Re: [Audyssey] my thoughts-- Thomas Ward's development schedule

2009-12-05 Thread Munawar Bijani
Thread deadlocks are my worst nightmare! :d. When TDV first started out a 
couple years ago sound loading would actually deadlock the game sometimes. 
Finding out where you're getting data chomping and race conditions is 
absolutely horrid, so I know how annoying your situation might be. I agree 
that the better you get the less mistakes you make but yes, computers do 
exactly what you tell them (even though we may have the convenience of .NET 
Framework, it's still advisable to clean up after yourself instead of 
waiting for the garbage collector) and forgetting to set one flag can cause 
a pretty nasty crash. I actually managed to get TDV to crash out with the 
standard crash dialog provided by Windows--and I thought .NET programs were 
supposed to give friendly messages. lol. It was an error in one of the 
dependencies I had written, I found out eventually. Once you get past the 
big ones though, it's such a relief isn't it?

Munawar A. Bijani
Knowledge is of two types: absorbed and heard. The heard knowledge is only 
useful if it is absorbed. - Imam Ali Ibn Abu Talib, Nahj Al-Balagha

mailto:munaw...@gmail.com
http://www.bpcprograms.com
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 04, 2009 10:42 PM
Subject: Re: [Audyssey] my thoughts-- Thomas Ward's development schedule



Hi Nick and all,
Well, when it comes to the programming part obviously you get better, make 
less mistakes, the more you do it. The longer you've been programming the 
less bugs, mistakes, etc you will make from the beginning. However, this 
by no means a good developer doesn't make mistakes and create some rather 
interesting bugs on accident. I just found three of them in level 2 of 
MOTA tonight and had to fix them. They were miner things like one of the 
rope sounds wasn't playing because I assigned the sound object to the 
wrong room, when scanning one of the spike traps the game crashed because 
I forgot to assign a speech label to it, and stupid little mistakes like 
that. It happens and is to be expected from time to time.
Thing is people forget or don't realize the kind of work that gos into 
debugging a game, because some bugs aren't as obvious as a rope sound 
object was placed in the wrong room and can be easily corrected. Clear 
back towards the beginning of the project there were some definitely major 
bugs that literally took days and even weeks to figure out and solve. In a 
game as big as MOTA it is no wonder why some bugs can remain hidden for a 
long while before they are discovered and fixed.


Cheers!



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Re: [Audyssey] my thoughts-- Thomas Ward's development schedule

2009-12-05 Thread Hayden Presley
Hi Kevin,
As a person who tries to get his hands on every game out there, *grin*,
where are the games that you programmed?
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Kevin Weispfennig
Sent: Saturday, December 05, 2009 12:56 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] my thoughts-- Thomas Ward's development schedule

Hi,

Oh, I really know what you mean. I started programming games myself, and 
yeah, sometimes its really hard to find bugs. And, even I didn't find all of

them. People who played the games reported them to me, otherwise I wouldn't 
have noticed, kind of weird, but yeah.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 05, 2009 4:42 AM
Subject: Re: [Audyssey] my thoughts-- Thomas Ward's development schedule


 Hi Nick and all,
 Well, when it comes to the programming part obviously you get better, make

 less mistakes, the more you do it. The longer you've been programming the 
 less bugs, mistakes, etc you will make from the beginning. However, this 
 by no means a good developer doesn't make mistakes and create some rather 
 interesting bugs on accident. I just found three of them in level 2 of 
 MOTA tonight and had to fix them. They were miner things like one of the 
 rope sounds wasn't playing because I assigned the sound object to the 
 wrong room, when scanning one of the spike traps the game crashed because 
 I forgot to assign a speech label to it, and stupid little mistakes like 
 that. It happens and is to be expected from time to time.
 Thing is people forget or don't realize the kind of work that gos into 
 debugging a game, because some bugs aren't as obvious as a rope sound 
 object was placed in the wrong room and can be easily corrected. Clear 
 back towards the beginning of the project there were some definitely major

 bugs that literally took days and even weeks to figure out and solve. In a

 game as big as MOTA it is no wonder why some bugs can remain hidden for a 
 long while before they are discovered and fixed.

 Cheers!


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 list,
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Re: [Audyssey] my thoughts-- Thomas Ward's development schedule

2009-12-04 Thread Nick Helms
ok,
just my thoughts  on this,
I believe Thomas should get a break, if he wants it.
I mean, I'm not on the computer all the time. I have school, a band,
and a family. it's not right to hastle someone just because they can
find something to do with themselves and you can't.
I've seen that over and over again on miriani during the time I played it.
People giving others crap because they had something to do ooc.
That disgusts me!
Real life is real life, and I totaly know where thomas is coming from.
And programming isn't just something you do in your sleep, because
you've got to put thought in to it, you've got to make sure everything
is exactly how it should be and how you want it, every line of it
Not too long ago, I wrote a meer 3 lines of code. I got a bug, just
from 3 lines!
Now imagine the same situation with a game like Mota.
For all non-programmers who read this, it takes time and effort to
write anything, let alone something like Thomas Ward's Mota.
Thomas, I think that is just excellent that you take time to spend
with your family, and you make that a part of your life.
If Thomas wants to go and have a break for a bit, then that's his
chchoice, and noone elses.
Don't forget that he does not have to write these games.
Thomas, thank you for the help that you have given me over the last
month or so with python, and I appologise for any crap you might have
had to take from people who spam you with questions that you've all
ready taken time to answer.
Thanks all!
Nick


-- 
I am not stupid.
I just do dumb things!
Theodore Jonson


website: Nickhelms.net
sip phone number: 360-526-6509
twitter: Nickster919

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Re: [Audyssey] my thoughts-- Thomas Ward's development schedule

2009-12-04 Thread Thomas Ward

Hi Nick and all,
Well, when it comes to the programming part obviously you get better, 
make less mistakes, the more you do it. The longer you've been 
programming the less bugs, mistakes, etc you will make from the 
beginning. However, this by no means a good developer doesn't make 
mistakes and create some rather interesting bugs on accident. I just 
found three of them in level 2 of MOTA tonight and had to fix them. They 
were miner things like one of the rope sounds wasn't playing because I 
assigned the sound object to the wrong room, when scanning one of the 
spike traps the game crashed because I forgot to assign a speech label 
to it, and stupid little mistakes like that. It happens and is to be 
expected from time to time.
Thing is people forget or don't realize the kind of work that gos into 
debugging a game, because some bugs aren't as obvious as a rope sound 
object was placed in the wrong room and can be easily corrected. Clear 
back towards the beginning of the project there were some definitely 
major bugs that literally took days and even weeks to figure out and 
solve. In a game as big as MOTA it is no wonder why some bugs can remain 
hidden for a long while before they are discovered and fixed.


Cheers!


---
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You can make changes or update your subscription via the web, at
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Re: [Audyssey] my thoughts-- Thomas Ward's development schedule

2009-12-04 Thread Kevin Weispfennig

Hi,

Oh, I really know what you mean. I started programming games myself, and 
yeah, sometimes its really hard to find bugs. And, even I didn't find all of 
them. People who played the games reported them to me, otherwise I wouldn't 
have noticed, kind of weird, but yeah.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 05, 2009 4:42 AM
Subject: Re: [Audyssey] my thoughts-- Thomas Ward's development schedule



Hi Nick and all,
Well, when it comes to the programming part obviously you get better, make 
less mistakes, the more you do it. The longer you've been programming the 
less bugs, mistakes, etc you will make from the beginning. However, this 
by no means a good developer doesn't make mistakes and create some rather 
interesting bugs on accident. I just found three of them in level 2 of 
MOTA tonight and had to fix them. They were miner things like one of the 
rope sounds wasn't playing because I assigned the sound object to the 
wrong room, when scanning one of the spike traps the game crashed because 
I forgot to assign a speech label to it, and stupid little mistakes like 
that. It happens and is to be expected from time to time.
Thing is people forget or don't realize the kind of work that gos into 
debugging a game, because some bugs aren't as obvious as a rope sound 
object was placed in the wrong room and can be easily corrected. Clear 
back towards the beginning of the project there were some definitely major 
bugs that literally took days and even weeks to figure out and solve. In a 
game as big as MOTA it is no wonder why some bugs can remain hidden for a 
long while before they are discovered and fixed.


Cheers!


---
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list,
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