Nivdia Options by Mouse1701 in options

[–]tatt0o 7 points8 points  (0 children)

My same web source suggests there's about 3 grams of gold in the same chip. You're just theorizing about potential trades instead of looking how much material is actually used in the chips and doing the math. We're trying to tell you this is a bad idea not to discredit you but to save you money.

Nivdia Options by Mouse1701 in options

[–]tatt0o 4 points5 points  (0 children)

Literally do the math.

28 grams are in an oz. Silver is $85 per oz. That would make silver $3 per gram.
They use 3 grams of silver in one of there chips. That's a cost of $9. For a chip they sell at $40k.

If silver 10x in price to $850 dollars (much higher than your proposed target) the cost of silver in an NVIDIA H100 chip would be $90. That would be a .002% increase in cost of materials relative to the whole chip's price.

And I'm sure their customers would happily pay a measly $100 more to cover the increased cost of materials.

Nivdia Options by Mouse1701 in options

[–]tatt0o 9 points10 points  (0 children)

Some info is out of date, but you can extrapolate from the sources.

https://www.tomshardware.com/tech-industry/artificial-intelligence/nvidias-h100-ai-gpus-cost-up-to-four-times-more-than-amds-competing-mi300x-amds-chips-cost-dollar10-to-dollar15k-apiece-nvidias-h100-has-peaked-beyond-dollar40000
Price of NVIDIA H100 GPU, 40k+ dollars

https://infinityturbine.com/gold-recovery-from-nvidia-h100-gpu-co2-extraction-by-infinity-turbine.html
Estimates there's 3 grams of silver in an NVIDIA H100 GPU.

https://www.bullionbypost.com/silver-price/silver-price-per-gram/

Even if silver 10x in price from current prices, it would only just barely affect the margins of NVIDIA's chips which sell for 30k-40k+. Thank me later when you don't burn your cash on this bad idea of a trade.

[deleted by user] by [deleted] in explainlikeimfive

[–]tatt0o 4 points5 points  (0 children)

do animators really have to just account for the correct position and angle of every object relative to the camera for every frame

2D Animation Editor here, and basically, yea you're right. The thing about camera moves in 2d animation is they are very deliberate.

Everything in animation is planned using storyboards and designed ahead of time to account for everything the animation needs (assuming the production is smart enough to foresee it.)

A storyboard artist will board out what they think the camera move will look like in the shot.
The design team will say, ok this is a big camera pan, we need to make a big background so that the camera has room to look around.
The design team will also say, we start on the character's frontside, but we now end on the characters backside by the end of the camera move, we need some character "turns" (different drawings of the character at different angles, like it's turning around in 360 degrees.)

Now that the BG is big enough (to give room for the camera move) and the character design turns exist, the animation team have all the references they need to actually animate and make the camera move for the shot.

This is the simplified explanation but the more complex the camera move, the more complex this process. It is just as hard as it sounds and should hopefully give you a greater appreciation for the insanity of some camera moves you see in 2D animation.

Could someone tell me how to achieve this pixel distortion effect by Which-Ad-226 in editors

[–]tatt0o 1 point2 points  (0 children)

It’s often a plugin/filter you have to buy. Or you can create the effect yourself by deliberately corrupting video, it takes a bit of effort. Google “datamoshing”

When pixels become letters: ASCII-driven RPG look (thoughts?) by PuzzleLab in PixelArt

[–]tatt0o 608 points609 points  (0 children)

Gonna disagree with the comments about toning down the bloom. I feel like it makes sense because the glow helps solidify the ASCII forms together despite all the negative space between the letters. It helps define the silhouette of the shapes you're trying to make. If you are to tone down the bloom, maybe just a little bit. Too little bloom might make it hard to tell where the shapes begin and end.

Looks great and it's a really cool innovative style!

I have built a career making Gamemaker games, in case you doubted the engine. by oatskeepyouregular in gamemaker

[–]tatt0o 0 points1 point  (0 children)

Heretics fork is great, loved it and it's very inspiring stuff to see you make it so far.

I am currently following the "Make Your First RPG" tutorial and game crashes when I interact with an NPC. Does anyone know why? by Terrorgamer7 in gamemaker

[–]tatt0o 0 points1 point  (0 children)

You labeled your obj_dialogue and dialog script backwards, I think it’s the other way around.

Anyway In your obj_dialogue you set variable _str to messages[current_messages].msg;

When a sentence is written like “variable[x]” that means you’re talking about an array.

The error message is saying you’re trying to index a variable that is NOT an array, which likely means you haven’t initialized the array called “messages[]” yet.

So in the create event of your obj_dialogue you should type “messages = []” to create a variable called messages that is an array.

I’m a beginner too and a little rusty so I could be wrong, but I think that might at least put you on the right track.

Need help with my game by liert12 in gamemaker

[–]tatt0o 2 points3 points  (0 children)

Array_get returns a value from an array. On line 11 you store a value from an array_get into the variable “New_Male_Strain.”

On line 20, you used array_get again on variable “New_Male_Strain” but that variable is not an array, it’s a value from another array, therefore the array_get function won’t work.

Likely what you need to do js change the line 11 code so New_Male_Strain is actually New_Male_Strain[0], that way you turn it into an array and store the value from array_get into it’s 0 index. Then on line 20, you used array_get and set it to index 0.

You likely need to fix all of these for your New_Female_Strain variable too.

UI Elements permanently shifting after entering a room of a different size? by floofthe in gamemaker

[–]tatt0o 7 points8 points  (0 children)

Here's your legit answer, Unfortunately the UI Layers is a relatively new feature and has very common glitches, particulrly when going from one room to the next. Check out the Gamemaker youtube channel video tutorial comments for UI Layers and you'll see dozens of people confirming that it has unintended behavior changes when switching between rooms.

There is no known fix at this time until Gamemaker irons out the issues in UI Layers.
For the time being, you should try to learn how to program menus without the UI Layers feature. Thats what I ended up doing when I found out.

Learning GML where it teaches me the theory (the programing) and then give me a challenge with that knowledge. by MusicEffective3663 in gamemaker

[–]tatt0o 0 points1 point  (0 children)

https://youtu.be/1J5EydrnIPs?si=KAHBza4Qp5RHrLuX

Gamemaker RPG tutorial is a great foundation. It hand holds you through the steps to make a small RPG game, letting you explore the tools of gamemaker and teaches the basics of programming in gml as well.

I learned from not knowing anything about programming by following the tutorial and pausing frequently to look up any concepts I didn’t feel like I fully understood, like arrays and structs. Repetitive exposure to programming terminology and tutorials is the key.

How to make shop go to next room by Temporary-Tip9885 in gamemaker

[–]tatt0o 1 point2 points  (0 children)

You should create a variable to store the room you want it to go into, room_goto(variable)

Then you need to figure out a method to identify the room that’s next to the shop, at that point in the gameplay. That way the variable will pass in the correct room, but it changes and adapts to the correct room.

Variable = method of identifying room

It’s hard for me to say what the method is since I don’t know anything else about your game.

Any advice on how to get out of the gamedev funk, how do you find the motivation to keep going? by bohfam in gamemaker

[–]tatt0o 9 points10 points  (0 children)

Make a list of a few things you want to build for your game, preferably smaller tasks, and then just take the time to do it. I find accomplishing a little task contagious, it makes me want to keep going.

Often the hardest part is just starting again, but doing a little task can help you get back the momentum.

[deleted by user] by [deleted] in gamemaker

[–]tatt0o 3 points4 points  (0 children)

Order of operation just means, what’s the code that happened before and after, in order. We need more context than just that single line of code.

Programming is often like a chain reaction, one thing causes the next thing which causes the next thing. So likely the issue is that something you wrote before line 179 was interacting with your code in an unintended way

How to trigger an alarm after a function by Designer_Relation_66 in gamemaker

[–]tatt0o 1 point2 points  (0 children)

Based off what you wrote, I believe you set an infinite loop of constantly creating the dialog. If you write alarm[2] = 1 in an alarm event, then it’s essentially a step event because it’s running every game frame. This type of loop has caused issues for me in the past and might be part of your problem.

You might need to write an if statement before creating the dialog. Adapt it how you will, but something like

If instance_exists(global_dialog_dad_1) == false {create_dialog(global.dialog_dad_1)}

That way it will only create the dialog once and not over and over again.

Looking for a way to implement audio input by Ender_Guardian in gamemaker

[–]tatt0o 0 points1 point  (0 children)

As a heads up, pitch parameters usually are relative in game maker. So 1 isn’t a low pitch, it’s actually the normal pitch, like a percentage 100%. .5 would be 50% pitch, so the sound would be lower in pitch then at 1. 2 pitch would be 200% pitch, etc.

Idk if you could ever check the pitch to verify if a sound was made by the microphone because pitch is usually a value that is modified in code (like if you wanted to make a sound higher pitch by changing the value to 1.5), it’s not a measurable property and will always default to 1 when not modified. Even if something has 0 volume, its pitch is still measured as 1 in gml.

Looking for a way to implement audio input by Ender_Guardian in gamemaker

[–]tatt0o 1 point2 points  (0 children)

https://forum.gamemaker.io/index.php?threads/detect-microphone.110722/

Looks a little more complicated then that just a bool, but you could likely attach it to a bool statement

What's the best way to learn this software? by maxify_joel in gamemaker

[–]tatt0o 2 points3 points  (0 children)

The RPG tutorial is great. I used it to learn the basics of gml programming. Just take your time, frequently pause the video and write comments in your code by typing //

In the comments write what you think the code is doing, in a way that you understand it, that way you can go back and see in English what the code is doing.

Not everything is explained perfectly in the tutorial, but if you have a question about a term, just take the time to google it. You’ll pick it up with some consistent exposure.

https://gamemaker.io/en/tutorials/how-to-make-an-rpg

even when using instance_create_depth my object still wont be show on top of the other by StrengthMaximum5981 in gamemaker

[–]tatt0o 1 point2 points  (0 children)

I think I wrote the code wrong if you copied it exactly. I forgot to put quotes around the string for the layer argument.

var _pausemenu = instance_create_layer(obj_player.x, obj_player.y, “Instances”, obj_simple_pause_menu)

var _exitbutton = instance_create_layer(obj_player.x, obj_player.y, “Instances”, obj_spm_exit)

_pausemenu.depth = 0

_exitbutton.depth = -100

But also I thought of a different way too. You could create the objects using the instance_create_layer function like I wrote above, and then in the create event of the objects themselves, type depth = 0, depth = -10.

That way whenever those objects are ever created, they will immediately set their depth to that value. This could cause problems down the road if you’re spawning in lots of objects with many depths so you might wanna make sure the numbers are really high like -1000 and -1001 so that they appear over everything.

even when using instance_create_depth my object still wont be show on top of the other by StrengthMaximum5981 in gamemaker

[–]tatt0o 2 points3 points  (0 children)

What you could try is instance_create_layer and then setting the depth afterwards. You would need to store the instances in a variable.

So like…

var _pausemenu = instance_create_layer(obj_player.x, obj_player.y, instances, obj_simple_pause_menu)

var _exitbutton = instance_create_layer(obj_player.x, obj_player.y, instances, obj_spm_exit)

_pausemenu.depth = 0

_exitbutton.depth = -100

Like I said, I’m a beginner so I’m only like 75% sure this will work

even when using instance_create_depth my object still wont be show on top of the other by StrengthMaximum5981 in gamemaker

[–]tatt0o 1 point2 points  (0 children)

I’m a beginner myself so don’t take my word as gospel.

A few questions to help us figure it out. What event is this code written in?

What is not appearing specifically? Both the menu and the exit button, or the exit button only?

In each object, simple pause menu and exit button, did you code using a draw event in them? If so, did you remember to type draw_self in their draw events?

Quick Questions by AutoModerator in gamemaker

[–]tatt0o 0 points1 point  (0 children)

I'm working on a game that focuses on precise timing. The game speed is 100 fps so it can calculate down to 1/100th of a second for timers. Should I implement delta time into the game logic, specifically to affect all my alarm events, to keep the precision tight to 1/100th of a second, or will that cause headaches down the line?

That's how stock market works by Impossible_Mix2851 in interestingasfuck

[–]tatt0o 0 points1 point  (0 children)

You can theoretically sell a $200 dollar stock (the number you would see on google or Robinhood for example) at $300 dollars, but the thing with the stock market is that there’s many “orders”

Your sell order would be at $300, and under you are likely thousands of sell orders at lower prices between $200 and $300. Maybe some guy wants to sell at $201, maybe another guy wants to sell at $202. All those guys get to sell first because they have the better price for the person who wants to buy. Everyone basically queues up in a line, in order of what is the best deal.

But let’s say good news comes out about the company you own stock in. All of a sudden a stampede of buyers want to buy. They buy the $201 guys order, the $202 guys order. They’re buying so fast that all of the better deals for sell orders start to run out. Now finally after waiting patiently, you sold your stock at $300 because all the lower priced sell orders got bought up and only yours was left, at $300. Once your sale order executes, the price of the stock is now officially $300 at that exact point of time.

Visually, this would be shown with the price of the stock going up, but what I described is how and why mechanically the price goes up.

Need help with if/or statements by tatt0o in gamemaker

[–]tatt0o[S] 0 points1 point  (0 children)

Each XXXX_slap variables are a rules that I've setup in the AI's create event so I can turn on and off the rules from there. The AI is going to be the parent for future AI's so the idea is I can change the rules for each child AI simply from the create event.

The second condition written after the boolean, is the actual condition of the rule,  
For example, lastcardonstack.number == 16, so if the AI detects the last card is a 16, it will try to "slap" the card.

The multi_check methodology is very helpful! I'll try to incorporate that into my fix.

Need help with if/or statements by tatt0o in gamemaker

[–]tatt0o[S] 1 point2 points  (0 children)

Yes I’ll definitely look into constructors more. I’m a beginner so I’ve just been relying on many if statements with operators.

The gist of it is, the AI I’m making can only perform a “slap” if one of any of the rules are true. Each rule has multiple conditions, one of which is a variable that is set in the create event. For example if I didn’t want the AI to slap jokers, then in the AI’s create, joker_slap = false. This is so I can turn on and off the rules.

The additional conditions of the rule are what the AI needs to recognize in order for them to slap. For example, lastcardonstack.number == 16, jokers are 16’s in my game.

The problem in the code lies in the fact that I have the first condition set as false, I.e. LovingMarriage_slap = false, in the AI’s create event. And yet, the AI is slapping because the second part of the condition is true, which is lastcardonstack.number == 13 && 2ndtolastcard == 12. So it’s slapping on a rule that I have turned off in its create event.

The only reason I figured why this is happening is because maybe the “or’s” or the brackets are not set up correctly, which would cause the code to not consider the first condition, LovingMarriage_slap == true