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Pages: 1 2 [3] 4 5 ... 49
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42
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Developer / Technical / Re: Strange Physics Problem
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on: December 03, 2010, 10:17:05 PM
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...I can't figure out how to get it to run, but from your description it sounds like a classic physics platformer problem.
Presumably there is friction between the player and the wall. The strength of friction is proportional to several factors: -the friction coefficient of the wall -the friction coefficient of the player -the force separating the player from the wall (which is equal and opposite to the force pressing the player against the wall)
If any one of these factors is zero, then the friction stops and the player falls. You can set the wall's coefficient to zero, or you can stop applying velocity to the player in the air which is pressing the player against the wall.
To visualize what's happening, imagine slapping a piece of paper against the wall with your hand, and holding it there. What's holding the paper there?
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43
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Player / General / Re: videogame BOOBS and you
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on: November 28, 2010, 11:38:09 PM
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theres very little playable fat men and they're never main characters Well, there's Wario. You're right that most video game characters are idealized, although I maintain that the genders are not balanced.
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46
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Player / General / Re: Pixel face optical illusion.
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on: November 19, 2010, 10:48:11 AM
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If you had to resort to deductive reasoning to guess the first thing, then the intended effect didn't work on you. But "optical illusion" is probably the wrong term for it.
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47
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Developer / Technical / Re: Data Duplication: Fun with XML structures in AS3
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on: November 15, 2010, 08:42:32 PM
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var xml:XML = <foo><child1/><child2/><child3/></foo>;
xml.appendChild(<child4/>); delete xml.children()[2]; xml.setName("bar"); xml.@isNotable = 5; trace(xml); // <bar isNotable="5"><child1/><child2/><child4/></bar>
I feel compelled to mention that the "delete" operator does not actually delete things (i.e. free memory) instead it just unlinks them, but presumably garbage collection takes care of the rest.
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48
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Player / General / Re: Why do Indies Hate Social Games?
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on: November 15, 2010, 11:17:12 AM
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I can't comment on what the indie community thinks, because I am not the indie community. But I can tell you why social network games rub *me* the wrong way. I wanted to like Scott Jon Siegel's talk. He made it clear that the reason why he cares about social network games has nothing to do with their success or popularity. Instead, the reason why he thinks social network games have so much potential is because they are always on. Even when you're not playing the game, you're still playing it. The game world is still active whether you're actively engaging in it or not, and you're likely planning your day around in-game events. And I'm afraid that this is exactly what I don't like about them. My time is too valuable to dedicate some of my brain power every day to the same game. I love movies, but I don't watch TV because TV takes too much time. Social network games are the TV of video games. Full disclosure: I am currently employed in the social network game industry. (Not Zynga.) EDIT: I don't play MineCraft or Spelunky for the same reason, though I'm sure a younger me would have loved them.
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54
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Developer / Playtesting / Re: Training Set
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on: November 02, 2010, 01:56:16 PM
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the last ability, there's nothing immediately to climb. You just have to sort of guess thats what it does and go to the area you think it might be used in
Yeah, I was worried about that, but I'm getting the impression that the people who are going to lose interest do it after learning how to turn around. They get fixated on that ladder. Most of the people who get past that seem to be willing to experiment with the last ability.
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55
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Developer / Playtesting / Re: Training Set
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on: November 02, 2010, 01:03:44 PM
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Hmm, I guess that would make sense. I wasn't exactly trying to organize the controls into "forward, back, up, down", it just kinda turned out like that in the end. Part of me wants to make the controls even less consistent. 
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