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403
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Developer / Technical / Re: magnitude based increment
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on: October 09, 2008, 08:07:15 AM
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I wonder if one can overload = in C++ to be a comparison, and == to be an assigment operator. That'd create the most obscure code ever :D
=D by which mean ==D.
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404
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Developer / Technical / Re: magnitude based increment
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on: October 09, 2008, 05:38:40 AM
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cheers Increpare; knew you'd save the day.=) I'm not sure how on earth have I forgotten about log base ten.  so your code might be something like
x:=x+10floor(log10x)
this is the bomb.
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405
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Developer / Technical / magnitude based increment
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on: October 09, 2008, 04:31:51 AM
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halp, I suck at maths.
I'm trying to implement a method to increment values based on their order of magnitude. is there an easy, not recursive and hopefully not iterative way to determine the order of magnitude of a value?
what I'm aiming for: value increment ... .01 - .1 .01 .1 - 1.0 .1 1.0 - 10.0 1.0 10.0 - 100.0 10.0 ...
the very much iterative way I have right now is to find the smallest divisor 10^x (for values > 1.0) or greatest multiplier 10^x (for values < 1.0) that gives a number in the range .1 ... 1.0 if I divide the value by it.
generally it isn't something I'd use more than once a frame, but I guess there still must be a more effective way to do it...
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406
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Developer / Technical / Re: XRhodes thread | we gots new downloads (WIN32 too)
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on: October 09, 2008, 12:30:58 AM
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hey Xerus!=)
thank you.=) it's the next feature test of the framework, the particle system. the system itself only handles spawning, keeping track and updating of the particles (which can be anything in the framework's shape format). the tinting, scaling and rotation can be application-specific. in this example they're done based on the the percentage each particle had completed of it's lifespan (rotation is random). the particle emission is controlled by mouse (direction, speed (distance from the center) and click to emit).
I shall post the downloads for OS X and Win32 today, I just want to throw in some more functionality. (right now there's one randomness value for all the aspects of the particle generation (direction, velocity magnitude, lifespan), I want to handle them separately.)
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408
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Developer / Art / Re: water in 2D platformers
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on: September 17, 2008, 05:05:21 AM
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I've been wondering about this myself recently. I don't know how fun real water displacement physics would be in actuality, as it would require quite a bit of fighting with the controls. I think a body of bouyancy is pretty fun to work with, and the idea of water pouring from one area to another can be simulated with some interesting methods. When a small amount of water falls on a wide flat surface though it's always a bit tricky to know how that should behave.
Yeah, in my experience physics and platformers don't mix too well. It's nice in theory, but a bitch and a half to get looking and behaving properly. That is, if you're using a pre-made physics engine. If you're making your own physics engine then you're a hell of a lot smarter than me and probably have some idea what you're doing. As for water displacement and stuff, the two games I can think of off the top of my head that do an okay job are Bloody Zombies and Phun. Though in both the water (or blood as the case may be) effect is best when it's contained. The illusion breaks down when individual particles escape the main body and go sliding around on their own. That cave flyer thing game that was called Wings or something and was Finnish and I played rather a few years ago had water in it! And you could shoot water, and it sort of floated about, every little pixel of water. Float float float. Not very convincing floating, but cool.
I think the spatial approach could be just fine. Could to crazy hilarious awesome stuff that was wicked sick, like, eh, raising the water level during a level.
'zactly, Bloody Zombies is a good example. Sadly I haven't seen Wings, nor have I found anything closely resembling to it. I'm just banging my head against my platformer's physics - but very basic things: collision detection, jumping... I can really feel that the generosity that had to characterize framework development is coming to the end with actual game development. It's hacktime.
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409
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Developer / Art / Re: water in 2D platformers
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on: September 17, 2008, 04:15:38 AM
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You should definitely make your water a particle system with fluid dynamics. And I want to see the Brownian motion on the character as the heat interchange from individual particles pushes him around.
Don't forget that, over time, the water should erode the platform walls. haven't quite done with the wind engine yet.=)
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410
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Developer / Art / Re: water in 2D platformers
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on: September 17, 2008, 02:47:38 AM
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You should definitely make your water a particle system with fluid dynamics. And I want to see the Brownian motion on the character as the heat interchange from individual particles pushes him around.
:D affirmative. but that's nothing compared to how I like the idea of the player entity's instant death. optimization ftw!
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411
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Developer / Art / water in 2D platformers
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on: September 17, 2008, 01:31:01 AM
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how do you implement water in your platformers? on the first rung it's just about the changed movement of the characters, but then the water's behavior should be considered too (anything more sophisticated than a splash animation whenever a character enters / leaves water).
I've just been thinking about this (well not really, but I'm getting close to a point where I'm going to need it one way or another)... there are couple of approaches that come to mind before having googled for it:
* spatial approach: water is everything below a certain Y coordinate, so if the entities go beyond this coordinate, the physics that apply to them. yeah, but water can be beyond this "sea level". (wall) collisions are calculated afterwards. * tile based approach: water is a tile type; collision detection has to be done before physics, and physics then can be applied to game entities based on what "substance" are they in. the tiles (can be an additional layer) can have, like a density (friction?) value. I kinda like it, it can even be brought in sync with walls (them being absolutely dense) - but it's tiles. * cloud approach: it's really the extension of the tile based approach, but level data isn't stored in a grid (of uniform tiles) rather than a, I dunno, list or bsp-tree; everything can be a convex shape with an arbitrary number of edges, have unique unique orientation and scale - then the physical qualities.
anything more sophisticated?
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412
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Developer / Audio / Re: Music Challenge the Ninth - Endless Melody
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on: September 17, 2008, 12:28:43 AM
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I'm between FL Studio and Logic. FL studio is incompatible with my mac(hine), and I'm incompatible with Logic, so I don't even go near.  Ok software. I thought you were spending all of your time building a recording studio or something  Have you tried out pxtone or musagi? They're both free, and do what they do quite well. OH WAIT YOU SAID YOU WERE ON A MAC. Alas. Milkytracker then? Necessity has somewhat warmed me to it. (you can't find a version of garageband that might work?) Thanks man, I've just seen the additions. I'll definitely try Milkytracker out. In the meantime, I keep fighting my way into Logic. (Just checked musagi out. Damn it's awesome... Shame there's no Mac port of it...)
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415
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Developer / Audio / Re: Music Challenge the Ninth - Endless Melody
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on: September 12, 2008, 05:24:01 AM
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I'm always glad for stuff like this. might not participate (damn, gotta get some musicmaking facility set up), but definitely will keep ears open.
musicmaking facility? [/quote] we're making music, aren't we? composition / production, right? I'm between FL Studio and Logic. FL studio is incompatible with my mac(hine), and I'm incompatible with Logic, so I don't even go near. 
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