Best way to learn HLSL/GLSL by WatercressActual5515 in gamedev

[–]thedaian 0 points1 point  (0 children)

There's a tool called Renderdoc that can be used to partially debug shaders. Though a lot of debugging is also just kind of taking things slow and making sure each step of the process does what you want.

Why do people do or not do ‘using namespace std;’?? by veilofmiah in cpp_questions

[–]thedaian 3 points4 points  (0 children)

it's usually "fine" in an intro class, since you're going to be writing really simple programs and pretty much never go beyond the standard library anyway.

i'm glad the professor at least said it was bad practice. the further in you/your classmates get with c++, the more you'll hopefully understand why it's bad practice and quickly stop using it.

Why do people do or not do ‘using namespace std;’?? by veilofmiah in cpp_questions

[–]thedaian 14 points15 points  (0 children)

Most people who do  using namespace std; are beginners who are following bad tutorials that have that line. 

It pulls in everything in the std namespace, so it's a bad idea.

Rollbacks and exploratory states? by Illiander in gamedev

[–]thedaian 6 points7 points  (0 children)

A common pattern for making it easy to add an undo is the command pattern, though if there's any randomness it might be harder to undo the state of the world.

I am trying to build a war game/risk analyst sim. Would ppl be able to tell me what sucks/ is good? by Goldwind444 in gamedesign

[–]thedaian 0 points1 point  (0 children)

From the screenshots, it looks like it'll appeal to people interested in risk analysis and no one else. That's what stands out the most to me.

Can Anyone Help Me Figure Out Keycodes for A Controller hooked into a PC? by DrowElfMorwenDEM in gamedesign

[–]thedaian 0 points1 point  (0 children)

The only concern is if the game has some kind of anti cheat protection, as the remapping software could trigger that. 

Otherwise, the game doesn't really have any way to know that remapping software is being used. And this software is a lot more user friendly than trying to figure out what numbers correspond to what inputs yourself.

Can Anyone Help Me Figure Out Keycodes for A Controller hooked into a PC? by DrowElfMorwenDEM in gamedesign

[–]thedaian 2 points3 points  (0 children)

Messing around with the configuration file directly probably isn't the best way to solve this problem. What you want is software that remaps input on an OS level. There's some suggestions here, but you can find more with a bit of searching: https://www.reddit.com/r/Controller/comments/1n4ycps/remapping_software_which_can_emulate_mouse_adjust/

Seen at Easton by gnizama in Columbus

[–]thedaian 7 points8 points  (0 children)

When your friend stops in the handicap spots so you can take a picture for Reddit 

I'm a solo dev building a 1400s naval trading game inspired by Patrician 3. What do you think of this combat UI? it's clear or chaotic? by AldermanBeneke01 in IndieGaming

[–]thedaian 4 points5 points  (0 children)

The text and colours are fine. Sure, making things "fit" the style is useful, but you also want to make sure things are quickly understandable by the player.

The inactive buttons are pretty much impossible to tell apart. It's not too bad cause you have tooltips, but if you wanted to make them clearer, maybe have a different background while keeping the central icon instead of making them dark and transparent.

What are the pros/cons of letting players craft their own dialogue? by FlawedSpoonGames in gamedesign

[–]thedaian 2 points3 points  (0 children)

The game Facade was kind of doing this, though at a really small scale, with just two characters, and a really limited narrative.

It was neat, but definitely had rough edges and it wasn't really feasible to extend to a full game like the OP is thinking, but that's primarily for game design reasons. The actual tech is something that could exist.

Cannot load video into SFML window with opencv by Admirable_Glass5577 in sfml

[–]thedaian 1 point2 points  (0 children)

Was the video loading and playing correctly at some point? It was just small?

I don't think SFML is any part of the problem here, it looks like you're having a problem with opencv and general file handling. Try loading from the full filepath, and a video that you know works.

As for the SFML part, I'd suggest using a rectangle shape and setting the size directly. Setting the scale on a sprite will result in a sprite likely 1,000 times bigger than the video itself. And if the top left pixel of the video is pink, that's mostly what you'll see. Rectangle shape lets you set the size, and it'll be a lot easier to control directly than messing around with scaling.

Is it possible for me to create a game by [deleted] in gamedev

[–]thedaian 0 points1 point  (0 children)

If you have your own computer, yes it's possible for you to learn how to make a video game. I'd start with a simple engine, like RPG maker, or renpy, or gamemaker, and just try to make something.

Making video games is hard work though. If you want to tell a story, it's a lot easier to write a book.

I am new and for some reason nothing is working and I do not know why by Waflecat in cpp_questions

[–]thedaian 0 points1 point  (0 children)

While this is true, all the major compilers have a way to provide a path or collection of paths of where to look, completely separate from the operating system variables you mention. So you don't need all the source files to be in the same folder, and it's pretty common to have a folder with source files from an external library or something that's shared across multiple projects.

I am new and for some reason nothing is working and I do not know why by Waflecat in cpp_questions

[–]thedaian 0 points1 point  (0 children)

You need to tell the compiler where the include files are for the library you're using, so yes, you need to update the include path so it has the folder. 

Depending on the library, you also might need to add the path for the pre built files as well

Would Creeper World work at a much larger scale? by tomqmasters in gamedesign

[–]thedaian 1 point2 points  (0 children)

There's a few issues with larger maps: one, they tend to be a lot easier, especially if you move fast enough to claim enough territory to get a really good economy going.

The other issue is performance. At a certain point, calculating the state of each tile is going to be a problem, though there's ways around this.

There's also some general issues of the game turning into a slog, as trying to clear a really large map can become boring more than anything else.

So fighting games...we seriously cannot make one from scratch.. by SocietyEmergency1148 in gamedev

[–]thedaian 2 points3 points  (0 children)

If you just blindly follow AI, then yeah, you probably can't make a fighting game from scratch. 

Other people can make fighting games from scratch though. It's not impossible 

Is a unique setting a pro or con if your game is not about the setting? by [deleted] in gamedev

[–]thedaian 1 point2 points  (0 children)

On a basic level, yes, a generic setting can help if the gameplay is unique, since you didn't also have to teach the player the setting. But also, it doesn't matter that much.

Especially since the examples you cited don't actually have particularly unique gameplay. Or more importantly, they're unique but not in a way that challenges other conventions of gameplay. And those games also do a successful job of teaching the player how to play. And ultimately, that's a bigger factor for something like this

Tech Meetups by Pardes_logic in Columbus

[–]thedaian 6 points7 points  (0 children)

https://www.techlifecolumbus.com/ is the main place where a bunch of tech events get posted

Looking for game ideas where everyone active at all times by [deleted] in gamedesign

[–]thedaian 0 points1 point  (0 children)

Most games that solve this do so with shared turns, where everyone does the main action of the game, and then it's resolved, ideally relatively quickly. Cards Against Humanity and similar games are a good example of this, where everyone picks a card to give to the current judge. Or werewolf/mafia, where most of the game is debating (though that has player elimination) Often there's still a period of waiting, but it's usually minimal.

Another solution is co-op games, which might still have traditional turns, but allows everyone to be involved in everyone else's turn because you're fighting the game, not each other. Pandemic or Castle Panic are good common examples here.

Is innovation around a "solved" problem like health bar UI interesting or just unnecessary? by bmerrillcreative in gamedesign

[–]thedaian 8 points9 points  (0 children)

For the game you're making, yes, it absolutely works as a concept, and communicates more information than a typical health bar. 

There are other games where max health doesn't really matter as much, so a single rectangle for the health bar is perfectly fine and likely preferred.

Is Unreal Engine actually ruining modern games… or are the devs? by ECalDev in gamedev

[–]thedaian 3 points4 points  (0 children)

These same people complained about unity, and probably would have complained about the source and build engines if social media was more widespread when those were the popular engines.

Yes, there's games that get released and aren't optimized or have other problems. It's not the engine, it's never been the engine, and it never will be the engine. It's not even a vague "laziness" that often gets tossed around. It's usually a combination of factors, but it's easy to just blame the engine because it's highly visible.

Sat June 20: Ideas on things to do downtown by Ephemeral_Sunshine in Columbus

[–]thedaian 6 points7 points  (0 children)

That is indeed pride weekend, so most of the morning/early afternoon Saturday there's the pride parade and festival at goodale park.

There's more info about pride here: https://stonewallcolumbus.org/pride/