| bio | website | |
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| location | ||
| age | ||
| visits | member for | 10 months |
| seen | Jan 21 at 11:09 | |
| stats | profile views | 9 |
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Dec 17 |
answered | Impulsioned jumping |
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Dec 3 |
answered | Odds For Fighting Game |
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Nov 13 |
answered | How to avoid circular dependencies between Player and World? |
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Aug 8 |
comment |
2D Tile Based Particle Collisions It's tile-based! The tiles already are in a simple grid. You should be able to lookup just the tiles that a given object overlaps based on the world co-ordinates. Object-object collisions are a different matter and need their own broadphase, of course. |
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Aug 7 |
awarded | Nice Answer |
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Aug 7 |
comment |
Why four buttons rather than two? @Jimmy - Not really, the right analog stick is one control mode, the buttons are another. You don't use them simultaneously - you use one or the other, maybe context switching between the modes quickly on the fly in a game. My post was about natural limits for a given control group: handling multiple control groups is a different issue. Simply totalling the number of buttons misses the point. |
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Aug 7 |
revised |
Why four buttons rather than two? added 423 characters in body |
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Aug 7 |
answered | Why four buttons rather than two? |
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Aug 6 |
answered | Structuring various game states and unique levels |
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Jul 25 |
comment |
Player's feeling towards stage selection in a platform game As in, a total of 30ish stages? Or around 4 stages per world? Any branching strategy is going to be a bit out of place if you don't have enough stages for each stage to be incremental - note that Mario 3D games have 120 objectives, Super Meat Boy has 300. That's a large part of how they work. However, your game's got RPG elements. That adds an extra option: you can factor experience points into level access, allowing access to later levels which isn't predicated on success with earlier ones. |
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Jul 25 |
answered | Player's feeling towards stage selection in a platform game |
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Jul 24 |
answered | What's the reason behind collision-boxes? |
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Jul 18 |
revised |
What is the MTV (Minimum Translation Vector) in SAT (Seperation of axis)? added 465 characters in body |
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Jul 18 |
awarded | Editor |
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Jul 18 |
revised |
What is the MTV (Minimum Translation Vector) in SAT (Seperation of axis)? added 126 characters in body |
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Jul 18 |
answered | What is the MTV (Minimum Translation Vector) in SAT (Seperation of axis)? |
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Jul 12 |
answered | Simplified trajectory equation to identify Time Taken(t) by a protectile to travel Distance(d), under gravity? |
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Jul 2 |
comment |
Using 2d collision with 3d objects Well, then, you can give that enemy a polygon hitbox - that's the sort of thing I'm talking about. Circle-circle, circle-poly and poly-poly are all straightforward to implement, define, and manipulate (for example, if you want your ship to bank as you move left or right, you might implement that hitbox-wise by simply scaling it down along the X-axis). metanetsoftware.com/technique/tutorialA.html is a good tutorial for collision algorithms using these shapes. |
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Jul 2 |
awarded | Teacher |
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Jul 2 |
answered | Using 2d collision with 3d objects |