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1411262 Posts in 69320 Topics- by 58379 Members - Latest Member: bob1029

March 26, 2024, 04:37:20 PM

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161  Developer / Design / Re: Managing gender in procedurally generated text on: May 29, 2019, 07:57:40 AM
Yeah, you'll probably have to write some sort of filter for your in-game text that looks for special formatting, like {pronoun} for example, and replaces them with the correct word. You'll probably have to do that anyway if you want your dialog to be flexible for item names and other variable things.
162  Player / Games / Re: Factorio: Are you playing? on: May 14, 2019, 02:17:25 PM
I don't remember, it was probably something spammy
163  Developer / Technical / Re: The most remarkable bugs you've encountered on: May 14, 2019, 11:37:42 AM
Well, I wasn't thinking about it in terms of dogmatic "shouldn't do this" principles haha, I just thought that checking for a large number after a subtraction sounds less exact than using a signed integer and checking if it's negative. Plus, yeah, converting between signed and unsigned is probably not a big issue if they represent a quantity of UI elements Wink

Do post again with your findings though, I kinda wanna know why the behavior is different too!
164  Developer / Business / Re: We want to create a tool to help fellow devs. Looking for feedback on: May 14, 2019, 08:57:44 AM
Sounds like what you're trying to do is a statistics aggregation platform like SteamSpy, except for the industry at large. Basically, not a small project.

My immediate reaction to this is that it's a cool thing to have, but it also sounds like a massive undertaking that would also take a lot of effort to maintain as you'd have to constantly poll big companies for their earnings on individual games and other such statistics. This may not even be doable since a bunch of them would want to keep this analytics data to themselves.

If you want to focus on indies, then you'll have to rely on massive amounts of self-reported data, which will also take a lot of effort to analyze.

Plus, in order to be useful, you'll have to have people constantly looking at the flow of information and try to derive conclusions from it.

The next question is how you would monetize such an endeavor. A public website with ads and sponsors might not be enough, in which case you might have to look for subventions, and if that happens then some people might not trust you anymore as they might perceive your conclusions to be biased towards those investors.

Don't get me wrong, this sounds like a very desirable platform for many indies, but it remains to be seen if it's worth the effort to aggregate the information required to make this tick.
165  Developer / Technical / Re: The most remarkable bugs you've encountered on: May 14, 2019, 08:43:05 AM
@qMopey
To be clear, were the workarounds provided by the compiler vendors? If so, that's some advanced avoidance to fix the actual issue.

@ThemsAllTook
Yeah, relying on underflow for that seems like not a great idea, no offense. using a signed int and checking for a negative value would achieve the same thing, no?

In any case, it's interesting that underflow truncates your number, but I bet the compiler happens to be doing that for you instead of it being a platform thing. It seems really weird to me that it would be impossible to get an underflow on ARM.
166  Player / Games / Re: What are you playing? on: May 10, 2019, 06:44:24 AM
I heard about cultist simulator and see a bunch of people on twitter enjoying it, but I have no idea what it's actually about haha

Also, I've been playing a bit of A Dark Room on switch, the game that got taken down from the eShop for including a secret code editor.
167  Community / DevLogs / Re: = Space Punk Slam Dunk = on: May 09, 2019, 12:48:41 PM
Hey, I know I haven't posted in a while, but I recently changed how grabbing the ball and jumping works. Since grabbing the ball is a manual action now instead of being automatic, you can grab the ball in midair and throw it immediately after. Since it doesn't really give you any more height than a normal ball jump, I think I'll leave it in!



Also, you used to have to hold down and press the throw button to do a ball jump, but I played Lyle in Cube Sector recently and it just lets you press the jump button to do the same thing, so I changed it to that, which will be especially better for people who use controllers.

Also rj apparently told me to do that a few months ago but I forgot... Embarrassed
168  Community / DevLogs / Re: MineRL: Creating the ultimate Minecraft AI with Reinforcement Learning on: May 08, 2019, 04:30:59 PM
I'm alright with this thread existing. Sounds like cool research you're doing!
169  Developer / Art / Re: game art tricks on: May 06, 2019, 11:30:32 AM
If you're using emojis then tigs gives you a database error, maybe that's why?
170  Community / DevLogs / Re: Bolero: Turn-Based Fantasy Tactics on: May 06, 2019, 06:21:40 AM
Yeah, I agree with armorman here, it's a bit hard to distinguish different elevations right now. Otherwise, really nice looking game!
171  Developer / Technical / Re: How to defeat Map Hack in RTS? on: April 30, 2019, 10:28:59 AM
You could render the game on the server side and stream the resulting footage to your clients :^)

More seriously, the only way I can see to couterract map hacking is to only give each client information on things that the fog of war lets them see. This would probably complicate the code significantly and bloat the amount of bandwidth needed to keep the game state updated, as each time an entity comes into view its whole state would need to be sent over.

This is assuming that a server is used. If the game is peer-to-peer, then there's no way to prevent this sort of thing.
172  Jobs / Portfolios / [Programmer] Looking for full-time job on: April 29, 2019, 05:22:57 AM
Hey, my name's Miguel and I'm looking for full-time long-term game development jobs! I'm best at C++ programming, but I can work in any modern engine and language+framework combination. I'm most comfortable working on 2D games but I'm not limited to them either. I have a college diploma in electronic game development and I have a demo reel you can view here, plus an itch.io page you can view there!

PM me with your inquiries!
173  Player / General / Re: Share your experience working in AAA industry on: April 28, 2019, 07:25:53 AM
Ditto, sounds like a pretty great opportunity!
174  Player / Games / Re: What are you playing? on: April 27, 2019, 12:57:21 PM
I feel like I have to say something here but I legitimately don’t know what.
175  Player / Games / MOVED: New Project on: April 27, 2019, 04:18:19 AM
This topic has been moved to Townhall.

https://forums.tigsource.com/index.php?topic=67331.0
176  Player / Games / MOVED: PunkCraft. Game with voxels and steampunk on: April 25, 2019, 12:34:46 PM
This topic has been moved to Townhall.

https://forums.tigsource.com/index.php?topic=67321.0
177  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: April 20, 2019, 10:00:37 AM
 Grin Hand Thumbs Up Right
178  Developer / Technical / Re: The grumpy old programmer room on: April 17, 2019, 05:28:24 PM
Not to be that guy, but why would optional features be a deal breaker for you?

Edit: For the record, I just checked and D does allow java style classes with constructors and all that jazz, but again it's all optional anyway.
179  Community / DevLogs / Re: ◣◢ Meawja [Rework] — A retro ninja adventure of a black cat! on: April 17, 2019, 03:48:25 PM
 Ninja
180  Developer / Technical / Re: The grumpy old programmer room on: April 17, 2019, 03:47:10 PM
I've messed with D a bit and I have to say it's a strong contender to C++. It gets rid of a bunch of the dumb things about C++ while adding sorely lacking features, like compile time execution, reflection, and optional garbage collection. You can even do incremental migrations of code with it since it interoperates with C and C++.
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