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304
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Player / General / Re: Desktops
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on: January 05, 2011, 05:59:29 PM
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Not quite desktop, but I just got gvim all set up as my ide and I think it looks nice...  Here's the plain desktop: 
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305
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Player / General / Re: What would you tell someone just starting off in indie/student game development?
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on: January 05, 2011, 05:37:20 PM
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Don't spend too much. Go only for what you really need.
That's a good one, I've been doing game dev since middle school, and aside from a computer I haven't bought anything (nor pirated anything, for that matter) for the sake of game development, and I haven't felt a need for anything, there's a free alternative to or version of just about everything you could need.
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306
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Developer / Technical / Re: The happy programmer room
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on: January 05, 2011, 01:32:36 PM
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I just discovered the mildly hacky, but surprisingly effective, "Unity Build" (no relation to the game engine) method of reducing compile times in C/C++ Reading that article makes me wonder... How do templates affect build time? I use them for almost everything, not beeing sure if my beloved GCC keeps the template instances on disk or memory. The latter one would be quite nice, though I'm not sure how this stuff works for a really big project. Ideas anyone? I use chaiscript, which is header-only and pretty much built entirely on boost and template stuff, and its compile times are really long...
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308
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Developer / Technical / Re: The happy programmer room
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on: January 04, 2011, 08:32:20 PM
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Yeah, it's not nearly as great as it looked at first glance  rebuilds are super fast, but I don't do full rebuilds very often and small 1 file changes take a bit longer than a standard build (not by too much, like 4s vs 2s, but on a more complex project that gap would widen pretty quickly...). Either way, I don't have any issues with compile times, so I'm not too bothered, but it was an interesting article to stumble upon. I do think it might be handy for something like Ludum Dare, since everything's usually hacky as heck anyways, and I end up recompiling a lot in a short span.
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309
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Player / General / Re: TIGSource Resolution
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on: January 04, 2011, 05:00:11 PM
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Truly _finish_ a game (polish and all, I tend to make something reasonably fun, but lose motivation once it comes to adding content and polish... I have like 4+ never released games of various sizes just sitting on my hard drive...)
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310
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Developer / Technical / Re: The happy programmer room
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on: January 04, 2011, 03:40:13 PM
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I just discovered the mildly hacky, but surprisingly effective, "Unity Build" (no relation to the game engine) method of reducing compile times in C/C++ http://buffered.io/2007/12/10/the-magic-of-unity-builds/Basically you include all of your source files in a single source file, then exclude all but that file from the compile (it's best if you make a separate configuration for this, so you can still do regular builds too), so the compiler is only creating and working with a single object file; this results in a lot less hard disk activity when compiling, and thus much faster compiles in most cases. Testing on the beginnings of a new project that has a lot of files, but not a whole lot of content per file (so sort of the optimal case I suppose) resulted in a full rebuild going from 1:30 to just 12 seconds. 
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312
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Player / General / Things that REALLY rock
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on: January 03, 2011, 01:54:19 PM
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Miraculous luck in poker... The buy in was $5 and I just completely failed for the first half, getting down to like 70 cents, then I went all in and recovered enough to stay in the game, and on the second to last hand I got a straight flush and wound up with $15  .
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313
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Player / General / Re: Does the language a game is programmed in matter to you?
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on: January 02, 2011, 02:04:33 PM
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It does, like a couple of people said, if having a language like c# or DirectX means i have to install extra stuff.
If it just runs, and has no problems, then I have no preference.
Agreed, I don't like having to install stuff just to play someone's game... I don't care what its made with, but I'm not installing some stupid framework or something just to play the game.
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314
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Player / General / Re: Moan about something
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on: January 02, 2011, 01:29:12 PM
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Sooo, I was trying to buy textbooks, and after tracking down the 14 books I needed for my literature classes and waiting in a huge line, it turned out the id card account system thing was down, and I didn't have my debit card with me so I had to return all of the books and leave empty-handed...
Oh yeah, and another thing to moan about: I need 14 books for my stupid literature classes...
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315
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Player / Games / Re: earth-shattering battle between icycalm and jason rohrer
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on: January 01, 2011, 08:17:14 PM
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Then he registered in the forum and I banned his account, the reason being that this forum is FOR INTELLIGENT ADULTS WHO HAVE A BURNING PASSION FOR VIDEOGAMES -- all of which are qualities which he obviously utterly lacks.  an outstanding display of maturity by this INTELLIGENT ADULT WITH A BURNING PASSION FOR VIDEOGAMES.
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319
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Player / General / Re: AaAaAA!!! – A Reckless Disregard for Feelings
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on: December 29, 2010, 02:30:53 PM
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Still, I think "offensive" games can and should exist. What ticked me off about the OP wasn't so much the article itself, but rather the comments, some of which openly requested censorship. If you think censorship of potentially "offensive" material is OK, you're not really supporting free speech, you're taking the hypocritical, pseudo-liberal stance of "people can say what they want, except things I don't like to hear".
Of course people who offend others should have to deal with the consequences (i.e. people being pissed off), but offensive games (or movies or books or music etc.) should have the right to exist.
This * 1000. Everyone's always rambling about how games should be art or whatever, and art is often provocative; once you start censoring the crap out of everything I think you lose a lot of potential for meaningful, if provocative, artistic statements. EDIT: also, now that I've brought up games and art, this thread is sure to go another 10 pages..  *grabs popcorn
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320
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Player / General / Re: AaAaAA!!! – A Reckless Disregard for Feelings
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on: December 27, 2010, 09:26:23 PM
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I'd never heard of "No means no" (I'm in the US)... and even still, it's a vague, probably unintentional reference to an advertising campaign that happens to trigger stuff for this one person; should we ban action games because they might trigger PTSD? It's an unfortunate situation, but any number of people could be triggered by any number of seemingly harmless things, if someone's bothered by something then they can stop playing the game, as this person did (refunds should of course be available), but I don't see much more to it, I avoid being needlessly offensive in my games, but I'm not going to self-censor every little thing that might be interpreted badly by someone.
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