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1411126 Posts in 69302 Topics- by 58376 Members - Latest Member: TitanicEnterprises

March 13, 2024, 03:32:11 PM

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3221  Player / General / Re: Let's make a ridiculous game! (in our heads) on: March 07, 2015, 01:25:20 PM
You play as a literal piece of garbage in a landfill-like world and your goal is to increase your and other's self esteem through character interactions and puzzles.
3222  Community / DevLogs / Albert's very strange obstacle course - a 2D physics experiment on: March 05, 2015, 05:41:45 PM
Albert's very strange obstacle course is an experimental game in which I will test out a few physics concepts using programming, such as velocity and forces. It's basically just an exercise to get me to think using more realistic object behaviors, and I think it's going to be interesting to write about.   Hand Pencil Smiley

What I've done so far is implement velocities and forces in the form of two variables and one function, which are xSpeed, ySpeed and Push(,). This function takes two parameters, an acceleration and a direction, and it simply adds the desired speed to the two movement variables using trigonometry, which can be tricky, but works itself out nicely in the end. I should also mention at this point that I'm using Game Maker Studio, and I'm aware that its default functions allow you to do all of this already. As I mentioned above, this is to train myself to program such concepts and I'm enjoying the mental challenge! Anyways, whenever the push function is done pushing it's parameters onto its variables, I only need to add xSpeed and ySpeed to the current x and y positions of the object in order to see something happen on screen.

Ideas I've had for the eventual future includes functions that return both the angle and speed of the player, and the use of such functions to constructs a simple friction mechanism. I also want to program some routines that make objects bounce off of walls, which sounds pretty fun to me, but which will require collision detection, which I have no idea how I should handle.

Anyways, I'm going to conclude this rambling of mine and say goodbye, with the hope that this interests somebody. Next post will contain more words and maybe a video. Maybe.
3223  Jobs / Collaborations / Re: Looking for teammembers for awesome indie game project! on: March 05, 2015, 03:32:57 PM
Lol, you accidentally quoted your answer to him. Durr...?

I'd be interested, but I simply don't have the time to do such a thing as join a dev team. School and stuff.
3224  Community / DevLogs / Re: Kerfuffle on: March 04, 2015, 03:21:51 PM
Look, I'm fine with there being only a few good characters, and I would pay for this game. Seriously, it looks like the kind of crazy fun that Super crate box was, Except as a multiplayer fighter! I want to play that!  Smiley Hand Joystick
3225  Community / DevLogs / Re: Wild Matter on: February 27, 2015, 09:07:43 AM
Commenting for the purpose of following and praising what seems like quite the interesting game. Keep the good work up! Hand Thumbs Up Right
3226  Developer / Technical / Re: The grumpy old programmer room on: February 27, 2015, 06:14:02 AM
 WTF
Now I can't have more than seven hours per week on the computer and I have to keep a log of the time spent using it as proof. This is getting ridiculous and I didn't do anything to deserve this.
3227  Jobs / Collaborations / Re: 2d artist looking for project on: February 27, 2015, 05:51:20 AM
But why would you not make your portfolio public? Even if it's on another site, just put a link to it in your original post.
3228  Player / Games / Re: Game Club: Discussion on: February 27, 2015, 05:50:26 AM
I voted for metroid II cause I never finished it. It will be interesting to write about it I hope.
 Cave Story
3229  Player / Games / Re: Game Club: Vote Thread #1 on: February 26, 2015, 04:27:43 PM
Hehehe
3230  Community / DevLogs / Re: Kerfuffle on: February 26, 2015, 12:10:05 PM
But he started animating skull girl already... Durr...?
3231  Player / Games / Re: Game Club: Vote Thread #1 on: February 26, 2015, 12:07:09 PM
Metroid II
3232  Community / DevLogs / Re: Greedy Guns - public beta out NOW! on: February 26, 2015, 10:24:12 AM
But there's two bottom guardians... Durr...?
3233  Player / Games / Re: Game Club on: February 26, 2015, 09:52:34 AM
I wanna play!
(I vote for Metroid II because I'm a spineless slug and I follow the leader like a minion)
Hand Joystick
3234  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: February 26, 2015, 09:40:31 AM
1 level per 100 posts. max is 10.
Thanks!
3235  Community / DevLogs / Re: Greedy Guns - public beta out NOW! on: February 26, 2015, 09:35:00 AM
Pyres: bottom third
Guardians: bottom first

Also, the concept art looks amazing!
3236  Developer / Technical / Re: GM:S - Mimic of Player? on: February 26, 2015, 09:24:15 AM
Well, you seem to be using the x and y position of the object following the player, so you would only really need to add a mask to that object to make it register collisions. You'd then need to add a collision detection event in your player object where if the player touches the trail object, it restarts the room.

Actually, I'm pretty sure Game Maker uses the mask of the current sprite by default, so I'm pretty confident in saying you only need the collision detection. I'm also pretty sure the code in your draw event is superfluous.
3237  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: February 26, 2015, 07:09:19 AM
Just a quick question:
How does the forum's level system work? Durr...?
3238  Community / DevLogs / Re: RELATIVITY on: February 26, 2015, 06:49:04 AM
You should take a look at how Portal handled rotation. As a wise man once said, the key to becoming wiser is to copy the wise.
3239  Community / DevLogs / Re: Kerfuffle on: February 26, 2015, 06:46:07 AM
 No No NO
It's fine, happens to the best of us. Don't worry about it and drink it away!
 Beer!
3240  Community / DevLogs / Re: Kerfuffle on: February 26, 2015, 06:11:59 AM
As long as they're going to be instant attacks, they're not going to feel very "punchy".
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