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seen Nov 14 at 12:35

Nov
8
comment Mixing Perspective and Orthographic Projections?
Going to agree with @laurent on that one. As a 2.5D game, the actual game logic is 2D while the visual representation is 3D. It makes little sense to change the logic to reflect the visualization - especially when you consider the lineage of the game and its roots as a 2D fighter. Regardless, that was the solution that they went with.
Sep
29
comment Converting time of day into a smooth day/night variable?
My game time isn't simulating Earth's, just emulating something ~like~ it. The plan is to support different worlds with an arbitrary number of months-per-year, hours-per-day, minutes-per-hour, etc. I do have (four) seasons and I determine which season it is by "gameMonth / monthsPerSeason". - I haven't implemented leap years or DST yet, and I'm not sure if I will; that level of simulating time is really cool, but I'm not sure if I need it to achieve the desired effect. There really is a lot to think about here, thanks for the input! :]
Sep
29
comment Converting time of day into a smooth day/night variable?
My idea was to use the normalized day/night value elsewhere as a parameter for various effects; light color, light direction, intensity, etc.
Sep
29
comment Converting time of day into a smooth day/night variable?
I'll make sure not to upvote that comment!
Sep
29
comment Converting time of day into a smooth day/night variable?
Excellent, thanks again for the help. :]
Sep
29
comment Converting time of day into a smooth day/night variable?
Works like a charm, thanks for the detailed answer! Just out of curiosity, how different would this be if the scale was from 0 (midnight) to 1 (noon)? Am I correct in understanding that you divided 'distanceFromNoon' by 6 (halfday) to get a normalized range from 0-2, then shifted that down to a -1 to 1 range by subtracting nDistance from 1?
Sep
29
comment Converting time of day into a smooth day/night variable?
Thanks @Zehelvion, just reading through it now!
Sep
11
comment SDL - Getting a single keypress event instead of a keystate?
I was thinking, because you said that type == SDL_KEYDOWN will stay true until another event arrives, I could use SDL_PushEvent after my event handling code block runs to force type == SDL_KEYDOWN to become false. Is that a bad way to go about it? Also, when you suggest checking the value returned from SDL_PollEvent, would that mean using a bitwise & to check to see if SDL_PollEvent & localEvent are the same event? I'm sorry if this is going right over my head. I'm a self-taught and very inexperienced programmer. :<
Sep
10
comment SDL - Getting a single keypress event instead of a keystate?
I'm curious.. Would it be possible (or smart) to create an SDL_UserEvent that essentially adds an empty event to the queue using SDL_PushEvent? That way, I could simply push an empty event to the queue after each keypress is registered? -- Also, would SDL_WaitEvent pause the program? I'd like to have the ability to use animated screens also, but maybe I shouldn't be looking for a one-size-fits-all solution...
Sep
10
comment SDL - Getting a single keypress event instead of a keystate?
I see! That's gotta be the issue. Thanks so much for your insight! :D
Sep
10
comment SDL - Getting a single keypress event instead of a keystate?
That seems like a way to work around this issue. But, is this the normal behavior for SDL_Events? I'm hoping to get to the bottom of this problem.
Sep
10
comment SDL - Getting a single keypress event instead of a keystate?
Unfortunately, that didn't seem to fix my issue. =( I tried setting the SDL_EnableKeyRepeat in both the initialization of the state, as well as just before the SDL_PollEvent. It still ran the event-specific code once per tick! :(
Aug
23
comment How much would it cost to hire a musician
I'd like to add that the same kind of thing applies to commissioning visual artists as well.
Aug
7
comment Structuring various game states and unique levels
Great answer. That really helps me, thank you! So if I'm understanding this correctly, you're saying that the 'PlayState' class should have some way to load a 'level' data type? So when you want to change levels, you simply change the 'Level currentLevel;' by loading in a different level..? (if that makes any sense..) :D