Game Development

Game development and other polite discussion. Game development...
Jun 26 11:16
I'd worry more about the opposite - a divergence, where different folks get told different "truths" depending on what model they use and how it's been prompted / how it's optimized itself through past conversations to please them and keep their subscriptions. So now AI-reliant folks are in their own bubble realities that reassure them and ensure they can always debunk any info/perspectives that challenge theirs with plausibly-argued AI-generated "evidence".
Jun 24 19:35
I'm on vacation. 😜 Someone else can mentor.
Jun 22 14:22
Jun 22 14:22
Oh suuuure, ignore the prophesy delivered to you in a dream. That never ends badly. 😜
May 13 10:43
Neat - just picked up GDSE's first-ever Illuminator badge. πŸ₯‡πŸ˜€
May 12 17:23
Yup. It definitely depends on good faith collaboration, and does not offer security against tampering. It's suitable for the friendly and experimental community we have at TOJam and the low stakes of a jam game or Easter egg. I wouldn't use this for anything that's meant to fairly track competitive multiplayer, store entitlements, or handle gambling. πŸ˜‰
May 12 16:13
TOJam-only, but now that I have this tech I might see if I can reuse it for other cross-game data-sharing. Would love to get my students making games that connect, where an item you find in one could help you progress in another... πŸ€”πŸ’­
May 7 19:58
In my research I found this tool that can output all the key-value pairs stored in localStorage for itch.io's default html-game-hosting origin. That might be a quick route to verify empirically whether that's the source of the collision between RPG Maker saves, without digging into the engine side
May 7 19:56
@Pikalek The reason I came back to that post is that it hinted that we could use localStorage to share data between different web games hosted on itch.io β€” something I'm scheming to use for an Easter egg in a jam this weekend.
Apr 30 17:07
@Pikalek I'd be inclined to say yes, though I think it would be a good idea for OP to first implement the basic Voronoi approach to make sure it's handling the basic cases the way they want, then they can show their implementation as a starting point for some enhancements.
Apr 15 11:29
Looks like a good question to post on the main Q&A site. Be sure to include details about the shader that makes this image (i.e. code and/or a step by step walkthrough of your algorithm).
Apr 5 14:18
Huh! I wonder if the zeroth slot gets used as a default somehow in certain driver configurations.
Mar 18 07:44
localthunk (Balatro creator) also endorses it: bsky.app/profile/localthunk.bsky.social/post/3lkgptc2bkc23
Mar 18 07:42
An amazing pixel artist I follow did the art for it, so it was on my radar based on the quality of their work: bsky.app/profile/franekk.bsky.social
Mar 18 07:10
Hahahaha..Broke down and bought it in the bundle with Arco. Now to try to resist playing it until my grading for the term is done (otherwise I might not surface in time)...
Mar 11 12:06
Really good point there.
Mar 11 02:58
Are you hoping to help people with problems in programming, or using existing game engine interfaces, or providing a new alternative to existing engines, or something else in that space?
Mar 11 00:40
I notice you flip between "game developers" and "game designers". Is the audience you want to reach folks who are focused on design problems, or problems in other areas of development like programming, asset creation, etc?
Mar 11 00:37
@3pic1namie6 UI/UX, so the solutions you ultimately propose are likely to be tools-focused, is that right? You would propose some kind of improved game-editing interface or workflow to help users new to game development?
Mar 10 10:53
Yeah. I wanted to give some feedback on how to revise the design of the survey to get more specific data relevant to the research objective. But to do that, I'd need a better idea of where this project is headed.
Mar 10 03:05
What kinds of assistance do you have in mind?
Mar 6 18:34
Might be worth pointing out though that even if you go peer to peer, you'll usually need a server to help peers find one another and support them with NAT punch-through.
Mar 6 18:20
@Zibelas Re-opened. Thanks for the constructive edit!
Mar 6 17:34
Yep, can be edited to ask "how can I support a multiplayer game cheaply" verus the off-topic "recommend a hosting service"
Mar 1 15:37
Thanks for pointing it out. I'd say "not an answer" since it's not exactly promoting a product.
Feb 21 22:16
Naming things is an art. πŸ˜…
Jan 31 13:09
On a more serious note, thanks for bringing that tool to my attention! We've been chatting about expanding our course offerings in shaders / tech art at my school, so that could be really useful for designing exercises around.
Jan 31 13:07
"Sha de Red" sounds like a mid-season villain who shows up in a Gundam series. I approve.
Jan 30 22:06
@Pikalek But the important question: do you pronounce it "shader ed", "shade red", or "shay-derd"? 😜
Jan 29 12:03
It was an ad disguised as a question β€” basically a lot of padding around a "click this link to buy our service". They're just putting more effort into the disguise lately. πŸ˜…
Jan 24 13:38
Yeah, I've been going back and trying to better cross-link some of my related answers so they're not so dependent on guessing the magic search keywords to find connected info.
Jan 24 12:31
So, even if SE as a corporation gives up (though I hope it doesn't), I think there will always be communities doing what we do in subjects we're passionate about.
Jan 24 12:19
A community of human volunteers can intuit what the student is trying to do / ask clarifying questions, while the LLM will just try to do what was asked and fail when the prompt was incomplete, without clues about what's needed to fix it.
Jan 23 23:41
I think there are still things we do better than LLMs. Importantly, an LLM never responds with a frame challenge when you ask about an X/Y problem with a poorly-chosen Y.
Jan 22 13:31
We generally ask the receiving site mods for consent first, so that's why it goes through site mods rather than being automated for users to initiate. Also, I mildly bungled this migration by not cleaning up the comments first, so I'm learning more about why it's manual. πŸ˜…
Jan 22 00:39
In the case of the recent game-playing question, I've confirmed the migration with the Arqade mods and pushed it through. Thank you for raising it to our attention!
Jan 22 00:09
In our case, because the migration rate is low, the recommended approach is to flag for moderator attention, describing your proposed migration in the comment, and we can navigate the migration using our mod tools if we have consensus.
Jan 22 00:08
Okay, did a bit more digging. It's not user rep-based, it's a site setting we need to request. From my read of past Meta threads about it, these options are added only for frequent / high-volume migrations, where mods alone would have trouble keeping up.
Jan 21 22:06
I think you need to meet a rep threshold on the destination site before it will show up there. I'll check the rules in detail to confirm.
Jan 14 20:39
Yeah, I'm impressed how quickly the community handles it. Often it's gone before the site mods even see it.
Jan 11 21:46
Erring on the side of generosity is not a bad idea. When we have verified spam it often gets flagged by cross-site users and nuked in very short order.
Jan 11 11:29
160
Q: Should spam posts be edited?

Mad ScientistI noticed that the posts of the recent spam surge on Ask Ubuntu were all edited by community members into something like EDITED - REMOVED SPAM ANSWER or similar. While I understand why the users have done this and I too don't want to leave the spam content visible for longer than absolutel...

Jan 11 11:29
Got directed to an interesting Q&A thread about editing suspected spam, though:
Jan 11 11:27
Yeah, I wasn't sure about that one - I didn't see a smoking gun for spam/bot behaviour, so I just removed the suspicious link (which was superfluous to answering the question topic). But it looks like there was consensus from community users that it was spam. There might have been a pattern of coordinated activity on multiple sites that tipped them off, which I didn't see.
 
May 13 19:51
No, my point is that you also need to decide how to sync it, at the low level of netcode details. There are many choices for how to do this, and the framework will not make the right choices for you.
May 13 19:51
@JobHunter69 You did not understand my comment. Frameworks do not automate this. Manual choices by the developers are required. Frameworks provide the low-level code paths that we choose from. "Just use the framework default for everything" is usually not the correct choice.
May 13 19:51
Frameworks will provide the tools to send these messages and sync this data. Deciding how this specific game's mechanics should use those tools is still a manual design decision. "I Shot You First: Networking the Gameplay of Halo: Reach" has some good walkthroughs of how the design of the mechanics and feedback had to take into account network latency, and how they had to prioritize certain kinds of updates over others.