| Programmers' Discussion Thread | |
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Commander~DEST Admin
Number of posts : 1499 Registration date : 2009-01-16 Age : 29 Location : Quispamsis, New Brunswick, Canada
| Subject: Re: Programmers' Discussion Thread Sat Nov 14, 2009 8:24 am | |
| In response to: -Should we move the characters by adding/reducing variables x and y, or use vspeed and hspeed?
I think personally feel that we should add/reduce variables x and y. I think it will make the game run much smoother. The only problem with doing this is that I don't know how easy it would be to make the player jump. Tell me what you think. If we think that it will be fairly easy to do I'm all for it.
(You've raised some important questions we need to ask ourselves in order to begin working more on the engines, Hegemege. I am very pleased.) | |
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Hacker
Number of posts : 98 Registration date : 2009-11-12 Location : Lost in the Binary... Help me...!
| Subject: Re: Programmers' Discussion Thread Sat Nov 14, 2009 10:11 am | |
| Dude, it would be extremely easy to just manipulate x and y positional values, and jumping would be infinitely easy still... | |
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Hegemege Moderator
Number of posts : 919 Registration date : 2009-02-21 Age : 31 Location : Helsinki, Finland
| Subject: Re: Programmers' Discussion Thread Sat Nov 14, 2009 5:36 pm | |
| Yep, we just have to make a nonlinear function for the y value based on the difference of time from when the jump started. I visualized the code of ladder-climbing and jumping in my head last night. We just need some variables to indicate whether the player has jumped or is climbing. I also thought about the rolling thing... But I think it's not really worth it...
But I'm not sure how easy it is to check left to right collision with boxes with only changing x values as I'm not very good in platform engines. I think I saw something few days ago when I was trying some platform engines.
EDIT: We could use the following physics law for place to determine where the player is while jumping:
y = y0 + v0*t + 1/2 * a * t^2 //where y=place, y0 = starting place v0 = starting velocity(vertical), a = acceleration(gravity), t = time ( in seconds). To port that law to a scalaric form, we should note UP as the negative direction, so gravity is always positive
y = y0 + (v0*t) + ((1/2)*a*t^2) // So teh values what should be given here should have the correct sign(+/-)
in example:
if (jump) y = 100 + (-10*time) + ((1/2)*1.2*time^2) //v0 is negative because it goes to opposite direction of gravity, which is also - in GM. time can be calculated as steps else { if !(climb) y = level_y //level_y would be the normal y value where the player walks on the floor in the different parts of room else y = climb_y // a value which decreases/increases whether the player climbs up or down. }
So, the v0 should be the velocity of which he player jumps. The gravity has to be modified a bit though, I haven't tried this code yet. | |
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Hacker
Number of posts : 98 Registration date : 2009-11-12 Location : Lost in the Binary... Help me...!
| Subject: Re: Programmers' Discussion Thread Sun Nov 15, 2009 1:24 am | |
| If we make it fullscreen, lets just change the view, that way we will see more of the room... | |
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Hegemege Moderator
Number of posts : 919 Registration date : 2009-02-21 Age : 31 Location : Helsinki, Finland
| Subject: Re: Programmers' Discussion Thread Sun Nov 15, 2009 2:37 am | |
| yes, but the concept I made would show the relation | |
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Hegemege Moderator
Number of posts : 919 Registration date : 2009-02-21 Age : 31 Location : Helsinki, Finland
| Subject: Re: Programmers' Discussion Thread Sun Nov 15, 2009 10:53 pm | |
| Allrighty, I'll update the movement engine and other programmers can add the shooting part into it. Remember, shoot towards mouse and so on. Shooting: Player can shoot while jumping. Make an accuracy system if you want, based on you current stance(standing would be normal accuracy, jumping decreases the accuracy and crouching makes it better) dont make too slow or too fast bullets, I'll add some code so that the bullet will allways check right collision. IF theres anything unclear, ask. Handle ammo and clip size in a way so that it's easy to reload. Like through a function player_reload(). Do what you think is be(a)st. Programmers, read the above and download this.EDIT: one more thing Destroy all bullets outside view.
Last edited by Hegemege on Sun Nov 15, 2009 11:10 pm; edited 1 time in total | |
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Hacker
Number of posts : 98 Registration date : 2009-11-12 Location : Lost in the Binary... Help me...!
| Subject: Re: Programmers' Discussion Thread Sun Nov 15, 2009 11:02 pm | |
| Yes mamm, well get right on that ^,^ | |
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Hegemege Moderator
Number of posts : 919 Registration date : 2009-02-21 Age : 31 Location : Helsinki, Finland
| Subject: Re: Programmers' Discussion Thread Tue Nov 17, 2009 11:18 pm | |
| Hi programmers! Have you worked on that assignment yet? It is crucial to get this thing done quite fast. | |
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Commander~DEST Admin
Number of posts : 1499 Registration date : 2009-01-16 Age : 29 Location : Quispamsis, New Brunswick, Canada
| Subject: Re: Programmers' Discussion Thread Wed Nov 18, 2009 9:53 am | |
| Just like Hegemege said, we really need to know how this is coming along. This is slowing us down.
I would give this a shot, but I am overloaded with projects this week and simply do not have time.
Thanks! | |
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Hacker
Number of posts : 98 Registration date : 2009-11-12 Location : Lost in the Binary... Help me...!
| Subject: Re: Programmers' Discussion Thread Wed Nov 18, 2009 6:58 pm | |
| - Quote :
- Yep, we just have to make a nonlinear function for the y value based on the difference of time from when the jump started. I visualized the code of ladder-climbing and jumping in my head last night. We just need some variables to indicate whether the player has jumped or is climbing. I also thought about the rolling thing... But I think it's not really worth it...
Don't even talk to me about algebraic nonlinear functions in object oriented programming... http://glitchygames.forumotion.com/resources-f10/memory-usage-t119.htm(my old paper on the subject) | |
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Hegemege Moderator
Number of posts : 919 Registration date : 2009-02-21 Age : 31 Location : Helsinki, Finland
| Subject: Re: Programmers' Discussion Thread Wed Nov 18, 2009 10:31 pm | |
| I was talking about theoretical science, and I think that I still know a lot morea about nonlinear functions and maths overall. Your subject didnt handle almost at all about how those functions can be used, you just mentioned one way and the rest is just a theory. Plus, this one is just a basic parabel... | |
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Commander~DEST Admin
Number of posts : 1499 Registration date : 2009-01-16 Age : 29 Location : Quispamsis, New Brunswick, Canada
| Subject: Re: Programmers' Discussion Thread Thu Nov 19, 2009 4:02 am | |
| Guys, is anyone working on the shooting engine. Even if you aren't just say so. The earliest I'll be able to work on it is next week, and I don't think you all want to wait that long. | |
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Hacker
Number of posts : 98 Registration date : 2009-11-12 Location : Lost in the Binary... Help me...!
| Subject: Re: Programmers' Discussion Thread Thu Nov 19, 2009 6:50 am | |
| Hegeme, first thing off, that was a SUMMARY of what we can do, I have a much bigger GML notebook that i'm to lazy to type...
Second thing, I know MUCH more then you in theoretical science... I even understand the string theory in hyper-dimensions.
Third thing, you spell it "paralell". | |
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Commander~DEST Admin
Number of posts : 1499 Registration date : 2009-01-16 Age : 29 Location : Quispamsis, New Brunswick, Canada
| Subject: Re: Programmers' Discussion Thread Thu Nov 19, 2009 10:21 am | |
| Great news! Bretboy129 has undertaken it and he says it should be done by tommorow morning. Apparently, he already had the engine made for something else. All he has to do is merge his engine and the movement engine that Hegemege made together. Also I heard him say that it also have enemy AI. | |
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bretboy129 Moderator
Number of posts : 357 Registration date : 2009-03-03 Age : 28 Location : Here and at Glitchy Games!
| Subject: Re: Programmers' Discussion Thread Thu Nov 19, 2009 10:47 am | |
| yeah just one problem... you gave me the exe and i need the gmk to put them together... lol | |
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Commander~DEST Admin
Number of posts : 1499 Registration date : 2009-01-16 Age : 29 Location : Quispamsis, New Brunswick, Canada
| Subject: Re: Programmers' Discussion Thread Thu Nov 19, 2009 11:02 am | |
| Yeah, that was my mistake. I sent you a PM regarding that. | |
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bretboy129 Moderator
Number of posts : 357 Registration date : 2009-03-03 Age : 28 Location : Here and at Glitchy Games!
| Subject: Re: Programmers' Discussion Thread Thu Nov 19, 2009 11:20 am | |
| I have it and will be able to get it uploaded 4 - 5 PM GMT -6 time.
'Til our next encounter -Bretboy | |
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Hegemege Moderator
Number of posts : 919 Registration date : 2009-02-21 Age : 31 Location : Helsinki, Finland
| Subject: Re: Programmers' Discussion Thread Thu Nov 19, 2009 1:08 pm | |
| - Hacker wrote:
- Hegeme, first thing off, that was a SUMMARY of what we can do, I have a much bigger GML notebook that i'm to lazy to type...
Second thing, I know MUCH more then you in theoretical science... I even understand the string theory in hyper-dimensions.
Third thing, you spell it "paralell". I would say that you might know more about quantum mechanics, but not sure about your overall science knowledge what we see in practice. Waves, heat, rotation, electricity and all that basic stuff. How come you also think that I haven't studied quantum and string theories. These theories tend to be formed by multiple tests and probabilities and a bit of logic. Then again english aint my native language. | |
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bretboy129 Moderator
Number of posts : 357 Registration date : 2009-03-03 Age : 28 Location : Here and at Glitchy Games!
| Subject: Re: Programmers' Discussion Thread Thu Nov 19, 2009 1:36 pm | |
| lol yeah hacker can get full of himself sometimes... just something you learn to live with | |
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Hacker
Number of posts : 98 Registration date : 2009-11-12 Location : Lost in the Binary... Help me...!
| Subject: Re: Programmers' Discussion Thread Thu Nov 19, 2009 3:12 pm | |
| =D Yep, don't take meh seriously tho | |
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Hegemege Moderator
Number of posts : 919 Registration date : 2009-02-21 Age : 31 Location : Helsinki, Finland
| Subject: Re: Programmers' Discussion Thread Thu Nov 19, 2009 11:42 pm | |
| Oh okay I tend to start discussing about science and maths all the time, which is something YOU will learn to live with | |
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Hacker
Number of posts : 98 Registration date : 2009-11-12 Location : Lost in the Binary... Help me...!
| Subject: Re: Programmers' Discussion Thread Fri Nov 20, 2009 7:42 am | |
| Dude, I do too, hey btw: Did you now that the sun fuses 400 tons of Hydrogen a second? | |
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Commander~DEST Admin
Number of posts : 1499 Registration date : 2009-01-16 Age : 29 Location : Quispamsis, New Brunswick, Canada
| Subject: Re: Programmers' Discussion Thread Fri Nov 20, 2009 7:43 am | |
| - Hacker wrote:
- Dude, I do too, hey btw: Did you now that the sun fuses 400 tons of Hydrogen a second?
[sarcasm]That wasn't off-topic...[/sarcasm] | |
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Hegemege Moderator
Number of posts : 919 Registration date : 2009-02-21 Age : 31 Location : Helsinki, Finland
| Subject: Re: Programmers' Discussion Thread Fri Nov 20, 2009 2:51 pm | |
| That might be science but thats trivial information which anyone should already know. Now lets discuss more about the programming aspect of our game, shall we? | |
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Hacker
Number of posts : 98 Registration date : 2009-11-12 Location : Lost in the Binary... Help me...!
| Subject: Re: Programmers' Discussion Thread Sat Nov 21, 2009 10:30 am | |
| I'm glad you agree with me =P, and to your point i'm awesome, and we should get back on topic IF YOU DON'T MIND!!! | |
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