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visits member for 2 years, 11 months
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Applications developer who moonlights as a Game Developer.


Sep
1
comment Handling Multiple Items Interaction (in a 2-Players Game)
they both get more damage. more damage than simple-hit. ( because of collision speed). Game's rules are not strange and they are designed to be understandable for players. problem is about handling them in good form in code. rules may change in future so they should be kept simple in code.
Sep
1
comment Handling Multiple Items Interaction (in a 2-Players Game)
I edit my question. answer is yes! but I also look forward to one-to-one item solution =)
Sep
1
revised Handling Multiple Items Interaction (in a 2-Players Game)
added 12 characters in body
Sep
1
revised Handling Multiple Items Interaction (in a 2-Players Game)
added 16 characters in body
Sep
1
revised Handling Multiple Items Interaction (in a 2-Players Game)
omit some extra description
Sep
1
asked Handling Multiple Items Interaction (in a 2-Players Game)
Aug
29
comment Setting a displacement or offset between Snake segements
yeah ! fun ! If you gonna copy that game mechanic your have two state: A) Snake is moving left/right and y_velocity is 0. for this state all I said works for you. but be aware that m_Pos.x+=(x_velocity*(2*R+OFFSET)) in real coding should be integrated with elapse time from last frame trivially. B)Snake 'L' movement when hitting some obstacle. for this state you should manually hard code and change snake's velocity whenever is needed to copy that 'L' movement.
Aug
28
comment Setting a displacement or offset between Snake segements
"let the snake move it self and that's what I do not want" .. ? What do you want ? Normally in a game, we get input event, apply them into game world, and see result in next frame.
Aug
28
comment Setting a displacement or offset between Snake segements
I saw what you write. Did you ask yourself where you used snake's velocity in your code? As I said you must have velocity ( let's call them: x_velocity & y_velocity ). Do you have them? Then you should calculate new place like this: m_Pos.x+=(x_velocity*(2*R+OFFSET)) and m_Pos.y+=(y_velocity*(2*R+OFFSET)). Notice I assume velocity values are [-1,0,or+1].
Aug
27
comment Setting a displacement or offset between Snake segements
I can't get what you mean with your last comment
Aug
27
revised Setting a displacement or offset between Snake segements
added 104 characters in body
Aug
27
comment Setting a displacement or offset between Snake segements
It's up to you how to treat with player input.btw, first you apply player input to your two digital velocity variable (x and y). then you start to calculate new snake('s parts) position ( I guess in each frame loop). First of all you look at x and y velocity. if x velocity is 0 for example you know snake will go upward or downward. if it's 180degree opposite direction you should skip player input at all as a wrong input. else ( for this case) you keep x position value for new position but use y+2*r+y_offset. y-> old y. r-> radius of snake's circle-part . and y_offset->gap value between parts.
Aug
27
revised Setting a displacement or offset between Snake segements
added 16 characters in body
Aug
27
comment Setting a displacement or offset between Snake segements
Yes. It must be clear how to calculate next position according to x/y velocity of snake. you also can handle cross-direction ( for xVelocity=+1 and yVelocity=+1 ). If you need more clarity, I can explain more. but I think you got it. :)
Aug
27
revised Setting a displacement or offset between Snake segements
added 207 characters in body
Aug
27
comment Setting a displacement or offset between Snake segements
You haven't mentioned this in question. ok
Aug
27
answered Setting a displacement or offset between Snake segements
Aug
19
comment How to handle Gameflow and Progression
I think Graph/FSM is your only choice ! But you "can" implement it in a simple way if you think on it depends on what you need to support in your engine .
May
21
comment UDK: Checking actor type in projectile ProcessTouch
Have you tried casting ? e.g. if( myDesiredClass(Other) != none) .
Jan
29
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