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879426 Posts in 32978 Topics- by 24365 Members - Latest Member: Mimiga

May 24, 2013, 04:38:20 AM
TIGSource ForumsDeveloperTutorialsRequest a Tutorial
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Aquanoctis
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« Reply #285 on: October 31, 2009, 04:04:15 AM »

Hey.
Not sure if we've got any experts on PXTone here but could anyone explain how to use the Keyporta function found within the program? I've had a look at the offical tutorial for it but I can't figure out what to do from that... Durr...?

Anyone?
It's pretty simple actually:

The length of the key porta decides how long it takes to slide between two notes. You only need to set it once and it will stay like that until you change it. (You'll have to use the hand tool to change the notes)

Here's the effect it created here:
http://dl.getdropbox.com/u/421763/song14.mp3

I just used it to make wobblyish notes here but I could make a more obvious example if you want.

edit: Oh, I also use sliding notes later on.

thanks for that, it simple now I know what to do  Smiley
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Kadoba
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« Reply #286 on: November 11, 2009, 02:01:58 PM »

How about a tutorial over the MVC (Model View Controller) architecture pattern for games? I've found different reading materials over it but they're all very vague and inconsistent - especially the placement of the subsystems. Like, one article I've read says to implement input in the view and another says it should be implemented in the controller.

So basically a MVC take on how to organize your subsystems, like the ones below, into a cohesive whole:

Resource Management
Entities
Collision Detection
OS Specific Stuff (window handling, OS events)
Events/Messaging (game specific, not OS)
UI
Game Loop
Input
Output/Rendering
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Dacke
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« Reply #287 on: November 11, 2009, 02:20:39 PM »

From my experience, there is no final answer for "how to do MVC". The reason that different guides say different things is that MVC is more "rule of thumb" than "science". I can still be very useful, though. The best you can do is probably to find a take on it that makes sense to you, and then just go with it. Smiley
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hagel
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« Reply #288 on: December 05, 2009, 10:03:34 AM »

I'm requesting a tutorial on slopes in platformer games. I can't find any good resources on this and my own experimenting is leading nowhere.
I request a tutorial that covers both 45 degree slopes and 23 degree slopes. Especially  with player interaction, i.e how the player object would react during the collision.
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Petethegoat
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« Reply #289 on: December 05, 2009, 10:07:45 AM »

I'd like a really quick tutorial on UnityGUI, if anyone has spare time. I can't figure it out for the life of me.  Sad
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zamp
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« Reply #290 on: December 23, 2009, 12:39:11 AM »

I'm requesting a tutorial on slopes in platformer games. I can't find any good resources on this and my own experimenting is leading nowhere.
I request a tutorial that covers both 45 degree slopes and 23 degree slopes. Especially  with player interaction, i.e how the player object would react during the collision.

Edit: Cant give a tutorial yet but I can point you to the right direction

You could modify my wall algorithm (see line.as) to do slopes at any angle
http://forums.tigsource.com/index.php?topic=9587.msg303743#msg303743

How the collision works is that you do some vector math to get the shortest distance from a line segment (line segment is a line thats finite, starts from 0,0 and ends at 1,1 for example)
Then you can just test for this distance,
//public function getClosestPoint(point:Point):Point
distance = vector_length(getClosestPoint(player_position), player_position);
if (distance < player.width/2)
  // dont move
else
  // do move

If you want to calculate the "bounce" direction of a wall (ie. you throw a rubber ball at a wall and it bounces off)
You need to do a dot product of the wall and ball relation (figure out on what side the ball is on)
Calculate a vector going 90º degrees from the wall
normalize this vector with ball bounciness
add the vector to ball velocity
« Last Edit: December 23, 2009, 12:53:56 AM by zamp » Logged

JMickle
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« Reply #291 on: December 23, 2009, 08:35:03 AM »

check out chevyray's or matt thorson's platform engines
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dbb
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« Reply #292 on: December 23, 2009, 09:21:52 AM »

A platform-game tutorial for Game Maker. Not too advanced, but more advanced than the crappy one that comes with GM.

I think this would be really beneficial, because a GM platformer seems to be the "hello world!" of indie game development.

Should include basic physics and collision detection, with stuff about how to make nice-feeling controls (smooth acceleration, variable jumping etc).

And double-jumping and walljumping, because it's fashionable at the moment.

And maybe a basic finite-state machine for character state, and how to tie this to the right animations.

And moving platforms. Because this is the bit I'm stuck on myself.

Yeah, a well-written and easy-to-follow tutorial of this nature might inspire a billion generic retro platformers, but it's not like you'd have to play them all, and we should be nice to beginners.
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knight
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« Reply #293 on: December 24, 2009, 08:44:24 AM »

check out chevyray's or matt thorson's platform engines
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gunmaggot
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« Reply #294 on: January 10, 2010, 01:40:21 AM »

Not stopping by to request a tutorial so much as a link or something to a good, generalised GML tut for a programming fool who is making his first GM game.  I did a Google search and found this: http://gmc.yoyogames.com/index.php?showtopic=151003
It seems really good, pitched just at the right level, but it would be nice to hear some other opinions.  Thanks!

EDIT:  Think I'll cross-post this in the GM tutorials thread to cover my bases.
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Hima
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« Reply #295 on: January 11, 2010, 08:52:16 PM »

I'd like to request for a Squirrel Script embedding tutorial. I like the syntax and all but the lack of documentation about embedding prevents me from using it. Thanks!
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ChevyRay
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« Reply #296 on: January 11, 2010, 10:15:11 PM »

check out chevyray's or matt thorson's platform engines

Check out Matt's, you won't find mine (unless I've failed to remove it from everywhere possible that I can), and Matt's is much cleaner and more supported.
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shig
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« Reply #297 on: January 21, 2010, 02:47:40 PM »

A platform-game tutorial for Game Maker. Not too advanced, but more advanced than the crappy one that comes with GM.

I'd love this. I'm currently trying to make my first "real" game - something that has actual wrting behind it, and has some actual depth to the gameplay - But I'm not doing so well.


Also, some sort of tutorial that makes Construct not so confusing, please.
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Lurk
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« Reply #298 on: January 24, 2010, 06:11:02 AM »

I'm currently looking around for a tutorial explaining how to load external/packaged resources in flash (actionscript 2.0). I'd like to be able to load sprites(pngs) for each level of my samurai game separately, as they are needed.
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Eiffer
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« Reply #299 on: January 24, 2010, 09:38:56 PM »

I would like to know if anyone can point me to a good tutorial for a 2D segmented animation system (like the way the characters are done in Aquaria)
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