GDR Forum Index
Podcast Podcast
Dev Dev Logs
Search Search
RSS RSS
Register Register
Log in Log in
Reply to topic GDR Forum Index -> Game Developer's Refuge -> Offtopic - Fall 2013 Page 1, 2, 3, 4, 5, 6, 7, 8, 9  Next
View previous topic :: View next topic  
Author Message
sonrisu
Moderator

Joined: 31 Aug 2005
Posts: 4990
Location: Silicon Valley!
PostPosted: Thu Oct 31, 2013 3:46 pm    Post subject: Offtopic - Fall 2013 Reply with quote

2013
Summer 2013 Off Topic
Spring 2013 Off Topic
Winter 2013 Off Topic

2012
Fall 2012 Off Topic
Summer 2012 Off Topic
Spring 2012 Off Topic
Winter 2012 Off Topic

2011
Fall 2011 Off Topic
Summer 2011 Off Topic
Spring 2011 Off Topic
Winter 2011 Off Topic

2010
Fall 2010 Off Topic
Summer 2010 Off Topic
Spring 2010 Off Topic
Winter 2010 Off Topic


2009
Fall 2009 Off Topic
Summer 2009 Off Topic
Spring 2009 Off Topic
Winter 2009 Off Topic


2008
Fall 2008 Off Topic
Summer 2008 Off Topic
Spring 2008 Off Topic
Winter 2008 Off Topic

2007
Winter 2007 Off Topic
Fall 2007 Off Topic
Summer 2007 Off Topic
Spring 2007 Off Topic

2006
Winter 2006 Off Topic
Fall 2006 Off Topic
Summer 2006 Off Topic
Spring 2006 Off Topic

2005
Winter 2005 Off Topic
Fall 2005 Off Topic
_________________
loomsoft :]


Edited by sonrisu on Mon Dec 30, 2013 6:33 am; edited 1 time
View user's profile Send private message Visit poster's website
sonrisu
Moderator

Joined: 31 Aug 2005
Posts: 4990
Location: Silicon Valley!
PostPosted: Thu Oct 31, 2013 3:46 pm    Post subject: Reply with quote

I'm on top of it, really! ;]
_________________
loomsoft :]
View user's profile Send private message Visit poster's website
PoV
Moderator

Joined: 21 Aug 2005
Posts: 10862
Location: Canadia
PostPosted: Thu Oct 31, 2013 4:14 pm    Post subject: Reply with quote

It's okay. I'm starting to wonder if we even need to break these threads up anymore (or if we should even say when they are).
_________________
Mike Kasprzak
'eh whatever. I used to make AAA and Indie games | Ludum Dare | Blog | Tweetar
View user's profile Send private message
sonrisu
Moderator

Joined: 31 Aug 2005
Posts: 4990
Location: Silicon Valley!
PostPosted: Thu Oct 31, 2013 7:20 pm    Post subject: Reply with quote

I think they should definitely be split, otherwise you have a thread that just goes on forever and never reboots, has too many pages, etc.

If we don't go by season, maybe we go by page count?

What does everyone think?

Personally, I kind of like having it by season. Chunks it up without having to look at the dates of each post. Good, since you can't search by date range.
_________________
loomsoft :]
View user's profile Send private message Visit poster's website
Alex
Developer

Joined: 05 Sep 2005
Posts: 1159

PostPosted: Thu Oct 31, 2013 7:46 pm    Post subject: Reply with quote

I have no idea which is better, seems like it's mainly an issue of cosmetics. If it changes, are we all going to start growing our hair out and become rough around the edges?
View user's profile Send private message Visit poster's website
PoV
Moderator

Joined: 21 Aug 2005
Posts: 10862
Location: Canadia
PostPosted: Fri Nov 01, 2013 6:58 am    Post subject: Reply with quote

Yeah okay. It's fine. Haha. :D
_________________
Mike Kasprzak
'eh whatever. I used to make AAA and Indie games | Ludum Dare | Blog | Tweetar
View user's profile Send private message
Sirocco
Moderator

Joined: 19 Aug 2005
Posts: 9442
Location: Not Finland
PostPosted: Fri Nov 01, 2013 7:38 am    Post subject: Reply with quote

I think seasonal changes are just fine.
_________________
NoOP / Reyn Time -- The $ is screwing everyone these days. (0xDB)
View user's profile Send private message Visit poster's website
mikedoty
Developer

Joined: 18 Mar 2006
Posts: 1788

PostPosted: Fri Nov 01, 2013 7:57 am    Post subject: Reply with quote

The thread will use an algorithm that parses each post to determine the currently preeminent topic of discussion. It will factor in word frequency, date recency, and capitalization tendency, automatically updating the title of the thread. Each time the AI updates the thread title, it will gather each post it found during the previous topic into a virtual group and archive those posts in a separate thread.
_________________
The end of the game, yes, is pretty much getting the weapon and killing off the population.
mashup games . com | Finally! - A Lode Runner Story
View user's profile Send private message Visit poster's website AIM Address
PoV
Moderator

Joined: 21 Aug 2005
Posts: 10862
Location: Canadia
PostPosted: Fri Nov 01, 2013 7:59 am    Post subject: Reply with quote


_________________
Mike Kasprzak
'eh whatever. I used to make AAA and Indie games | Ludum Dare | Blog | Tweetar
View user's profile Send private message
sonrisu
Moderator

Joined: 31 Aug 2005
Posts: 4990
Location: Silicon Valley!
PostPosted: Fri Nov 01, 2013 3:49 pm    Post subject: Reply with quote

We have 9 years of off topic goodness. That's crazy.
_________________
loomsoft :]
View user's profile Send private message Visit poster's website
PoV
Moderator

Joined: 21 Aug 2005
Posts: 10862
Location: Canadia
PostPosted: Fri Nov 01, 2013 4:56 pm    Post subject: Reply with quote

Longer if you count that we ran this forum private for a few years before opening it up... not that the archives are accessible (my fault).
_________________
Mike Kasprzak
'eh whatever. I used to make AAA and Indie games | Ludum Dare | Blog | Tweetar
View user's profile Send private message
sonrisu
Moderator

Joined: 31 Aug 2005
Posts: 4990
Location: Silicon Valley!
PostPosted: Sat Nov 02, 2013 6:38 am    Post subject: Reply with quote

Indeed. It's just sort of unbelievable it's been that long? I feel bad I don't have more to show for it. ;]
_________________
loomsoft :]
View user's profile Send private message Visit poster's website
PoV
Moderator

Joined: 21 Aug 2005
Posts: 10862
Location: Canadia
PostPosted: Sat Nov 02, 2013 7:05 am    Post subject: Reply with quote

I'll 2nd that.
_________________
Mike Kasprzak
'eh whatever. I used to make AAA and Indie games | Ludum Dare | Blog | Tweetar
View user's profile Send private message
Alex
Developer

Joined: 05 Sep 2005
Posts: 1159

PostPosted: Sat Nov 02, 2013 5:41 pm    Post subject: Reply with quote

View user's profile Send private message Visit poster's website
PoV
Moderator

Joined: 21 Aug 2005
Posts: 10862
Location: Canadia
PostPosted: Sat Nov 02, 2013 5:57 pm    Post subject: Reply with quote

I approve.
_________________
Mike Kasprzak
'eh whatever. I used to make AAA and Indie games | Ludum Dare | Blog | Tweetar
View user's profile Send private message
Sirocco
Moderator

Joined: 19 Aug 2005
Posts: 9442
Location: Not Finland
PostPosted: Sat Nov 02, 2013 6:14 pm    Post subject: Reply with quote

I see a lot of different (i.e. important) things going on there.

Me likey.
_________________
NoOP / Reyn Time -- The $ is screwing everyone these days. (0xDB)
View user's profile Send private message Visit poster's website
Alex
Developer

Joined: 05 Sep 2005
Posts: 1159

PostPosted: Sat Nov 02, 2013 8:56 pm    Post subject: Reply with quote

yea, there's a lot going on. The ai figures out how far it can jump and decides whether it should, and can adjust its speed to jump different distances. It also can check if there are any platforms below an edge and whether it should step off, whether it can jump up onto ledges, etc.. It also can maneuver around or onto moving platforms as well, although I haven't tested various scenerios with the moving platforms yet, and I expect it is hairy since a moving platform may not be level with walls, etc, if its moving.
Depending on the ai's personality, it can wander around, chase/attack the player, or flee..
There's other stuff too like a dijkstra map(I wanted to try implementing one after PoV linked about it in the math thread).. but you get the idea.. I'm pretty pleased with the results so far.
View user's profile Send private message Visit poster's website
IMakeGames
Contributor

Joined: 13 Apr 2011
Posts: 499
Location: Austria
PostPosted: Sun Nov 03, 2013 1:59 am    Post subject: Reply with quote

Wow, cool stuff Alex! :)
Not sure if you remember, but I did more or less the same thing a while back:
http://gamedevelopersrefuge.org/viewtopic.php?t=1178&highlight=jungle
But from what I see, you do not seem to require a pre-generated map of nodes... or do you? In any case, I'd be curious to know more about how you implemented all this!
_________________
My current project: Hook'd
View user's profile Send private message Visit poster's website
Alex
Developer

Joined: 05 Sep 2005
Posts: 1159

PostPosted: Sun Nov 03, 2013 7:26 am    Post subject: Reply with quote

Oh yea, I remember playing that.
Yes, with my thing, there's no use of any nodes.
Once I get more done with the project, I'll probably be asking for you guys to playtest it for me, etc, and give feedback etc..
But basically, the ai does checks against a 2d array that holds whether a tile is collidable or not (it also checks against objects too which may span across multiple tiles)..
It basically looks for certain patterns/configurations and whether it's jump height(which is calculated dynamically from jump strength and gravity force) can successfully jump onto things. So it checks if it can jump back up before stepping off anything(no point stepping off if it can't get back up- this prevents it falling into unwanted areas)..
There's code that controls walking, and stopping near edges, when to jump...
It calculates the jump arc, and then backtracks through it incase it overshoots a possible target...
I'm probably forgetting various things since there's a lot of checks that it does and little things to make sure it all works correctly.
I'm going to do some testing today of moving platforms and see if anything needs tweaking.. I suspect it'll be alright if platforms move slow enough, otherwise they might try to jump onto things and the platforms will move before they reach it.
edit: I suppose I could do some sort of predicting for movement.. like adding on offset to their position based on speed&time (when calculating where an object is).. If I''m not mistaken, the jump calculations hold how long each jump takes, so I think this could work..
View user's profile Send private message Visit poster's website
Alex
Developer

Joined: 05 Sep 2005
Posts: 1159

PostPosted: Sun Nov 03, 2013 4:09 pm    Post subject: Reply with quote

woof.. spent the day solving a bug related to ai interacting with moving platforms..
It was an easy fix, but it just was really hard to track down.
Now though, ai can move onto/off and jump onto/off of moving objects without a hitch.. Although I've just tested for horizontal motions.. but it should work with vertical.. I'll need to test it.
View user's profile Send private message Visit poster's website
PoV
Moderator

Joined: 21 Aug 2005
Posts: 10862
Location: Canadia
PostPosted: Wed Nov 06, 2013 10:27 am    Post subject: Reply with quote

Day 3 after getting Wisdom Teeth removed: Not recommended. Would not recommend recreational Wisdom Teeth removal to anyone.
_________________
Mike Kasprzak
'eh whatever. I used to make AAA and Indie games | Ludum Dare | Blog | Tweetar
View user's profile Send private message
Sirocco
Moderator

Joined: 19 Aug 2005
Posts: 9442
Location: Not Finland
PostPosted: Wed Nov 06, 2013 11:49 am    Post subject: Reply with quote

PoV wrote:
Day 3 after getting Wisdom Teeth removed: Not recommended. Would not recommend recreational Wisdom Teeth removal to anyone.


I'll just cross that off my bucket list. Thanks.
_________________
NoOP / Reyn Time -- The $ is screwing everyone these days. (0xDB)
View user's profile Send private message Visit poster's website
Alex
Developer

Joined: 05 Sep 2005
Posts: 1159

PostPosted: Wed Nov 06, 2013 9:48 pm    Post subject: Reply with quote

Is it common to feel as if your project is overwhelming?
I'm identifying this feeling, but I think it's mainly a response of over-thinking what needs to be done. I recognize that what needs to be done is simple, it's just a matter of doing it one step at a time.
The more steps/components I visualize together, the more of a monster in my mind appears.
I've been using a white board to write down notes of things to tackle.
I'm seeing that it is rather useful in clearing your mind of roaming thoughts- that it is important to target things timely so that dawdling is minimized and overwhelming thoughts can't creep in.
Also, it's important not to feel rushed either. If you limit yourself to one specific task and refrain from jumping to anything else, it allows you to get that thoroughly implemented so that moving onto something else feels less forced.
Also, I think it helps to not personalize what it is you're doing, what I mean by that is- it should make you think without having an agenda. If you have an agenda, you'll feel as if you must do something a specific way or always have an impression that you're trying to accomplish something. I feel like it's easier to concentrate when I'm analyzing the problem, not the design.. Surprisingly, by being less creative, I'm being more creative.. or at least, that's the impression I get while I work on this project.
View user's profile Send private message Visit poster's website
Bean
Admin

Joined: 20 Aug 2005
Posts: 3772

PostPosted: Wed Nov 06, 2013 9:51 pm    Post subject: Reply with quote

Seems like you've answered your own questions with everything I was going to say :)

And yes, that is completely normal. That's exactly why you haven't seen any Diversion updates in awhile. Not just like list on the white board, but life itself can sometimes be a bit daunting. It's ok to step back for a bit. Sometimes you have to.

-Bean
_________________
Kevin Reems | Nuclear Playground | Solid Driver
View user's profile Send private message Visit poster's website
Alex
Developer

Joined: 05 Sep 2005
Posts: 1159

PostPosted: Thu Nov 07, 2013 12:59 pm    Post subject: Reply with quote

well, that's good to hear I suppose. I think taking a day or two off from my project will help me refresh my mind a bit and allow me to fall back into it.
Been recording myself pixeling a portrait since I was asked to, which is taking some time, and it's a nice to spend some quality time on a bit of art.
View user's profile Send private message Visit poster's website
Reply to topic GDR Forum Index -> Game Developer's Refuge -> Offtopic - Fall 2013 Page 1, 2, 3, 4, 5, 6, 7, 8, 9  Next
Game Developer's Refuge
is proudly hosted by,

HostGator

All trademarks and copyrights on this page are owned by their respective owners. All comments owned by their respective posters.
phpBB code © 2001, 2005 phpBB Group. Other message board code © Kevin Reems.