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1411320 Posts in 69331 Topics- by 58384 Members - Latest Member: Winning_Phrog

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121  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: August 15, 2012, 06:45:02 AM
The green of the girl's room feels a little odd, like it was actually pink, but got inverted or something.
Hmm, I don't understand what you mean by that (possibly due to colorblindess)
122  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: August 14, 2012, 01:12:13 PM
For the contest at gamejolt.




The first part in the bedroom is already playable, though.
123  Player / General / Re: Kickstart This Shit on: August 12, 2012, 02:05:37 PM
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.
124  Player / General / Re: Kickstart This Shit on: August 12, 2012, 12:52:23 PM
Man obtains rights to Cheetahmen, starts kickstarter to release a version of the game that can be completed.

http://www.kickstarter.com/projects/343248998/cheetahmen-ii-the-lost-levels?ref=live

I'm not really not sure if I should be happy or sad this is happening.
It's a scam, apparently.
125  Community / DevLogs / Re: Welcome to Bunny Land on: August 09, 2012, 06:55:36 AM
I added a new enemy. I wanted to add something like the "piranha plant" form Super Mario.


Since I don't use pipes, they just wait for you out in the open and bite when you jump over them. They're not so difficult to jump over though.
https://dl.dropbox.com/u/3851720/bunny/plant_animated.gif

Something I may add is the ability to slip under them. In that case I'll have to randomize the bite so the player's reaction time is tested while judging which path is the safest. Though the problem is the timing in order for this to be fair... So, not sure if I'll add it, but it may be more fun?
https://dl.dropbox.com/u/3851720/bunny/under_animated.gif
126  Developer / Design / Re: Reversing Roles? on: August 08, 2012, 12:54:45 PM
One of the endings of Live-A-Live comes to mind.
You can control the bad guys and kill the heroes. Evil
127  Developer / Technical / Re: Window smooth movement transitions? on: August 06, 2012, 12:31:58 AM
Why do people call it juiciness. IT SHOULD BE CALLED BOUNCINESS


bounce bounce bounce
128  Developer / Technical / Re: Window smooth movement transitions? on: August 05, 2012, 01:45:51 PM
It's just... math! I just paid attention to math class in middle school Tongue
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.
129  Developer / Technical / Re: Window smooth movement transitions? on: August 05, 2012, 12:51:28 PM
Oh if you like it, here's the full function with the interpolations I use commonly:
Code:
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;
}
Gentleman
130  Developer / Technical / Re: Window smooth movement transitions? on: August 05, 2012, 03:34:45 AM
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:
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 Shrug
131  Community / DevLogs / Re: Welcome to Bunny Land on: August 04, 2012, 11:37:27 AM
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
132  Community / DevLogs / Re: ISOMEVA - catch the flag! on: August 03, 2012, 02:35:51 PM
I love the visuals!
133  Player / Games / Re: CLOP on: August 03, 2012, 02:21:26 PM
Hrm, I liked QWOP better tbh. Watching a horse fall isn't as funny (and making it easier doesn't help its case).
134  Community / DevLogs / Re: Nyan Nyan Sword on: August 03, 2012, 02:23:59 AM
Is that a in-game screenshot or a mockup?
135  Community / DevLogs / Re: Nyan Nyan Sword on: July 31, 2012, 02:31:30 AM
I think it's awesome though Hand Thumbs Up Right
136  Community / DevLogs / Re: Journey To Hammerdale on: July 30, 2012, 05:57:43 AM
What's with the faces? >_>
Must be winged doom's self portrait Cheesy

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.
137  Community / DevLogs / Re: Chopper Mike - Previously HeliQoob on: July 28, 2012, 03:29:31 PM
I love the concept! It looks great Smiley
138  Community / DevLogs / Re: Welcome to Bunny Land on: July 28, 2012, 03:17:12 PM
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...
139  Community / DevLogs / Re: Welcome to Bunny Land on: July 27, 2012, 02:08:35 PM
Thanks Smiley Would love to see your runner game too Blink
140  Community / DevLogs / Re: Welcome to Bunny Land on: July 27, 2012, 12:31:20 PM
Thanks!

If you're forced to run, how hard will mushrooms be to get from boxes?

I will show you:
(this is an animated PNG, make sure your browser supports this)
https://dl.dropbox.com/u/3851720/bunny/carrot_animated.png
Power ups always drop in front of you. So picking them up is easy. (It's actually harder to open the box)
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