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Community / Jams & Events / Any NC devs wanna jet to GDC with me?
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on: January 18, 2016, 08:05:09 AM
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I want to fly out of RDU for GDC on March 13th, and return on the 19th. I'm going alone as a rep for my studio to network with some clients, friends, and publishers. I know we have a lot of devs throughout NC, considering we've got Epic, Red Storm, Puny Human, and all the others in RTP, but we've always been pretty bad about organizing meetups. Anyway, if anyone wants to come with me, we can book together, and split room costs and such. I'm going to book in the next few days, so hurry up if you're thinking about it! I'm there for business, but I hope to hit as many parties as I feasibly can as well. I tweeted about this if anyone would be so kind as to RT me.
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Developer / Technical / Re: As3 - finding if any elements match within a Vector
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on: December 14, 2014, 10:03:47 AM
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If you must use a vector, then you'll have to iterate through, checking each element. Two things that could make that faster though are either 1. Sorting the vector so that you don't have to iterate over EVERY element and/or 2. Checking for uniqueness on insertion.
If you can use something other than a vector, look for an implementation of the Set data structure, or another data structure that forces uniqueness, in AS3. Alternatively, you can get away with using a normal AS3 Dictionary.
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Developer / Technical / Re: Strange SDL Display Problem
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on: December 13, 2014, 11:41:11 AM
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I've got this strong sense of pride in the forum for solving this problem. It could have been a really tough one...but boom, collaboration, and solution.
Praise Pit.
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Developer / Technical / Re: Basic object tracking architecture
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on: December 12, 2014, 07:46:34 AM
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I would start with a 2D grid. You start by defining world-space dimensions for the cells of the grid. The ideal choice of dimensions is game dependent, and relates to the size and distribution of objects in your world. Represent a GridCell as a vector of object references. Represent a Grid in such a way that you can index GridCell objects by their grid-space coordinates. You can determine the grid-space coordinates for any point with a very simple function. Something like this: -- given a grid of infinite squares of cell_dim, -- gets the grid coordinates for a point in the world function get_grid_coords(pos, cell_dim) return floor(pos.x / cell_dim), floor(pos.y / cell_dim) end
You'll use these coordinates to index into your Grid. Every time something moves, use this function to determine the grid-space coordinates, and add a reference to this moved object to the GridCell that it currently resides in. Of course, also remove it from any GridCell that it no longer resides in. THEN To find nearby objects, you first find the grid-space coordinates of an object, and then you use them to index into the Grid to get the GridCell, which contains references to all of the objects in the same GridCell as the object in question. 
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Developer / Technical / Re: Help with Rotation of a bucket based on mouse movement.
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on: December 11, 2014, 05:30:04 AM
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You can find the acceleration of the mouse as follows:
Let mouse_1 be the current position of the mouse and mouse_2 be the position of the mouse from the prior frame. Further, v is velocity, a is acceleration, and dt is the time between frames/readings. Then,
v = (mouse_1 - mouse_2) / dt
a = (v_1 - v_2) / dt
Really, you probably want to keep a running average of accelerations over the past n frames, or something like that, to smooth out the values.
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14
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Community / Writing / Re: Writing liar dialogues
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on: December 07, 2014, 07:05:02 AM
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How about slight inconsistencies in facts and playing with the time between presenting each line of dialogue? Someone anxious will deliver lines quickly. Someone taking time to think of their answer will take longer pauses between lines.
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Developer / Technical / Re: Just started Game Maker, games crash on load
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on: December 04, 2014, 04:43:26 AM
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First I would quadruple check your assertion that nothing has changed, codewise, between it working and not working. There are cases in GM where things won't be caught by the syntax checking, nor will errors be thrown when something breaks as a result. If you've eliminated your own code as a possibility, the following should help you track down and/or fix your problem:
- Have you restarted (the computer/GM)?
- Will your game run in debug mode? (red play symbol)
- Will your game run when you build it as a standalone executable? (the button to the left of the green play symbol)
- Try making an empty test project. Does it run?
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