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1801
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Developer / Technical / Re: Remind me how a quadtree works again
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on: September 09, 2012, 11:45:38 PM
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http://stackoverflow.com/questions/4981866/quadtree-for-2d-collision-detectionThat seems sort of helpful. I want to try implementing myself. I think the quadtree covers your game world space. Assuming you want collisions to happen off-screen. I'll answer one question from what I can figure out. It seems to be that one way to go about things is storing all your entities in the leaf nodes of the tree. Going about how the answer to the above StackOverflow question does things, one entity ("box") can be stored in more than one leaf node - if, say, it overlaps two level 2 nodes, etc. The scenario you give about the 2 objects in the same parent node - I don't think there is a need for them to "see eachother". The quadtree is just a convenient way to store positions of objects . AFAIK, for each entity you want to check collisions for, create a "return list". Then, you give the quadtree your entity you want to check for collisions with, and then you check that entity against all level 2 nodes, or the first division of world space. For all level 2 nodes your entity intersects, if that level 2 node is a leaf, add the leaf's member (if any) to the return list. Now if the level 2 node is an internal node, then just do this process on that level 2 node's 4 children. Then, you have a return list of all possible entities your entity in question could collide with, and then you do whatever. Some enumeration issues, but the idea is there. That's the method if you only store entities in leaf nodes, it seems. Not sure if that's clear, I'm a little tired. I probably have answers for your other questions as well, but I haven't actually programmed any of this before, only briefly looked at quadtrees in the past. I assume with velocities, you have to reinsert and delete as you the positions change.
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1802
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Player / General / Re: what happened to indiegames.com?
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on: September 09, 2012, 10:19:36 PM
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it seems like their focus has shifted to being an outlet for promotion of anyone and everyone's projects.
my biggest issue with the website is the commenters, though. some of those people are fucking awful.
I still think it would be nice to get covered by indiegames. wouldn't hurt. But I really do think they're posting far too many articles, where getting covered maybe isn't as useful as it could be. I remember it used to only have only a few articles per day, at least I think. Just so many articles now. ---------- on the commenters, yeah - "Can I invoice you for three wasted minutes? It does not look "way better" after the first minute." "This looks horrible. Controls look floaty, no sign of where the traps will be, and the art is less than stellar and inconsistent." ------- anyways, you gotta read it for the amanda chen comments. "Maybe you helped feed someone for a couple of days or whatever, so that's wonderful. I see this new Pirate Boy site has a lot of games available where you can pay what you like. Not sure how that works, but torrents seem to be pretty cool. [EDIT] It seems they use a virtual currency called "seeds". Trying to find a paypal link so I can buy me some seeds. Catch you later."
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1803
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Feedback / Finished / Re: Anodyne - A zelda-ish-kinda adventure
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on: September 09, 2012, 09:54:55 PM
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Did some animation and other little things today. Actually getting pretty close to the demo release! It's exciting! Scary! Because we're also going to do a big press push/release/whatever around that time! And maybe someone will bless us with the coverage of their press plant! I also decided to get around to using presskit() today. Except for the part where I can't run php stuff or something on my web server (nearlyfreespeech). And then for the part where I couldn't manually install the scripts because they weren't available. So I just copied presskit()'s style of organizing info, which is actually just the straightforward and logical way to do things...take a look! http://www.anodynegame.com
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1805
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Developer / Creative / Re: help, im new :D
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on: September 08, 2012, 07:35:11 PM
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hmmmmm.. is there any tutorials that you guys can suggest to me? im read a ton of tutorials and ended up nothing. because some of their links that explain something are dead. some tutorials are not complete and leaving you hanged. there are good tuts that are very detailed, but not updated or very old and cant apply to the tools that we are using today. can you help me and also a good tut about AS3? thank you very much  I started with this for Flixel. http://flashgamedojo.com/wiki/index.php?title=EZPlatformer_(Flixel) I got better with AS3/Flixel just over programming with it, additionally through reading topics in the Flixel forums, reading the documentation, experimentation. When I couldn't figure out some syntax or whatever, I googled a bit until I found something.
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1809
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Developer / Audio / Re: Show us some of your music!
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on: September 07, 2012, 09:37:44 PM
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 I haven't posted in here for a while, so here's a W.I.P. describing a 4th dimensional handshake. I was mostly inspired by DoDonPachi DOJ's wonderful soundtrack. this is swell. don't know much about tips for professional mixing, but I think it sounds quite similar to those nice mixes on the radio!
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1813
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Feedback / Finished / Re: Anodyne - 2D zelda-like (Vote on Greenlight! And trailer!)
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on: September 06, 2012, 06:44:30 AM
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Well, with the first cut of some dialogue I started working on structure for NPCs. The first thing was to write a python script to convert a short scripting mini-language into AS3 object representations, which was a nice python refresher (although I've never written anything big in Python - only dirty scripts). This will let me tweak what these dialogue objects should have and make it easy for Jon to change the script.
The second step was to be able to save the dialogue state, this is pretty easy as it all goes into the save file. I've considered only saving dialogue state, not the dialogue. Maybe I'll do that.
Strongly also thinking about only saving a 'delta' representation of the XML tree that represents game objects. Maybe later. I don't know. I guess if someone wants to decompile the SWF and look at all that stuff, they will.
Iono. Probably doesn't matter too much. People will ruin the game for themselves if they want to?
Also I have to work on a sane way of managing dialogue state for Jon so he can test out dialogues that should/shouldn't trigger, etc. Not sure how to do that yet...but I'm guessing some patternswill pop up as I keep trying out stuff with the initial dialogue programming.
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1816
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Developer / Creative / Re: help, im new :D
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on: September 04, 2012, 04:03:39 PM
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You can make your concept playable with AS3 and there are plenty of good games made in AS2.
I would still start with Flashpunk or Flixel, and make those very simple games so you get used to the logic thing. Many beginners start with those, so there are friendly communities. If you jump to blender then you're going to be caught up on figuring out all the 3-D stuff when you should just be getting used to designing simple games.
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1817
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Developer / Audio / Re: Show us some of your music!
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on: September 04, 2012, 10:23:16 AM
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wow, I'm a huge fan of this song. you really do a lot with the violins, and it doesn't sound canned like a lot of violin samples, nor cliche like some movie/game pieces with violin tend to sound. things I like: the chord progression of the strings, the repeat of that progression halfway through when you bring in other accompanying instruments, moving that short motif between different instruments. really neat!
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1819
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Feedback / Finished / Re: Anodyne - 2D zelda-like (Vote on Greenlight! And trailer!)
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on: September 03, 2012, 11:11:40 PM
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The animations for the player - the actions, etc - all seem to be in working order with the new player sprite Jon has done.
I'll have to figure out a quick way to post SFX and the like - I did a few today (today was pretty busy for me because of Labor Day - I went outside!). Later in the day I mostly just fixed some bugs and then spent an hour on music. It's a song that plays in one small area of the game. I think I'll share it when I finish it up.
SFX are, as usual, pretty tiring to make. You just try to rough out something close to what you want, and then you just sit there tweaking little knobs on the VSTs...
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1820
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Developer / Business / Re: Steam Greenlight announced
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on: September 03, 2012, 09:26:57 AM
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Conversely, it also pisses me off when people equate voxel engine to Minecraft rip-off so, in the spirit of fairness: </digression>Is it really Notch's fault? I always saw it as the vocal portion of Minecraft's community not being the brightest.
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