2:40Looking back at what was achieved yesterday
2:40Looking back at what was achieved yesterday
2:40Looking back at what was achieved yesterday
3:24Taking a detour to fix the zooming in a shot of the opening cut-scene
3:24Taking a detour to fix the zooming in a shot of the opening cut-scene
3:24Taking a detour to fix the zooming in a shot of the opening cut-scene
7:19Restating how the mode switching should work
7:19Restating how the mode switching should work
7:19Restating how the mode switching should work
9:28Final tweaks to the zooming
9:28Final tweaks to the zooming
9:28Final tweaks to the zooming
11:16Adding input handling to the cut-scene and title-screen game modes
11:16Adding input handling to the cut-scene and title-screen game modes
11:16Adding input handling to the cut-scene and title-screen game modes
18:18Adding a loop to the game mode dispatch, to allow updating/rendering to be re-ran immediately by the new mode, if a mode switch occurs
18:18Adding a loop to the game mode dispatch, to allow updating/rendering to be re-ran immediately by the new mode, if a mode switch occurs
18:18Adding a loop to the game mode dispatch, to allow updating/rendering to be re-ran immediately by the new mode, if a mode switch occurs
20:22Moving original input handling code into the world game mode
20:22Moving original input handling code into the world game mode
20:22Moving original input handling code into the world game mode
21:15Fixing resulting compile errors and header file include order
21:15Fixing resulting compile errors and header file include order
21:15Fixing resulting compile errors and header file include order
24:28Making the world game mode switch back to the cut-scene mode when no heroes exist
24:28Making the world game mode switch back to the cut-scene mode when no heroes exist
24:28Making the world game mode switch back to the cut-scene mode when no heroes exist
26:18Debugging the new code
26:18Debugging the new code
26:18Debugging the new code
27:45Thinking about how the new mode switching code might interact with multi-threading
27:45Thinking about how the new mode switching code might interact with multi-threading
27:45Thinking about how the new mode switching code might interact with multi-threading
29:21Changing how the world is initialized
29:21Changing how the world is initialized
29:21Changing how the world is initialized
31:38Debugging why the world doesn't appear to fit in the arena
31:38Debugging why the world doesn't appear to fit in the arena
31:38Debugging why the world doesn't appear to fit in the arena
34:21Fixing the world game mode immediately exiting back to the cut-scene
34:21Fixing the world game mode immediately exiting back to the cut-scene
34:21Fixing the world game mode immediately exiting back to the cut-scene
37:23Running the game. It can now enter the game mode but there are still a few bugs remaining
37:23Running the game. It can now enter the game mode but there are still a few bugs remaining
37:23Running the game. It can now enter the game mode but there are still a few bugs remaining
38:17Fixing inability to move by re-enabling code that was #if 0'd yesterday
38:17Fixing inability to move by re-enabling code that was #if 0'd yesterday
38:17Fixing inability to move by re-enabling code that was #if 0'd yesterday
40:33Fixing the lack of camera following by making sure the arena is zero-initialized
40:33Fixing the lack of camera following by making sure the arena is zero-initialized
40:33Fixing the lack of camera following by making sure the arena is zero-initialized
44:18Running the game again with the bugs fixed
44:18Running the game again with the bugs fixed
44:18Running the game again with the bugs fixed
44:47Commenting on the previously mentioned potential threading issues with the mode switching
44:47Commenting on the previously mentioned potential threading issues with the mode switching
44:47Commenting on the previously mentioned potential threading issues with the mode switching
48:28Implementing a basic version of the title-screen
48:28Implementing a basic version of the title-screen
48:28Implementing a basic version of the title-screen
53:00Testing the title-screen code
53:00Testing the title-screen code
53:00Testing the title-screen code
53:44Quickly debugging and fixing a cut-scene crash related to mode switching
53:44Quickly debugging and fixing a cut-scene crash related to mode switching
53:44Quickly debugging and fixing a cut-scene crash related to mode switching
55:29Game running with all 3 game modes working as intended
55:29Game running with all 3 game modes working as intended
55:29Game running with all 3 game modes working as intended
56:57SoysauceTheKid Could you leverage your debug code when trying to find the right values you want for the intro cutscene in realtime instead of recompiling?
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56:57SoysauceTheKid Could you leverage your debug code when trying to find the right values you want for the intro cutscene in realtime instead of recompiling?
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56:57SoysauceTheKid Could you leverage your debug code when trying to find the right values you want for the intro cutscene in realtime instead of recompiling?
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57:20garlandobloom Add some credits and boom! We're done!
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57:20garlandobloom Add some credits and boom! We're done!
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57:20garlandobloom Add some credits and boom! We're done!
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57:37Danyguag How do you terminate or end each thread at the end?
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57:37Danyguag How do you terminate or end each thread at the end?
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57:37Danyguag How do you terminate or end each thread at the end?
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57:55ThisisAtticus What are your thoughts on twitch asking you to switch labels to creative?
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57:55ThisisAtticus What are your thoughts on twitch asking you to switch labels to creative?
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57:55ThisisAtticus What are your thoughts on twitch asking you to switch labels to creative?
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58:37Fyoucon Will we be reimplementing the profiler?
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58:37Fyoucon Will we be reimplementing the profiler?
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58:37Fyoucon Will we be reimplementing the profiler?
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58:58Danyguag The end of the executable
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58:58Danyguag The end of the executable
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58:58Danyguag The end of the executable
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59:59ijustwantfood Could you re-explain why you couldn't move the hero after cutscenes for a while?
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59:59ijustwantfood Could you re-explain why you couldn't move the hero after cutscenes for a while?
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59:59ijustwantfood Could you re-explain why you couldn't move the hero after cutscenes for a while?
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1:00:16Novynn If someone wants to run your game in fullscreen but at a different resolution than native, how would they change it? You've said before you don't like menus, so would you use a launcher instead or something for those options?
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1:00:16Novynn If someone wants to run your game in fullscreen but at a different resolution than native, how would they change it? You've said before you don't like menus, so would you use a launcher instead or something for those options?
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1:00:16Novynn If someone wants to run your game in fullscreen but at a different resolution than native, how would they change it? You've said before you don't like menus, so would you use a launcher instead or something for those options?
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1:03:15insofaras Could you do some resolution detection at startup to avoid starting at a broken resolution?
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1:03:15insofaras Could you do some resolution detection at startup to avoid starting at a broken resolution?
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1:03:15insofaras Could you do some resolution detection at startup to avoid starting at a broken resolution?
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1:04:46m1el You say "normal person" as if tech savvy people is something awful.
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1:04:46m1el You say "normal person" as if tech savvy people is something awful.
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1:04:46m1el You say "normal person" as if tech savvy people is something awful.
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1:07:04Talking more about resolution / 4K
1:07:04Talking more about resolution / 4K
1:07:04Talking more about resolution / 4K
1:08:44SteelGolem Do you generally do cutscene code before gameplay code when you're working on a game?
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1:08:44SteelGolem Do you generally do cutscene code before gameplay code when you're working on a game?
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1:08:44SteelGolem Do you generally do cutscene code before gameplay code when you're working on a game?
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1:12:32elxenoaizd Are we in a point where we're close to have to need to implement mixins?
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1:12:32elxenoaizd Are we in a point where we're close to have to need to implement mixins?
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1:12:32elxenoaizd Are we in a point where we're close to have to need to implement mixins?
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1:12:53pragmascrypt Will c++17 modules solve the #include dependency problem?
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1:12:53pragmascrypt Will c++17 modules solve the #include dependency problem?
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1:12:53pragmascrypt Will c++17 modules solve the #include dependency problem?
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1:15:51Wrap up, episode guide info
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1:15:51Wrap up, episode guide info
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1:15:51Wrap up, episode guide info
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