| bio | website | |
|---|---|---|
| location | ||
| age | ||
| visits | member for | 1 year, 11 months |
| seen | Oct 11 '12 at 22:34 | |
| stats | profile views | 13 |
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Sep 19 |
accepted | How can I get a 2D texture to rotate like a compass in XNA? |
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Sep 19 |
asked | How can I get a 2D texture to rotate like a compass in XNA? |
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Sep 5 |
comment |
What would be the best way to find an open space in a level? I know how to do that, but I'm not sure how I can use a search algorithm to find a new point when the old point isn't open. I've been reading up on pathfinding and it seems like I could do something similar to that, where I would use Dijkstra's algorithm or A* algorithm to find the nearest open space. I'm just not sure how I could do that, because I've never programmed anything like it before. Sorry to be such a bother, I'm kind of new to programming, so I don't really know that much yet. |
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Sep 3 |
comment |
What would be the best way to find an open space in a level? @Drackir Here's video of the game thus far. Every time you lay down tiles, you change the values at that location on the collision map (an int array.) With the warp tiles I need 9 tiles worth of open space (all 9 tiles are equal to 0) and the warp tiles are created at the end points of the purple line (where the flags appear at 1:32.) What I need is a way to use a search algorithm to look around the old point for a new point that fits my guidelines (8 empty tiles around the new point which is also empty.) Example. |
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Aug 23 |
comment |
What would be the best way to find an open space in a level? @Drackir The paint is just a particle trail that doesn't disappear or move and every particle has it's own point to map it's position. So I've made a for loop that checks each particles position, sees if that tile is open, changes the collision map accordingly and then removes the particle. The tile graphics are drawn according to the collision map. |
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Aug 23 |
asked | What would be the best way to find an open space in a level? |
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Jul 29 |
awarded | Supporter |
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Jul 29 |
accepted | Some questions about lists |
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Jul 29 |
comment |
Some questions about lists No, it's a puzzle game and I want the bullets to act sort of like magnets when they're done. So if two bullets with the same charge get close they push each other away and if two bullets with opposite charges get close they draw each other in and destroy each other. Also, I don't think there will be a problem with the number of checks because there can only be ten bullets in the game at one time. |
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Jul 29 |
asked | Some questions about lists |
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Jul 27 |
comment |
How can I fix my combo system? The problem with that is I actually use the increasing combo number to play a different animation while in the "attack" state. So each if combo statement is actually the next animation in the combo sequence. I definitely agree with you that I made this is more complicated than it needs to be, but this is the first time I've made a combo system so I'm trying my best. |
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Jul 27 |
asked | How can I fix my combo system? |
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Jun 24 |
awarded | Student |
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Jun 24 |
comment |
I need help with specific types of movement Equalize adds/subtracts from speed until it equals 0. |
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Jun 24 |
asked | I need help with specific types of movement |
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Jun 3 |
awarded | Scholar |
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Jun 3 |
accepted | How can I apply a shader to images in a map in XNA? |
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Jun 3 |
asked | How can I apply a shader to images in a map in XNA? |