Tag Info

New answers tagged

1

Don't directly translate the object in response to key presses. Instead, increase the speed in response to key presses, and then translate the object's position using that speed. That way the speed changes every frame. pseudocode: float speed = 0f; float maxSpeed = 20f; float accel = .2f; void Update() { if (Input.GetKey(KeyCode.I)) { speed += accel; ...


-2

I was looking for a solution to a simular problem of making a sprite flash when it was hit. What i would suggest is to add the different colours (or damage states) as images within the same sprite. Then include a piece of code in the enemy object's step event that is something like: If (hitpoints >= 10) {image_index=0} // the original sprite If ...


0

After doing some debugging, I figured out it's something to do with my Windleaf_Province.png where my TMX file was referencing too. After making a new map with a different tileset and calling it, it worked perfectly as per expected. Why Windleaf_Province wasn't working, I don't know, but I can do it without that :P Thanks for your help everyone!


0

I am also currently working on a project that involves Tiled maps and if one of your maps is working they technically all should be. Make sure that you have not changed anything in the TMX file, and just to be safe, remake the map and export it again. Then also make sure that you have the tilesets that you used to create the map in your data folder. When ...


4

Because operations dealing with objects and their locations, such as collision detection and filtering nearby objects, are so heavily used in games, it is common practice to use one or more spatial data structures to describe your world. Some examples of these structures are grids, octrees, or the classic scene graph - a tree storing relative ...


2

A "total conversion" mod usually means that you are not just going to replace assets, but that you are going to change game mechanics and actor behaviors. This usually requires programming skills. What kind of skills depends on the engine. Some engines have amazingly powerful map editors which can really do a lot (Defense of the Ancients was originally a ...


-1

Like this: lw 0bRRRRRGGGGGBBBBBA, 0x04400000 lw 0x0140, 0x04400000 sw 0x0140, 0x04300000 sw 0bRRRRRGGGGGBBBBBA, 0x04300000 This sets up the framebuffer using 16-bit color depth, 320x240, and interlaced video with 60Hz timing signals; writing to the screen afterwards can be done various ways.


3

If the final shader outputs the image to the framebuffer, have a look at the glReadPIxels function (This function is often used to create screenshots in games example 1 | example 2) If you wish to get the data from a texture (in case the texture is larger than the screen resolution, this might be a better solution), have a look at the glGetTexImage ...


0

A straightforward cylindrical mapping should suit your purposes readily, if you look into the equation of a circle then you can come up with a 3D vector for any point on the pipe surface using all the data you have already, and your heightfield variation simply becomes variation of the radius parameter of the function. If visualisation is your goal, then ...


0

Unless the 3D structure of the pipe is important to your application, I would strongly recommend against visualizing things in 3D. This requires turning the pipe to see all sides, and requires developing a UI for interacting with the pipe (rotate, zoom, change focus). These interfaces are difficult to learn, even for technical people. I have enough ...


0

Oh, I got you. But then that made you think that CPU alone is not enough to handle sound? It's rather primitive, well, it's definetely not a PC-speaker, but not too far from it. 22 mapped register WORDs is a complete configuration of a NES APU. It also includes basic caps for cycles and frequency generation, so it's not all on CPU every cycle. But ...


0

I would personally discourage you from any kind of direct map-player communication there is no need for it. It is game logic responsibility to handle such interaction. Often, there is some kind of GameObject manager or component system. As for multiple players/maps, server should be resonsible for instantiating maps and moving players between them.


1

cf. What is the point in designing your own car (e.g. to take part in an F1 race) if there are existing car manufacturers who will sell you cars that already work? I looked over some other answers here and in the proposed dupe questions and one point not really being championed is that creating your own system affords you more technical (and, as a ...


1

To do something basic like a Hello World program on a console like the Nintendo 64 you wouldn't need to use the GPU to do the rendering, you can just write your message directly to the framebuffer. The framebuffer is were the rendered image is stored before it's scanned out to the TV. The RCP Documentation linked to at the bottom of this page does a very ...


1

Sometimes for compactness a self-made engine ( Despite thousands of lines of code ) can be more compact than a pre-made engine due to the fact that unused features can be removed. Also keep in mind that if you write your own engine from scratch, you'll know all the ins and outs of it. If you ever want to add a feature or change something, you can! Some ...


2

I can speak only for my self, but I implement my engine for sake of implementing it. It is fun for me. Plus the time spent learning an engine is roughly equal to implementing it yourself. It also gives you absolute control over the engine and you can specialize it for your task more easily (you would have to read pretty much everything about an engine, read ...


3

Using your own analogy: Why did people make COBOL? Why did people make C++ if C was around? Why did they make PHP? Why did they make Python? Ignoring the fact that some of those implementations are written in C themselves, this is the same thing. Some people want to make their own languages for new purposes and to do that you need to start with the ...



Top 50 recent answers are included