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 Post subject: Re: Development blogposts
 Post Posted: Sun Jan 29, 2017 3:10 pm 
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New dev blogpost!

There's often confusion about what people mean when they say they have 'lag', so I've made a list of all the things I've seen described as 'lag', and explained what each of them means.

The many meanings of the confusing word 'lag'


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 Post subject: Re: Development blogposts
 Post Posted: Sun Jan 29, 2017 3:14 pm 
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This is why from my time working on the tech support forums, the word "lag" quickly became my most hated word. :facepalm:


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 Post subject: Re: Development blogposts
 Post Posted: Sun Jan 29, 2017 10:00 pm 
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Emo Chapington wrote:
This is why from my time working on the tech support forums, the word "lag" quickly became my most hated word. :facepalm:


It is also my most hated word being a comp sci major. Gamers usually refer to lag as "network latency" or "visual fps drops", but it's annoying when they don't know the difference for sure. I'll read the blog post with my morning eggs / toast and coffee :ayla: !

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 Post subject: Re: Development blogposts
 Post Posted: Sun Jul 02, 2017 3:37 pm 
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New dev blogpost!

The Ronimo coding methodology

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This time about the core ideas behind how the Ronimo programming team works: we're sharing our methodology document!


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 Post subject: Re: Development blogposts
 Post Posted: Sun Jul 02, 2017 4:51 pm 
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Really nice and smooth methodology to follow when coding, it makes sense and follows a nice progression to keep things in order. I do wish unit testing was implemented more however, as depending on the types of bugs they could be game-breaking and/or completely shy away newer player retention (the 0:00 server bug for example, which was quite frequent and is now very infrequent). There does also need to be more of a focus on fixing existing bugs rather than creating new assets which may lead to new ones, since more often than not they could pile on without extensive testing.

These are just my basic thoughts from coding though, as I feel like I'm wasting my time if I just create more and more problems in my code (that I may not even know about) that may overlap and create unintended results instead of solving the issues as they arise by concurrent tests and moving forward from there to ensure everything works smoothly. It does take slightly longer for finished projects since I have to extensively test everything, but it feels worth it in the end when everything works seamlessly.

Once again, thanks for an insightful blog post Joost :ayla: ! I always love reading these with a cup of coffee early in the morning, they're well-written and expressive. Hope to see your post next week as well then :)!

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Emo Chapington wrote:
Nekomian is the new Catgame.
All hail Nekomian. :worship:

Devmon52 wrote:
Voltar: is a moving breadstick of death


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 Post subject: Re: Development blogposts
 Post Posted: Mon Jul 10, 2017 10:52 am 
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New dev blogpost!

The Ronimo coding style guide

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New blogpost about development of Awesomenauts! Today I'm sharing our coding style guide, which describes things like how code is formatted and which features of C++ we use and which we avoid.


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 Post subject: Re: Development blogposts
 Post Posted: Sat Jul 15, 2017 4:32 pm 
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New blogpost!

What we learned improvising a live game soundtrack

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This one is not Awesomenauts related but it's weird enough that I figured some might be interested anyway. :scoop: It's about how I did a couple of performances together with another musician where we improvised a new soundtrack live on stage for Journey and for Ori And The Blind Forest. Including a video compilation of the result! :ayla:


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 Post subject: Re: Development blogposts
 Post Posted: Sat Jul 15, 2017 4:41 pm 
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Joost wrote:
This one is not Awesomenauts related but


Mods plz ban.

On a more serious note, it's been a while! I even forgot you play the cello. Nice music. :D

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 Post subject: Re: Development blogposts
 Post Posted: Sun Sep 03, 2017 12:52 pm 
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New blogpost!

I've started writing a new series of blogposts about matchmaking and the things we've learned so far while working on it for Awesomenauts over the years. Here's the first one:

The requirements of good matchmaking

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 Post subject: Re: Development blogposts
 Post Posted: Sun Sep 03, 2017 4:06 pm 
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That's a very creative way of saying "screw you" to low player base regions

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can confirm. We're all just a bunch of alts from the same guy :thumb:


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