MoonlaughMaster
6660 posts
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Topic: The Arts /
Chat Room Logo
A couple things:
What is this logo to be used for? It seems to be less a logo and more a banner.
The text is boring at this point. You should definitely add an hourglass of some kind, but that won’t make up for the lackluster text. Make the text interact with the background.
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MoonlaughMaster
6660 posts
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Topic: Game Programming /
Need help with Blendmodes (SOLVED)
If you’re using Display Objects, you can use the depth of the movie clip and send it to the front.
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MoonlaughMaster
6660 posts
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Topic: Game Programming /
How Others Do It Version -5
Originally posted by qwerber:
You can try making a simple editor that involves dragging the mouse and making rectangles over the sprite sheet and naming them; the “generate” buttons generate a json file that has all the rectangles data. The json is loaded at runtime and according to their information, your game engine does some simple math to use the information to detect collision.
This, but depending on the complexity of your game, a separate tool may not even be necessary. Just add a Hitbox class and structure it something like:
public function Hitbox(animationName:String, frames:Array, hitboxRect:Rectangle){
Then in your character class add an addHitbox function or sommin. Or if you have a separate Animation class to control the frames, add it to that instead.
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MoonlaughMaster
6660 posts
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Topic: Game Programming /
A Question about Flash and Other Languages
Are you sure? What are you attempting to do here exactly?
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MoonlaughMaster
6660 posts
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Topic: Game Design /
Ideal Length of This kind of game?
This post has been removed by an administrator or moderator
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MoonlaughMaster
6660 posts
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Topic: The Arts /
Han Solo pixel art
You speed up the process by being patient. If you rush it’ll look crappy. What you’ve done so far looks pretty good, just keep it up.
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MoonlaughMaster
6660 posts
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Topic: Game Programming /
Attacking
Originally posted by UnknownGuardian:
What I did:
Player is green square in center of screen holding the sword. You can see red big box where the sword is in. That is the collision box. I just checked if something was inside that box each frame and dealt a tiny amount of damage if so. Since it checked each frame, the damage was realistic. If you are getting hit for the full swing, you get a lot of damage, but if you just barely hit the edge, you’ll only get a little bit of damage.
This also allowed for a variety of melee weapons to be used by simply adjusting the hit box. If you changed to ranged weapons, then of course the whole system would change.
On an unrelated note, what do you think of Flashpunk vs. Flixel?
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MoonlaughMaster
6660 posts
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Topic: Off-topic /
My Wii U Gamepad Won't Turn On
Does it have power?
Did you use it as a cupholder before turning it on?
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MoonlaughMaster
6660 posts
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Topic: Game Programming /
A* with NO diagonals
Originally posted by someone93:
Just increasing the cost wouldn’t work if you add walls.
Something like the below would return a path, which you wouldn’t want.
S..X
..X.
-X..
X..G
S = start, G = goal, .=walkable, X = wall
Can’t you just skip checking diagonal neighbours (like mentioned above)?
I do that as well.
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MoonlaughMaster
6660 posts
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Topic: Game Design /
MLP
Originally posted by qwerber:
Originally posted by MoonlaughMaster:
Originally posted by GameBuilder15:
Originally posted by MoonlaughMaster:
Originally posted by GameBuilder15:
A lot of animators don’t use the bone tool. My second cousin worked on Blue’s Clues and stuff and he never uses the bone tool.
That’s because the bone tool is terrible.
My cousin said he doesn’t use it because it looks unnatural, but he knows people who swear by it.
I find it almost impossible to use normally, and don’t even mention trying to use one programmatically.
programmatic bone tool = ik list.
http://www.kongregate.com/forums/4-game-programming/topics/265432-3-cool-programmable-effects
I’m aware. And I hate it with a passion.
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MoonlaughMaster
6660 posts
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Topic: Game Programming /
A* with NO diagonals
I figured it out! For anyone wondering, I used this heuristic function:
public static function diagonalHeuristic(node:INode, destinationNode:INode, cost:Number = 1.0, diagonalCost:Number = 1.0):Number {
var dx:Number = Math.abs(node.x - destinationNode.x);
var dy:Number = Math.abs(node.y - destinationNode.y);
var diag:Number = Math.min( dx, dy );
var straight:Number = dx + dy;
return diagonalCost * diag + cost * (straight - 2 * diag);
}
And then I just increased the cost of traveling diagonally.
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MoonlaughMaster
6660 posts
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Topic: Game Programming /
A* with NO diagonals
Yeah, that’s my problem. I can’t do the zig-zagging either. It has to be as straight as possible, only turning when it needs to.
I think I will have to follow your second suggestion, adam, and increase the cost of turning.
How would I go about doing such a thing?
ATM I’m using the euclidian heuristic model.
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MoonlaughMaster
6660 posts
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Topic: Game Programming /
A* with NO diagonals
My implementation of A* works great, but I have one problem with it: I need to avoid all diagonals.
Like this:

Currently it acts like this:

Any insights?
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MoonlaughMaster
6660 posts
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Topic: Off-topic /
(slightly late) 1 year anniversarry of my account PARTY
Originally posted by Seesine:
Originally posted by MoonlaughMaster:
I’ve been a member for over four years and you don’t see me tooting my horn. Where’s my parties?
You didn’t organize any parties, so you don’t get any.
Meh. My parties would be way better than his.
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MoonlaughMaster
6660 posts
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Topic: Off-topic /
(slightly late) 1 year anniversarry of my account PARTY
I’ve been a member for over four years and you don’t see me tooting my horn. Where’s my parties?
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MoonlaughMaster
6660 posts
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MoonlaughMaster
6660 posts
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Topic: Game Programming /
From a programmer standpoint what is this engine missing?
Originally posted by qwerberism:
Guys. this isn’t about FOV as this is a top down game. I do however have an idea for a fix; I’m going to decrement the stencil buffer for front face shadows; which should resolve my issue.
They’re talking about FOW (fog of war), not FOV.
As far as your shadows thing, just make it so the shadows can’t cover the walls. I think it’ll mean you can see the walls, but nothing in shadow. A nice compromise.
EDIT:

Something like this.
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MoonlaughMaster
6660 posts
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Topic: Off-topic /
what would happen if you were the president of the united states
Originally posted by SoBased:
Originally posted by MoonlaughMaster:
ITT: People responding humorusly to a non-serious thread
Fix’d
ITT: Someone who doesn’t know how dry humor works.
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MoonlaughMaster
6660 posts
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MoonlaughMaster
6660 posts
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Topic: Off-topic /
honey boo boo appreciation thread
She should be publicly tarred and feathered. Her whole family too.
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MoonlaughMaster
6660 posts
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Topic: Off-topic /
Trick or treat
Originally posted by SoBased:
reported for sexual harassment
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MoonlaughMaster
6660 posts
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MoonlaughMaster
6660 posts
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Topic: Game Programming /
FastSWF - Simple swf sharing
How about a shade in between the two?
The top one looks too similar to the box, and the bottom one is too dark.
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MoonlaughMaster
6660 posts
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Topic: Game Design /
MLP
Originally posted by GameBuilder15:
Originally posted by MoonlaughMaster:
Originally posted by GameBuilder15:
A lot of animators don’t use the bone tool. My second cousin worked on Blue’s Clues and stuff and he never uses the bone tool.
That’s because the bone tool is terrible.
My cousin said he doesn’t use it because it looks unnatural, but he knows people who swear by it.
I find it almost impossible to use normally, and don’t even mention trying to use one programmatically.
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MoonlaughMaster
6660 posts
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Topic: Game Design /
MLP
Originally posted by GameBuilder15:
A lot of animators don’t use the bone tool. My second cousin worked on Blue’s Clues and stuff and he never uses the bone tool.
That’s because the bone tool is terrible.
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