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1411365 Posts in 69352 Topics- by 58404 Members - Latest Member: Green Matrix

April 13, 2024, 02:22:48 AM

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501  Community / Jams & Events / Re: TIGJam UK2 - Cambridge, 15th Jan 2010! on: January 18, 2010, 02:21:24 PM
Just got back. Awesome weekend; it was really great meeting you all.



I think Boris wanted this t-shirt...

I would totally buy that as a T-shirt.
502  Community / Jams & Events / Re: TIGJAM UK 2 : POST YOUR GAMES on: January 16, 2010, 02:23:45 AM
BubbleSun: made for the sunshine/energy/bubbles competition.

Art by Lifesnoozer, code by me.
503  Community / Jams & Events / Re: TIGJam UK2 - Cambridge, 15th Jan 2010! on: January 15, 2010, 04:50:26 AM
Leaving in 10 minutes, but it'll take me something like four hours to get there: regretting not booking earlier trains now. Oh well.

Also: @draknek
504  Developer / Technical / Re: The grumpy old programmer room on: January 12, 2010, 08:59:19 AM
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.
505  Developer / Technical / Re: The grumpy old programmer room on: January 12, 2010, 07:48:02 AM
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?
506  Developer / Design / Re: So what are you working on? on: December 31, 2009, 06:36:45 AM
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.
507  Community / Tutorials / Re: Game Music Tutorials on: December 30, 2009, 04:45:10 PM
'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.
508  Developer / Technical / Re: Making flash EXEs on: December 26, 2009, 08:18:17 PM
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.
509  Developer / Technical / Re: Making flash EXEs on: December 26, 2009, 06:43:33 PM
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.
510  Developer / Technical / Re: Making flash EXEs on: December 26, 2009, 03:37:32 PM
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?
511  Community / Jams & Events / Re: TIGJam UK2 - Roster on: December 21, 2009, 10:22:38 AM
All the best programmers have beards. Indisputable fact.
512  Developer / Technical / Re: Move to contact problem? on: December 21, 2009, 05:02:41 AM
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.
513  Player / Games / Re: 2009 Indie Games Year in Review on: December 21, 2009, 04:07:29 AM
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.
514  Community / Jams & Events / Re: TIGJam UK2 - Roster on: December 19, 2009, 03:22:40 PM

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.

1, 2, 3,4.
Ooh, is there any source for #4?
515  Community / Jams & Events / Re: TigJam UK2 - Hostel Accommodation on: December 19, 2009, 02:56:32 PM
Thanks again for organising this. I'll be there from the 15th to the 18th.

Not sure what time I'll turn up yet. What time on Friday do we have the jam location booked from?
516  Developer / Technical / Re: The grumpy old programmer room on: December 17, 2009, 04:20:33 AM
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.
517  Developer / Technical / Re: caching of your scrollable tile-based world on: December 15, 2009, 12:46:25 PM
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.
518  Community / Jams & Events / Re: TIGJam UK2 - Cambridge, 15th Jan 2010! on: December 10, 2009, 09:07:21 AM
Just bought my ticket!

Would like in on a hostel room: thanks for organising that Alex.
519  Developer / Technical / Re: Dynamically accessing embedded assets on: December 10, 2009, 02:28:25 AM
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:

Code:
var className: String = char.attribute("asset");
var charClass: Class = Assets[className]
520  Community / Assemblee: Part 2 / Re: Resources on: December 08, 2009, 11:46:41 AM
I'm getting errors from the music download too. Probably an incomplete upload?
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