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Messages - itisnotlogical

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151
Home video games killed arcades, but bars still exist despite the existence of liquor stores. I thought at first it was because you don't want to be around people sober, but also arcades were full of people who were not sober.

Two or more drunk people can be pretty entertaining, but having others around usually only ruins video games. Not sharing your Nintendo is fun, not sharing a bottle of whiskey can be a bit depressing.

152
All my strength training progress got wiped out during the five or so weeks I was under doctor's orders to not exercise or even go outside unless absolutely necessary. I'm weak as hell now

153
General Discussion / Re: if self.isCoder(): post() #Programming Thread
« on: March 09, 2020, 11:42:35 pm »
I like MonoGame quite a lot, but I hate how the "Game1" class in a new project is almost 50% comments. Some boilerplate and <summary>'s are fine, I don't need my new project to tell me that I should load my content in LoadContent or initialize things in Initialize

154
General Discussion / Re: if self.isCoder(): post() #Programming Thread
« on: March 09, 2020, 09:38:17 pm »
OK so I have one aircraft already in this Unity project that is the correct everything and it's my reference. I just procured a bunch of new a/c models, they are HUGE compared to the reference a/c.

I have a bunch of these a/c and I'd like to not spend a bunch of time experimenting with the scale component and eyeballing it. Is that the only way to get them looking correct? Ideally I want to actually convert these models to their real world units and then scale them all down to their real-life size but I'm not sure how I'd do that.

The best way is to open them in a 3D modelling package and scale them in there, such that you don't have to do any additional work in Unity to make them look right. Assuming you use Blender to scale them, you then want to "apply object transform" and check the "scale" box in the toolbox to the left of the 3D view. This will make it so that your model is the correct scale, no matter when or how you add it to the scene. Blender also has handy tools that tell you the bounding-box dimensions of the selected model.

If you really want to, Unity has an "import scale" option that you can set per model. But I genuinely have no idea why anybody would use this, given that there are a multitude of better ways to change a models' size both in and out of Unity. It must have just been included for the sake of completeness.

155
Other Games / Re: What are you currently playing?
« on: March 09, 2020, 04:07:03 pm »
I beat The Phantom Pain today.

Metal Gear has been a huge part of gaming for me since I was little, so it's a shame to see it go out because Konami decided to force Kojima out and ruin themselves as a games company. Kojima forcing out David Hayter was a crime in itself, too; Kiefer Sutherland hardly says anything and sounds disinterested and hung-over when he does. OTOH at least it ended with a bang and finally closed the gap between MGS3 and the original Metal Gear.

The multiplayer stuff is obnoxious, since Metal Gear has always been the series I think of when someone says "single-player." At least it's optional; I only did the online stuff when absolutely forced, and wasn't locked out of any single-player content for it. I'm curious how the story will be affected when the servers are inevitably shut down.

As for the story, well, it's a Metal Gear Solid plot; you probably already know if you like it or not. Personally, I really enjoyed it. I was glad to realize that cassette tapes fill the role of long-winded Codec calls, a tradition that fell by the wayside in MGS3 and never recovered. It has the typical prequel problem where a LOT of stuff happens that you think would be mentioned by games later in the chronology, but is never brought up again.

Spoiler: Spoiler territory (click to show/hide)

156
General Discussion / Re: Drunk Thread -(Awesome Thread)-
« on: March 08, 2020, 10:39:37 pm »
Had a bit too much wine, started bawling my eyes out in the middle of nice dinner. Thank fuck we weren't in a restaurant. I don't think I'm gonna drink for a while; besides, two bottles of wine in three days seems a bit excessive, even split between two people.

157
I do that sometimes, but occasionally it bothers me so much that I just yank it out with my fingernails on the other hand, if I'm away from home and no clippers are handy. It's never resulted in an infection until recently.

158
My fingers are doing this thing where a small strip of skin peels up from right beside the nail, then comes off one way or another and the site gets minorly infected. No doctor I've shown it to has raised any concern, but it hurts like a son of a bitch for several days as blood and pus build up and discharge several times. I didn't know something about the diameter of three sewing needles could hurt this much.

159
Anybody else get schadenfreude from seeing someone call somebody else out in a way that you're unwilling or unable to?

160
General Discussion / Re: Star Wars [Warning: Spoilers inside!]
« on: March 08, 2020, 03:34:44 pm »
I'm enjoying Season 7 of The Clone Wars, but maybe it's just rebound from forcing myself to enjoy Rebels. If you liked the other six seasons of Clone Wars you'll probably like S7, even though the Bad Batch was obviously supposed to be Delta Squad in an earlier draft of the script

161
If somebody says a thing and it means something to even one other person then it's a word, end of story, if you don't like it then eat my shorts and die in a hole. Take me to the wizened sage on a mountain top and show me the complete list of all valid words in the English language, let the God of All Words tell me the process for deciding what is and isn't a word. OH THATS RIGHT, NOTHING LIKE THAT EXISTS, LANGUAGE IS MADE IN REAL TIME BY THE PEOPLE WHO SPEAK IT

162
General Discussion / Re: if self.isCoder(): post() #Programming Thread
« on: March 04, 2020, 04:50:17 pm »
The first approach can be fixed for the thin-walls issue by changing each bit from representing a block to representing a wall-facing. The efficient way is that for each occupiable cell you have a North wall and a West wall, so two bits. (separately, you can have a front-texture and back-texture specified for each wall segment, allowing you to have adjacent rooms painted differently).

Ahhh. See, my map representation had the walls coming off of each grid corner rather than being attached to the adjacent space. It's a small semantic difference, but it would make visualizing the problem much simpler. It would also fix the problem I had whereby walls outside of the play area would technically be valid, as each vertex on the eastern edge could have an eastern wall coming off of it, and each southern vertex could have a southern wall coming off of it.

163
General Discussion / Re: if self.isCoder(): post() #Programming Thread
« on: March 04, 2020, 02:24:45 pm »
The first approach would work if I were making my game such that the dungeon is composed solely of occupied vs. not-occupied blocks; however, many older games were composed of grid spaces the player could occupy, bordered by infinitely-thin walls. Thus it is legal for a north-south wall to have no accompanying east-west wall at either end, and vice versa.

My problem wasn't really finding out whether I should draw a wall or not, nor with performance--I doubt any modern PC or even any smartphone would have a problem with 30-ish draw calls with very small textures. It was mathing out the pixel coordinates of where to begin and end drawing each wall that gave me a headache and made me not want to do it. Monogame has no "ray trace" ability in 2D as you suggest, and I'm not sure how that would even work if you don't have some screen-space representation of the world for it to hit in the first place.

164
General Discussion / Re: if self.isCoder(): post() #Programming Thread
« on: March 03, 2020, 10:07:35 pm »
If you're doing it on modern hardware, it's really easy. Just draw all the walls in OpenGL with 3D coordinates and you're done. Z-buffer takes care of the rest. If that's too slow then do some culling using said logic. But you still only need to draw the same sized-rectangles every time, since you turn on perspective drawing.

Here's an article on it the classic technique. For early hardware it's imperative that there's no over-draw, so you do in fact only draw the minimal exact pixels of that wall section where possible.
https://wiki.dungeoneye.net/index.php/Maze_rendering

The point of my project is to do it with sprites, as they would have done back then; I can just use any 3D game engine if I wanted to use true 3D rendering. Indeed, I've made a number of prototypes similar to what you describe in Unity.

The page you linked is helpful though, in that it shows an example of a game that has correct perspective but evenly-sized facing walls; a lot of the difficulty in my method arises from the fact that further positions are highly distorted by the one-point perspective, necessitating new art and new coordinates for those positions.

I retract my earlier statement. By God, this is a chore. I know I could make it work if I just kept grinding at it, but I really don't want to. It seemed so simple when I was mocking it up in GIMP...

I think a lot of my woes resulted from the 16:9 aspect ratio. As you reach the edge of the screen, the perspective is distorted more than it would be in a small viewing window in a 4:3 game (the actual world view in Pool of Radiance is like 1/6 of the screen.) The only way to remedy this that I could think of, with my limited artistic skill, is to make facing walls ludicrously wide and side walls really short. Or, if I was really using my brain, I would mimic any dungeon crawl ever and make it so that the furthest walls are shrouded in darkness and not shown to the player.

But if I'm serious about continuing this line of experimentation--and I don't think I am--I would just do what Reelya said and render it with planes in 3D coordinate space. Authenticity be damned.

165
General Discussion / Re: Drunk Thread -(Awesome Thread)-
« on: March 03, 2020, 05:30:32 pm »
I needed some relaxation enhancement, and the only thing I have to hand is some champagne. God I despise champagne; it tastes awful and makes my throat feel weird. I really need to go to the liquor store sometime.

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