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879781 Posts in 33005 Topics- by 24379 Members - Latest Member: alisiahl87

May 24, 2013, 11:43:18 PM
TIGSource ForumsDeveloperTutorialsRequest a Tutorial
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Author Topic: Request a Tutorial  (Read 89949 times)
test84
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« Reply #225 on: June 06, 2009, 04:51:54 AM »

Maybe I should've post this here.
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Batmanifestdestiny
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« Reply #226 on: June 06, 2009, 06:27:21 AM »

Could someone make a C++ tutorial using Codeblocks, and no "easy" libraries like Allegro?
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MrChocolateBear
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« Reply #227 on: June 17, 2009, 02:17:36 PM »

Would be nice if the Op's post contained a list of all the suggested tutorial topics, that way there's not too many repeat requests and when someone wants to make a tutorial, they can just check the first page. Smiley
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Pencerkoff
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« Reply #228 on: June 18, 2009, 04:14:52 PM »

Hello this is Pencerkoff

I've been wanting to make an RTS game for a long, long time but have been too afraid of the pathfinding algorithms I'd have to use.  I'm a GM man now and if there was something specific to GM on Pathfinding I'd be a happy GM man. 

Otherwise anything out there on 2D Pathfinding?

-PENCERKOFF

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ChevyRay
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« Reply #229 on: June 18, 2009, 08:27:57 PM »

Hello this is Pencerkoff

I've been wanting to make an RTS game for a long, long time but have been too afraid of the pathfinding algorithms I'd have to use.  I'm a GM man now and if there was something specific to GM on Pathfinding I'd be a happy GM man. 

Otherwise anything out there on 2D Pathfinding?

-PENCERKOFF
Yes, I have all kinds of stuff. I've been working on different pathfinding methods for the past couple weeks, and have worked out many good solutions for GM.

Just send me a PM, sort of specifying what you want the pathfinding to do, and I'll see to writing you up an example.
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xerus
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kpulv

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« Reply #230 on: June 19, 2009, 12:05:34 PM »

Chevy Re is a level 99 GM Wizard.
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Pencerkoff
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« Reply #231 on: June 19, 2009, 12:11:52 PM »

Hello this is Pencerkoff

Chevy Re is a level 99 GM Wizard.

amen to that

-PENCERKOFF
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JasonPickering
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« Reply #232 on: June 19, 2009, 10:10:20 PM »

hey wondering if anyone has a good way to do fake lighting in GM. I basically want a level to get darker as you go deeper, but the area around the player will always be lit. I would like it if other things could also use the same gradient system. My problem is I am having trouble with multiple things being able to be lit. 
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xerus
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kpulv

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« Reply #233 on: June 19, 2009, 10:55:45 PM »

hey wondering if anyone has a good way to do fake lighting in GM. I basically want a level to get darker as you go deeper, but the area around the player will always be lit. I would like it if other things could also use the same gradient system. My problem is I am having trouble with multiple things being able to be lit. 

I don't know if this will work, but!

You could make a surface the size of the room.  Fill it with black.  Then have each object draw a circle of with an alpha of 0 around itself onto that surface.  Then draw that surface to the screen?

--

So I'm back to trying to figure out grappling hooks and pendulums and swinging... if anyone has any resources for that, that'd be greaaat.  I've found plenty of stuff but nothing that's really hit it out of the park yet :I
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JasonPickering
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« Reply #234 on: June 20, 2009, 09:39:26 AM »

Are you looking for new grappling hook physics that are realistic or old school arcade physics like new bionic commando?
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xerus
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« Reply #235 on: June 20, 2009, 12:14:27 PM »

Are you looking for new grappling hook physics that are realistic or old school arcade physics like new bionic commando?

I'm looking for actually doing it with some sort of physics, and not completely faking it like Bionic Commando.
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Aquin
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« Reply #236 on: June 20, 2009, 12:36:41 PM »

@Xerus

Let's say your grappling hook is set on a particular point.  You draw a line from that point to your object.


Code:
float dx = object->x - grapple->x;
float dy = object->y - grapple->y;
float dist = sqrt(dx*dx + dy*dy);
float angle = atan2(dy, dx);
float strength = -dist / r;  //r is the strength of the grappling hook's pull.

Force* f = new Force(cos(angle)*force, sin(angle)*force);
object->addForce(f);
object->addForce(gravity);

//A Force is an acceleration along the x and y co-ordinates.
//gravity is a pre-defined force that continuously affects the object.

Hopefully that helps.  When the object changes it's x-y coords due to the cumulative force, you may want to ensure that the grapple is the same distance from the object (or you can implement slack, it's up to you.)

To keep the distance between both points the same....

Code:
    float dx = object->x - grapple->x;
    float dy = object->y - grapple->y;
    float dist = sqrt(dx*dx + dy*dy);
    float diff = length - dist;  //length is the length of the hook from player.
    float offsetx = (diff * dx / dist) /2;  //split the difference.
    float offsety = (diff * dy / dist) /2;
   
    grapple->x -= offsetx;
    grapple->y -= offsety;  //These sets will ensure equal length between both points.
    object->x += offsetx;
    object->y += offsety;

Use the code at your own risk, because I haven't really tested it.  Hopefully this helps.
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Paul Eres
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« Reply #237 on: June 20, 2009, 02:53:28 PM »

        Hi guys ,
I just want to ask you all., What is the video and sound recording software that you use?



_________________
inventory control

spam

but i use FRAPS
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xerus
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kpulv

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« Reply #238 on: June 20, 2009, 03:02:23 PM »

@Xerus

Let's say your grappling hook is set on a particular point.  You draw a line from that point to your object.


Code:
float dx = object->x - grapple->x;
float dy = object->y - grapple->y;
float dist = sqrt(dx*dx + dy*dy);
float angle = atan2(dy, dx);
float strength = -dist / r;  //r is the strength of the grappling hook's pull.

Force* f = new Force(cos(angle)*force, sin(angle)*force);
object->addForce(f);
object->addForce(gravity);

//A Force is an acceleration along the x and y co-ordinates.
//gravity is a pre-defined force that continuously affects the object.

Hopefully that helps.  When the object changes it's x-y coords due to the cumulative force, you may want to ensure that the grapple is the same distance from the object (or you can implement slack, it's up to you.)

To keep the distance between both points the same....

Code:
    float dx = object->x - grapple->x;
    float dy = object->y - grapple->y;
    float dist = sqrt(dx*dx + dy*dy);
    float diff = length - dist;  //length is the length of the hook from player.
    float offsetx = (diff * dx / dist) /2;  //split the difference.
    float offsety = (diff * dy / dist) /2;
   
    grapple->x -= offsetx;
    grapple->y -= offsety;  //These sets will ensure equal length between both points.
    object->x += offsetx;
    object->y += offsety;

Use the code at your own risk, because I haven't really tested it.  Hopefully this helps.

Uhh.. ...okay so... what the hell does this:

Force* f = new Force(cos(angle)*force, sin(angle)*force);

mean?


( Durr...? )
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Aquin
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« Reply #239 on: June 20, 2009, 06:39:18 PM »

@Xerus

Sorry, I shoulda clarified.  That is the unit force along the x and y respectively.

So Force(x,y)...

Then when you move the point, you add in that force as an acceleration...

So p->ax += f->x;
   p->rx += p->vx;

If that makes any sense.
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