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504
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Developer / Technical / Re: The grumpy old programmer room
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on: January 12, 2010, 08:59:19 AM
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But can't you disable rendering the monster and only render the mask?
The outline would still be a frame late, but you wouldn't be able to tell because you wouldn't be able to see the normal monster image to compare.
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505
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Developer / Technical / Re: The grumpy old programmer room
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on: January 12, 2010, 07:48:02 AM
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I'm not quite sure I understand the problem. The mask being a frame late shouldn't be noticeable should it? Unless you're still rendering the monster at full opacity and then trying to hide it with the mask, but can't you just render the mask on its own?
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506
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Developer / Design / Re: So what are you working on?
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on: December 31, 2009, 06:36:45 AM
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I've been seing lots of Flash-classes relying on null-arguments (Flixel has tons of them). Doesn't AS3 support function overloading?
You can't define two functions with the same name, but you can have functions with default arguments. It's more limiting, but there's also less potential for confusion. So in your example, you would have a function speak (String phonetics, Audio sound = null), which can be called with or without the second parameter. I don't know why you haven't seen AS3 API developers use this: I definitely do.
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507
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Community / Tutorials / Re: Game Music Tutorials
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on: December 30, 2009, 04:45:10 PM
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'He's fighting in a deep dark damp cave this level, it's pretty eerie and there's not an incredible rush of action happening all the time' ok what does that mean to you?
I think this is my biggest problem when I try to do music. I have a vague idea what I want it to sound like, but I don't have anywhere near enough experience to know how to translate a vague feeling into actual music. The solution is almost undoubtably to just make more music, of course.
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508
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Developer / Technical / Re: Making flash EXEs
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on: December 26, 2009, 08:18:17 PM
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Yeah, I think so - unfortunately, I don't think any of those programs actually work for very long...
Is it just the decompilation you're particularly worrying about? Whatever you do won't defeat a sufficiently motivated individual, even if you port it.
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509
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Developer / Technical / Re: Making flash EXEs
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on: December 26, 2009, 06:43:33 PM
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If the main issue is encryption, then maybe the solution is to encrypt the swf before turning it into a projector or to create an executable that wraps an encrypted version of the projector.
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510
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Developer / Technical / Re: Making flash EXEs
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on: December 26, 2009, 03:37:32 PM
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I have nothing to contribute here, but I'm curious what reasons there are to not use the standard Flash projector.
I presume it doesn't work if you don't already have Flash installed?
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512
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Developer / Technical / Re: Move to contact problem?
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on: December 21, 2009, 05:02:41 AM
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Yes, definitely do x and y movement separately. My problem with slopes is that you need to use the x-centre to determine the height of a slope at any point, but what happens when that centre point isn't touching the ground but part of the bounding box still is? You don't want to let the player fall straight down because then he'll be overlapping the wall, but you also can't just move him magically from one position to the other. Reusing old diagram:  I have yet to implement a good solution to this.
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513
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Player / Games / Re: 2009 Indie Games Year in Review
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on: December 21, 2009, 04:07:29 AM
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I guess I hadn't really realised this, but I've been ridiculously productive in 2009. I started taking part in Ludum Dare and joined TIGSource. Looking at my website, I have three times as many projects for 2009 for any previous year (most unfortunately uncompleted though). I also graduated and successfully stumbled into a long-term freelance programming gig - not making games, but it should give me enough free time to keep doing that without worrying about monetary issues.
So yeah, 2009 was pretty good on the game-making front. 2010 will be the year I learn to release games as finished.
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514
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Community / Jams & Events / Re: TIGJam UK2 - Roster
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on: December 19, 2009, 03:22:40 PM
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 Here is me looking slightly crazed. Name: Alan What I does: I'm a freelance programmer making games on the side. Some of the things I've worked on: mostly 48 hour games that never get finished. Most recently, Topsy Turvy for LD16. Less recently, the most complete game I've been involved in was Mindbender. I've also made a physics engine called Large Polygon Collider. TIGjam application: C++ or AS3 developer. What I want out of TIGjam: Meet cool people, make cool games. Ooh, is there any source for #4?
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516
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Developer / Technical / Re: The grumpy old programmer room
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on: December 17, 2009, 04:20:33 AM
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Box2D (C++) is pretty annoying in that is doesn't use ANY of the STL. Everything is ground up, which is fun to write (and potentially better performance), but it grates after a time.
You'll definitely get better performance if anyone tries compiling it in Visual Studio. A fun fact that I discovered when writing my physics engine last year: the STL containers that Visual Studio uses are by default offensively slow. You have to #define some obscure macros to fix that: then it will only be annoyingly slow, but if you link with another library with those macros defined differently (i.e. the default) or you don't define them early enough or in the right place or it's a Tuesday afternoon you will get runtime crashes with an incoherent description of the problem. It's basically a linker error that's not caught by the linker. God, that was a nightmare. Hate Visual Studio.
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517
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Developer / Technical / Re: caching of your scrollable tile-based world
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on: December 15, 2009, 12:46:25 PM
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There certainly are techniques to do what you want, but I wouldn't bother until tile-rendering became a bottleneck.
Premature optimisation and all that...
That said, you're already on the right track: the basic idea would be to render to an image one tile wider and taller than the screen size. Then you scroll that image about until you step over the border and need to redraw parts of it.
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519
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Developer / Technical / Re: Dynamically accessing embedded assets
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on: December 10, 2009, 02:28:25 AM
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getDefinitionByName looks up a class from its name. girlSheet is not the name of a class, it is the name of a variable (of type Class). You want something like this: var className: String = char.attribute("asset"); var charClass: Class = Assets[className]
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