

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