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1411264 Posts in 69322 Topics- by 58379 Members - Latest Member: bob1029

March 26, 2024, 11:45:02 PM

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101  Developer / Technical / Re: Isometric engine problems on: March 16, 2012, 05:49:08 AM
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(???)
102  Developer / Art / Re: show us some of your pixel work on: March 13, 2012, 01:39:58 AM

Did some faces for Subterrane. Which do you guys think is best for a commander/teacher/guide?
HO IT'S MOONMAN! WHAT IS HE DOING IN YOUR GAME?
103  Community / Competitions / Re: 7DRL 2012: March 10th-18th on: March 13, 2012, 01:31:54 AM
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  Smiley
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?
104  Community / Competitions / Re: 7DRL 2012: March 10th-18th on: March 12, 2012, 07:56:06 AM

Got FOV working and some HUD and stuff...
That's not a perfect example of the fov as character hasn't moved yet at all.
105  Community / Competitions / Re: 7DRL 2012: March 10th-18th on: March 11, 2012, 11:05:06 AM
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.
106  Developer / Technical / Re: Riddle me this, Batman on: March 09, 2012, 11:46:59 AM
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.
107  Community / Competitions / Re: 7DRL 2012: March 10th-18th on: March 09, 2012, 05:48:41 AM
O yeah im so gonna do it.
Maybe experimenting with XY instead XZ
108  Community / DevLogs / Re: pi on: March 06, 2012, 01:13:32 AM
I can't wait to play this epiq game.

And the evil piq should be named
bid
piq
109  Developer / Technical / Re: tiles and box collision on: March 01, 2012, 06:17:18 AM
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.
110  Community / DevLogs / Re: Red Rogue on: February 29, 2012, 12:02:23 PM
Renaming items plz?
111  Developer / Technical / Re: Just a friendly reminder on: February 26, 2012, 09:52:54 AM
Topic of the year!
Random advice is always useful.

When everything fails (for super mysterious reasons) blame external libraries.
112  Developer / Technical / Re: The happy programmer room on: February 26, 2012, 04:05:20 AM
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.
113  Developer / Technical / Re: The happy programmer room on: February 22, 2012, 09:33:40 AM
Code:
!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. Coffee
114  Community / DevLogs / Re: Red Rogue on: February 21, 2012, 07:32:41 AM
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.
115  Community / DevLogs / Re: Red Rogue on: February 21, 2012, 01:37:37 AM
Menu stopped working for me (Might been reported before) as I tried to summon minion after it died. You should really fix that.
116  Community / Tutorials / Re: Game Maker Tuts on: February 19, 2012, 12:10:31 PM
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.

117  Developer / Technical / Re: Switching from Java/LWJGL to GameMaker. Good Idea? on: February 16, 2012, 03:59:16 AM
Worth noticing that even though GM is Win(/mac) only, most games run pretty well on Wine. Sound doesn't work (for me) but otherwise GM games work on linux flawlessly.
118  Developer / Technical / Re: Switching from Java/LWJGL to GameMaker. Good Idea? on: February 15, 2012, 10:29:14 AM
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?
119  Developer / Art / Re: show us some of your pixel work on: February 15, 2012, 07:08:04 AM


Pineapple Smash Cadre!    Hand Fork Left Evil Hand Shake Right
120  Developer / Technical / Re: Switching from Java/LWJGL to GameMaker. Good Idea? on: February 15, 2012, 06:56:41 AM
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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