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Developer / Design / Re: Good level editor?
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on: January 22, 2011, 04:13:37 PM
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Thanks for the suggestions everyone. I'm taking a look at Ogmo now. And I tried to use Mappy, but it wasn't working right for me, probably because I'm inept. I'll also take a look at TilEd!
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Developer / Design / Good level editor?
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on: January 17, 2011, 06:03:21 PM
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I'm looking for a good level editor that I can use for a platformer.... I'm currently using GLEED2D, which works great but there's some bugs in it that are making it really annoying to use.
Any good suggestions? I'm using XNA btw.
Thank ya
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Developer / Feedback / Re: Goblin War Machine!
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on: January 17, 2011, 04:01:13 PM
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I played for like 45 minutes.. got pretty far. My main problem is flipping over. it's incredibly easy to flip over. The one level where theres a cliff with a straight 90 degree drop off made me angry. Took me 20 tries or more to beat it... :/
Other than flipping over constantly, there weren't too many big issues with the game. I like it :D
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Community / Get Togethers / Re: Chicago TIGJam
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on: January 09, 2011, 09:11:32 PM
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If there's enough interest I might come.. I live down in Chillicothe (about 10min out of Peoria) so it'd be a 3 hour drive. It'd be cool if it was a 2 or 3 day thing 
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Community / Announcements / Re: The Obligatory Introduce Yourself Thread
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on: January 08, 2011, 11:31:03 AM
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Hey Tiggers(?)! My name is Brandon, and I've been a programmer for a couple years now. Nothing serious, just discovered Game Maker a couple years back and screwed around with it.. then I learned Visual Basic which I became relatively good at, worked with C++ for a few years because of the game Tibia, then switched to C# now because of XNA. Still learning C#/XNA, but I'm coming along pretty well. Definitely easier than Visual Basic (I used the OLD VB, not .NET haha..)
I'm pretty laid back.. I play alot of video games, which I assume is typical for most people here. I mainly play FPS, RPG, & RTS games.. but if it's a good enough game I don't care what genre it's in. I'm a huge music nerd.. I play French Horn, Melophone, Piano, Trumpet, Ocarina (:D).. and some other random instruments.
I guess that's all for now. Hoping to get started in the indie world here... seems like a great place :D
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Developer / Technical / Re: The happy programmer room
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on: January 06, 2011, 07:52:29 PM
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Finally got damn collision detection working. Its not PPCD, but oh well.. I don't give a crap.
Now to fix this weird bug I'm getting.. walking along a flat surface randomly causes you to stop walking haha. It's because I'm using floating point values for the positions and velocities, but converting to Ints to do collision detection :/
Can't make a RectangleF class either, unless I want to write my own custom versions of every rectangle function I use... haha
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Developer / Technical / Re: (XNA for XBLIG) how do you guys pass your XBLIG games
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on: January 05, 2011, 11:19:44 AM
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No problem Andy.
And about Dreamspark (I use it myself :D)
If you verify your student status (Just have to enter your email, nothing else), then you get all kinds of free software. Including a 12month subscription to the XNA Creators Club. This "student" membership will let you test on your Xbox. You can do everything a paid membership can do other than publish games.. in order to submit games to peer review/review games yourself, you have to pay the $99 developers fee. Considering I know next-to-nothing about the process, I'm using my trial membership to develop my game until it's finished, then I'll buy a full membership and submit it :D
Hope I provided some useful info
P.S. Andy, everything is permanent unless it's explicitly stated (Like the 12 month creators club membership). Everything gives you a full, working cd-key that won't expire.
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Developer / Technical / Re: (XNA) Help with 2D Per Pixel CD response... :(
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on: January 04, 2011, 04:13:44 PM
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That's not where the problem lies actually kidchameleon.. the "ground" gravity works perfectly. My problem is the gravity messing with the tile collision. I think that I'm going to just use Rectangular collision detection and deal with that set of problems instead.. haha
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Developer / Technical / Re: (XNA) Help with 2D Per Pixel CD response... :(
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on: January 04, 2011, 12:24:45 PM
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Classic mistake, you don't move the object (initially), you move a collision box the size of the object and if that doesn't touch anything you move the object to the box's area. If it does touch something you move it to the closest area where it isn't touching that something. Tell me if you don't understand I shall try to post the actual code if you want me too.
Actually, I am doing that (incorrectly.. :/).. That's what "ProjectedPos" is. I'm just not doing it correctly I think. The Pos is the characters actual position that is drawn to the screen. and Jay_PC, I've done your suggestion multiple times but it doesn't seem to work. It just makes the collision slower because it resets the velocity. One solution I found was to switch the order of the gravity acceleration and velocity change, and that solves the falling-into-the-brick problem, but then, after I successfully stand upon the brick, if I walk left or right (off the brick) then I float in the air because gravity won't take effect again.. :/ Can anyone direct me to a GOOD scaled, rotated PPCD tutorial? Not the Transformed Collision tutorial with the rotating crosses, it does not work correctly. Thanks for the help guys.. Sorry I'm being such a pain in the ass haha
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Developer / Technical / Re: (XNA) Help with 2D Per Pixel CD response... :(
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on: January 02, 2011, 11:17:31 PM
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Wow.. I'm sort of retarded apparently. Sorry about that.
The code works properly as far as detecting the collision, but the correction is where it fails. It constantly shoves the player downwards (due to the gravity effect), even when standing above the block (The detection that i want it to detect.)
I'd like it to react by keeping the player on top of the block and treating it as if he were on the ground. I'm not really sure how to explain it further because the problem is so weird...
When im on the "ground" (Just a specific Y value right now) it works fine, but colliding with the block isn't working at all. I just need help with implementing correct collision response.
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Player / General / Re: Post a picture of your musical instrument(s)
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on: January 01, 2011, 11:35:29 PM
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Sakar, you are awesome. I've got an ocarina too. Actually, I have two. An STL Plastic Tenor, which was my first, but played decently well. I now have a Focalink Double Sweet Potato in C, which I absolutely love. I'm pretty good now actually :D I'll post a pic of mine eventually, but heres the stock pic:  It was 118 bucks, but totally worth it. Instruments that I play but am too lazy to find pics of: Singing (Tenor :D) French Horn Melophone Trumpet Piano Kalimba.. haha Focalink Double Ocarina STL Plastic Tenor Ocarina Your mother
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Player / General / Re: Moan about something
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on: January 01, 2011, 11:26:36 PM
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Collision detection is the most annoying thing I have experienced as a programmer. Ever. In every other game I've made (Even in the now-ancient VB6 (NOT .Net), with my own blitting engine) I've had no problem with collision detection. But hell no. XNA has to go and be retarded and make pixel collision detection all but impossible unless you have a PhD in Retarded Collision Detection. It's tarded. 
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