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Pages: 1 ... 5 6 [7] 8 9 ... 13
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123
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Player / General / Re: Kickstart This Shit
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on: August 12, 2012, 02:05:37 PM
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Well, it turns out Mike Matei expressed his disbelief on the kickstarter project on youtube. And some people now think the kickstarter guy is just trying to squeeze money from the AVGN fandom  source: That's... all I know.
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126
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Developer / Design / Re: Reversing Roles?
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on: August 08, 2012, 12:54:45 PM
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One of the endings of Live-A-Live comes to mind. You can control the bad guys and kill the heroes. 
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128
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Developer / Technical / Re: Window smooth movement transitions?
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on: August 05, 2012, 01:45:51 PM
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It's just... math! I just paid attention to math class in middle school  For the tweening functions, I just fitted some formulas so that t=0 represents the start value and t=1 represents the end value. If you want to know the details about that, I can explain though.
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129
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Developer / Technical / Re: Window smooth movement transitions?
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on: August 05, 2012, 12:51:28 PM
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Oh if you like it, here's the full function with the interpolations I use commonly: double interpolate(const std::string &type, double s, double e, double t, double alpha=0.0f, double beta=0.0f) { //s = starting value //e = ending value //t = time variable (going from 0 to 1) double out=0; if(type=="linear") out=(e-s)*t+s; else if(type=="quadratic") out=(e-s)*t*t+s; else if(type=="squareroot") out=(e-s)*pow(t,0.5)+s; else if(type=="cubic") out=(e-s)*t*t*t+s; else if(type=="cuberoot") out=(e-s)*pow(t,1.0/3.0)+s; else if(type=="exponential") //takes alpha as growth/damp factor out=(e-s)/(exp(alpha)-1)*exp(alpha*t)+s-(e-s)/(exp(alpha)-1); else if(type=="elastic") //alpha=growth factor, beta=wavenumber out=(e-s)/(exp(alpha)-1)*cos(beta*t*2*PI)*exp(alpha*t)+s-(e-s)/(exp(alpha)-1); else if(type=="sin") //s=offset, e=amplitude, alpha=wavenumber out=s+e*sin(alpha*t*2*PI); else if(type=="cos") s=offset, e=amplitude, alpha=wavenumber out=s+e*cos(alpha*t*2*PI); return out; } 
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130
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Developer / Technical / Re: Window smooth movement transitions?
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on: August 05, 2012, 03:34:45 AM
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Well, I didn't use a tweening library to move the windows. Tweening is very simple if you understand the math behind it. It's all about interpolating between the start and end values you want to go to. I will explain with an example: The formula to interpolate I used for the windows is: y=exp(αt)*cos(βt). I choose α=-3 and β=1, this will give me an oscillation with a damping exponent. (It looks natural, because the formula is a solution to a damping spring mass system) I want the window to go from the bottom of the screen (for example y=320) to the top of the screen (for example y=10), so I run a timer and set the y position using the formula. I will need to fit the formula so if I enter t=0, the output is y=320 and for t=1 the output is y=10. Example code: double interpolate(double s,double e,double t,double alpha,double beta) { //s = starting value //e = ending value //t = time variable (going from 0 to 1) //fit the formula so the output starts at s and ends at e return (e-s)/(exp(alpha)-1)*cos(beta*t*2*PI)*exp(alpha*t)+s-(e-s)/(exp(alpha)-1); }
... //somewhere inside the main loop: static int timer=0; timer++; if (timer <= 60) window.y = interpolate(320,10,timer/60.0,-3,1);
I hope that's a little clear 
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131
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Community / DevLogs / Re: Welcome to Bunny Land
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on: August 04, 2012, 11:37:27 AM
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This week I've been working on the main menu screen. Like I explained, you run around a world and pick an option. This screen also holds other information and subscreens like your global ranking etc. Most work is going into getting to connect to the leaderboards and stuff Here's an animated gif to show you what it looks like: https://dl.dropbox.com/u/3851720/bunny/menu_animated.gif(alternatively, here's smoother apng: https://dl.dropbox.com/u/3851720/bunny/menu_animated.png) Most of the graphics are wip and I just randomly generated the backgrounds. I'll probably work on the graphics this week. Though I still have a lot of subscreens to work on, bah! I hate working on menu screens... orz
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133
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Player / Games / Re: CLOP
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on: August 03, 2012, 02:21:26 PM
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Hrm, I liked QWOP better tbh. Watching a horse fall isn't as funny (and making it easier doesn't help its case).
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136
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Community / DevLogs / Re: Journey To Hammerdale
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on: July 30, 2012, 05:57:43 AM
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What's with the faces? >_>
Must be winged doom's self portrait  Can I make a suggestion? I think it'd be really cool if the gun was a classic rifle like this instead of a futuristic shotgun...type...thing... i dunno what it is.
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138
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Community / DevLogs / Re: Welcome to Bunny Land
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on: July 28, 2012, 03:17:12 PM
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Yup, well it runs 60 fps on my iPhone 4. Though I implemented my own engine and there can be moments where frames are being dropped...
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