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Pages: 1 ... 4 5 [6] 7 8 ... 29
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101
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Developer / Technical / Re: Isometric engine problems
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on: March 16, 2012, 05:49:08 AM
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My bet is on multithreading. Looks like camera position changes during rendering of the map, thus causing black lines.
[EDIT] Simple fix should be that you store camera position in separate local varibles before render routine and use them in it instead using camera position directly. Boom. Problem solved(???)
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103
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Community / Competitions / Re: 7DRL 2012: March 10th-18th
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on: March 13, 2012, 01:31:54 AM
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Fun game so far Jason, just had the bug though when I was playing where the controls stopped working everytime I used the fire power. And cute little characters  Yeah I had that bug too. Btw a simple proposition for polishing. Could you skip animation for offscreen enemies, as it's annoying to wait for 'em if you can't see 'em?
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105
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Community / Competitions / Re: 7DRL 2012: March 10th-18th
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on: March 11, 2012, 11:05:06 AM
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I got started today. Did most of the basic code to work. I think I'll have something "playable" tomorrow.
My plans is to use a point-based system to generate foes and the player classes, kinda similar to GURPS and many pen'n'paper roleplaying games. Maybe even combining some 'class/race/alingment templates' so stuff like evil mighty goblin fire mage is possible if the point limit is enough.
No idea for the name yet.
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106
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Developer / Technical / Re: Riddle me this, Batman
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on: March 09, 2012, 11:46:59 AM
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x is a float. xvel is a float. x is 111.599998. xvel is 0.400000006. x + xvel equals 112.0. Int(x + xvel) equals 111. (cast to INT) Why do they not equal the same value?  Did I just run into a limited percision bug? Is INT() casting both numbers as INT then adding them together? SO MANY QUESTIONS! So x + xvel is 119.999998006? My guess is rounding.
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108
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Community / DevLogs / Re: pi
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on: March 06, 2012, 01:13:32 AM
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I can't wait to play this epiq game.
And the evil piq should be named bid piq
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109
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Developer / Technical / Re: tiles and box collision
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on: March 01, 2012, 06:17:18 AM
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You could do this. (My suggestion, might be bad) a) Broadphase - Narrow down possible tilecollisions using your grid, so you'll be testing with few tiles b) Narrowphase - With each possible collision use separating axis theorem to find colliding tiles, and use the least penetrating axis to push your character away from tile. But this doesn't cover fast moving entities, but is good otherwise.
OR
when moving character First on X-axis, then Y 1) Move one pixel at a time 2) Check if character would collide there - if it does, stop - if not, repeat from step 1
Grandma engine for Game Maker uses this approach.
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112
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Developer / Technical / Re: The happy programmer room
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on: February 26, 2012, 04:05:20 AM
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Just got sounds working after noticing that libopenal.so that's provided with slick didn't work at all. So I just took one from minecraft files and it worked.
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113
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Developer / Technical / Re: The happy programmer room
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on: February 22, 2012, 09:33:40 AM
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!loading.AnimationInfo name: LINK_WALK_DOWN filename: resources/entity/link/zelda-sprites-link.png spriteH: 16 spriteW: 16 frames: [0,0,1,0,1,0] durations: [100,100,100,100,100,100] transparentcolor: [255,255,255] xOffset: 8 yOffset: 14 --- (Few more animations) --- !loading.Entity EntityID: "Link" defaultState: !loading.StateInfo stateName: moving updateComponents: - "core.states.BehaviorMoving" updateArgs: - [80] renderComponents: - "core.states.RendererMoving" renderArgs: - [LINK_WALK_UP,LINK_WALK_DOWN,LINK_WALK_LEFT,LINK_WALK_RIGHT] states: - !loading.StateInfo stateName: moving updateComponents: - "core.states.BehaviorMoving" updateArgs: - [50] renderComponents: - "core.states.RendererMoving" renderArgs: - [LINK_WALK_UP,LINK_WALK_DOWN,LINK_WALK_LEFT,LINK_WALK_RIGHT]
I'm happy cuz this works. 
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114
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Community / DevLogs / Re: Red Rogue
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on: February 21, 2012, 07:32:41 AM
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Oh I forgot to mention, I used keyboard shortcut for summon, not the menu. Menu becomes inmovable (Opens and closes but can't navigate) but if I press E (exit level) and open menu again it has moved to that option but menu stays broken.
I'll try to reproduce it when I get home.
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115
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Community / DevLogs / Re: Red Rogue
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on: February 21, 2012, 01:37:37 AM
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Menu stopped working for me (Might been reported before) as I tried to summon minion after it died. You should really fix that.
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116
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Community / Tutorials / Re: Game Maker Tuts
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on: February 19, 2012, 12:10:31 PM
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Maybe you could make simple lighting like this: - Have a surface named surf_lights (name doesn't matter) - Fill the surface with the "ambient color", the darkest shade of light you want. - draw all the light sprites with additive blending mode (bm_add) on the surface - draw the surface with proper blending mode(bm_max or substract, I'm not sure) on top of everything else.
And if you want to disable lighting, just skip the last step.
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118
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Developer / Technical / Re: Switching from Java/LWJGL to GameMaker. Good Idea?
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on: February 15, 2012, 10:29:14 AM
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Yeah that's a big con. Although you can do almost everything with clever use of objects and GM built-in data structures. Or you could fake basic class structure with scripts and plain objects. But that's usually not necessary. I'm really trying to defend GM too much. I should stop. I'll do that. Some day. Sentences. Getting. Shorter. Period.
Although I'd like to ask what you think you'd need custom classes for?
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120
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Developer / Technical / Re: Switching from Java/LWJGL to GameMaker. Good Idea?
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on: February 15, 2012, 06:56:41 AM
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Fancy lighting. No problem. There is multiple ready solutions with or without shadows (I made a topdown zombie shooter for Ludum dare once with GM and L3S lighting scripts.) I'd recommend the same that Gabe uses for The Archer.
Saturation shifting. This is slightly interesting. You could have a surface that you draw everything to, and then just draw that surface with proper blend mode. Or draw every sprite with the blend mode in case you need some sprites colorful but rest in black and white. But if you need pixel perfect scaling you have to draw to surface anyway to avoid blur.(if you're making pixel art game. Othervise it doesn't matter)
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