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  1. IRC Recommendations

    TheComet summed it up quite well. I think if you search deeply enough you'll find that IRC isnt 'dead' so much as the non-technical have left it. It is purely a place for geeks and programmers to hang out now. I've been on IRC since 1998, and going back to 1998 it was full of "chat" channels like #cybercafe, full of non-technical people. Most of these have now moved on to social networks and discord etc. I've found that discord is "ok", but kind of limiting for my needs - it's really a place for gamers not developers. I can see it being of great use to build a community of players for the games you make, but for your developers to chat? IRC can be secured on a private server behind a firewall, and you don't need to worry about yet another cloud service retaining logs of your private discussions. For business use this can be kind of important, but i'm probably the wrong person to ask as i'm very pro-IRC and still clinging to its dying shell, i'll be there on IRC when i'm the last person left. For reference, i'm still running the network I created back in 2001, which at its peak had 4000 users (back when WarCry and Escapist magazine had their IRC channel there, and they briefly hosted a WoW developer chat, the servers creaked under the strain!) - now it's just chugging along at 400 users, the same 400 users it's had for years and is still running the irc daemon software I created that is now amongst the most popular irc daemon software out there. Take my opinion as an old grizzled IRC admin with a pinch of salt, but if you nee advice about setting up an IRC network of your own for private use, PM me and i'll be glad to help! :-)
  2. Important life lesson to learn: Always always use version control. Learn git or perforce, and love git or perforce. Use it religiously, and whenever you upgrade versions of your engine (whichever you decide) push your whole game into git first, so that if it breaks you can roll back. I'm probably preaching to the choir, but developing without version control is like skydiving without a parachute...
  3. @celebhauntedfan You mean that app that spews words from a random number generator? I'm open to the idea of the par… https://t.co/TPsETXCd3Z

  4. Hi I thought ads displaying for gdnet+ was a thing of the past? Unfortunately not for me Please see screenshot. How do we fix this? Thanks!
  5. C# 10,000 PNG files!

    It takes less time for a modern pc to decompress data in ram than read it from hard disk. If you imagine your compressed image in the Pak file is 2k and the uncompressed was 20k this is ten times smaller (simple example) This being the case, reads from ram are so much faster than reads from disk that the speed increase will be phenomenal especially if you cache the whole Pak file. For point of reference disk reads take about 13 milliseconds and ram reads take about 80 nanoseconds. This difference is equivalent to a banana slug at 0.007mph racing a jet at Mach 1.5. Plus a Pak file is easier to manage and deal with when it comes to patching, downloads and dlc etc...
  6. C# 10,000 PNG files!

    Look into using something like physicsfs to store all of your resources in a zip file which can be accessed at runtime like a file system. I've used it with 7zip as the compressor and it works very well. Give it a try. Hope this helps!
  7. @p_integration @sjfostersound "apply mosh" physics? LOL

  8. @Lord_Arse 2005 is retro now? :)

  9. @JimSterling I make games for fun. The days of expecting to get rich from indie games are long gone, I don't even e… https://t.co/OoRpPA7rh8

  10. @RockstarGames Whatever happened to good single player content? Some of us don't want to play everything online as an MMO...

  11. @asda what's with the Christmas adverts in early November? #blatantmarketing

  12. RT @keet0007: #ObviouslyBadIdeas Letting grandma walk the dog https://t.co/otG8YXRFKV

  13. @bethesda Trying to sneak all the way to Rivet city in fallout 3 immediately after leaving the vault at level 1, to skip half the game...

  14. I might agree if cheat codes are just used to make the game easier. If you look at some games though, cheat modes add whole new dimensions of play, like the riot mode in GTA San Andreas, and sometimes just add comedy value (flying cars, corpses go to heaven?) I think you might be right though that YouTube walkthroughs haven't helped the fact that fewer games have cheat codes as they don't need them if they're only used to make it easier.
  15. Hi, I remember when I was young, and many gaming magazines used to have whole sections for cheat codes. Of course all the games back then were either single player, or local two player affairs where allowing the user to enter cheats wasn't an issue. Later there were games that featured some fun cheats for single player mode, e.g. grand theft auto. As we've moved slowly to almost all games offering multiplayer and some games being multiplayer only, I'm seeing less and less cheat codes in games. My question to you is do you still consider them relevant for enhancing play and adding replay value, as opposed to just bring used purely as developer features? Do you add cheat codes to your own games and if so, how do you "leak them" after release so they can be used and who do you tell them to? I'm also curious if the cheat codes left in older games were used purely as developer hacks, or if they were for replay value and marketing... I'm sure someone here is able to answer that! Please discuss :-)
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