| bio | website | |
|---|---|---|
| location | ||
| age | ||
| visits | member for | 7 months |
| seen | May 3 at 14:51 | |
| stats | profile views | 8 |
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May 3 |
awarded | Self-Learner |
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Mar 24 |
accepted | Implementing tile-based movement on 2D platformer |
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Mar 24 |
answered | Implementing tile-based movement on 2D platformer |
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Mar 24 |
comment |
Implementing tile-based movement on 2D platformer Very nice solution. I've actually asked around about this and I got a different solution from someone at TIGSource. I'll post it as an answer here too, might be helpful too. |
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Mar 17 |
asked | Implementing tile-based movement on 2D platformer |
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Mar 5 |
comment |
JPEG images not loading on PlayBook (Marmalade + iwgame) The problem seemed to solve itself, actually. We had already given up on using jpeg's, but our background images as PNG were so big it was having quite an impact on performance, so I decided to try and work out what was going on and it worked on the first try. I can only assume it was an issue with Marmalade which they solved in the most recent version (I'm using 6.2.0 now). Which version are you using? |
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Jan 2 |
awarded | Teacher |
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Jan 2 |
awarded | Commentator |
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Jan 2 |
comment |
How to handle collision resolution in a top-down car game? It's also worth noting that having a physics engine would probably save a lot of hassle from this kind of problem, although I wouldn't have learned half as much, I'd say. So to anyone who might have this kind of problem: weigh your options well :) |
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Jan 2 |
accepted | How to handle collision resolution in a top-down car game? |
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Jan 2 |
answered | How to handle collision resolution in a top-down car game? |
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Dec 26 |
comment |
How to handle collision resolution in a top-down car game? I do realize there are pretty complete (and complex) solutions, such as this one, but it's a bit of an overkill for my scope, specially considering a short deadline I'm working with. What I'm looking for doesn't need to be realistic, it's can be something simple, as long as it's fun :) |
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Dec 24 |
asked | How to handle collision resolution in a top-down car game? |
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Nov 26 |
awarded | Tumbleweed |
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Nov 19 |
asked | JPEG images not loading on PlayBook (Marmalade + iwgame) |
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Oct 9 |
comment |
How to limit click'n'drag movement to an area? Great! Thanks, David. |
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Oct 9 |
comment |
How to limit click'n'drag movement to an area? Wow, very interesting. +1 too :D |
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Oct 8 |
accepted | How to limit click'n'drag movement to an area? |
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Oct 8 |
comment |
How to limit click'n'drag movement to an area? Great solution! I've come across something that involved two circles and a triangle, but your solutiong elegantly simplifies that. About the angle validation, I had thought of something along the lines of having a normalized vector that stood at maxAngle (and another at -maxAngle) from playerForward, which could be multiplied by the length of C->M in case it was of bounds, angle-wise. I'm assuming your solution of rotating M around C would be less costly, is that right? |
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Oct 8 |
awarded | Editor |