What now? Extracting individual digits in any base is as simple as decimal in any language supporting basic math functions.
What now? Extracting individual digits in any base is as simple as decimal in any language supporting basic math functions.
I used the ragdoll wizard on the player's model, so the rigidbody components are in the same model. Turning them non-kinematic and disabling animations should make it behave like a ragdoll. Then I just apply the character controller's velocity to the ragdoll.
I dont know yet. I have some really weird ideas for games but right now im just doing game mechanics.
Random game mechanics: The Game
huehuehue
Synthiac?
Oh haskell, you so elegant.
I can barely understand how that works
I need to learn haskell
Okay, so I posted this a while ago but I didn't get any feedback at all. (At all)
Could you guys try it out? I'm getting kind of tired of this project since nobody actually answers or cares about it
Seriously, just telling me about a single bug would be wonderful
Just found something. If you ready your bow and bring up the pause menu the arrow will fall to the ground, but the enemy you're aiming at will still die even though the arrow doesn't reach him.
Whoa, that doesn't make any sense at all since it checks for collision on the actual arrow object
Okay, I checked it and I see what the problem is now. The arrow still reaches the enemy because it spawns when you release the mouse button while paused but the problem is that when you press Resume it shoots another arrow with zero force. So what it does is spawn two arrows. One is the intended arrow and one is the one that just falls to the ground right in front of you. I'll have to make it impossible to shoot arrows when the start menu is up.
Thanks!
It's very hard and the money comes in too slow if you ask me. I don't feel the difference between the sword and scimitar though the scimitar is a bit slower.
The game is very fun and I think it might be great for multiplayer but the main problem is that it sometimes stutters when enemies spawn making it very frustrating.
That might just be my PC though.
The scimitar is slower and does 100 damage while the longsword does 50. I'll try to make the difference clearer somehow. The money problem is actually something we've been thinking about! We're going to have the enemies drop money when they die instead of the player getting a set amount after each round. As the enemies get stonger they'll drop more money too, so the player will get more money per round later on which should make it easier to balance out more expensive things like archers and such
Thanks, it's really nice to actually get some feedback
How can that be?
Both sword and scim take 2 hits on tier 2 guys.
I thought this was cool enough to warrent a new post:
[URL]
I improved the remote desktop the point where you can actually surf in CSS with it, heh. That's good response time and framerate for you. Input options are also pretty versatile.
Cameo of resident FPP members Austech and Toaster468 in that video.
Working on somekind of game/tile system.
Boomer678 helped me out a lot with this.![]()
Actually they get stronger every wave. In the second wave that has mongolians they have 125 health instead of 100, and another 25 gets added each wave. So on the first mongolian wave the mongolian takes two regular sword hits and one scimitar hit (But you can't get the scimitar yet then). In the second one when you can afford the scimitar the mongolians take three regular sword hits and two scimitar hits. Try switching to the other weapon slot (With Q) to try it out.
I might make the mongolians start out with 75 health instead so that they take two longsword hits at first but still just one scimitar hit during the first wave in which you can afford it, just to make it clearer to the player that they level up and how much stronger the scimitar is than the longsword.
Edit:
There, I tweaked the health stuff to make it clearer that they upgrade. Now the mongolian starts out with 75 health points which means he'll still take two longsword hits during the first wave of mongolians, and during teh second wave he'll have 100 health which means he still takes two longsword hits but a single scimitar hit (That's the first round that the player will be able to afford the scimitar in, so it'll make everything much clearer to the player. Especially since they take three hits during the next round, so it'll be obvious to the player that they're getting strongar after each wave).
Thanks again for the input, I think it really helped the design of the game
lol
Homebrew on the PS Vita already?
You really should avoid situations where you have to get an upgrade just so you can keep performing the same. An upgrade should feel like became stronger but you need to compensate with other elements so the game doesn't get easy (introduce new, rarer enemies and make the old ones show up in larger numbers so the player feels good about mowing through the crowd of guys they had trouble with before)
Hmm, the thing is that the upgrading enemies has been an important part of the game ever since the first build. I know the Serious Sam games did what you have in mind really well, but one of the points of the game is to have infinite waves that always get more difficult.
The englishmen are the one enemy that never gets stronger, though. They always take a single hit. I'll try adding more enemies that don't upgrade. One idea would be to have the mongolians be the only enemy that keeps getting stronger, and keep adding new, more difficult enemies while keeping the weaker ones there.
I can build staircases with the crossbows arrows (yet to test with bow and arrow) I'm guessing this isn't intentional. Basically you put in the first arrow, jump onto it, then make a second one and jump onto that etc.
I kind of like to keep stuff like that in because it doesn't affect the gameplay and it's a lot of fun. Try stacking powder kegs and jumping on top of them before they explode! You'll fly all over the place
Fair enough! Another thing, if you have the crossbow and a musket, simply switching between the two means you don't have to wait for reload on either of them.
Yeah, I'll add a limit to the weapon switching. Like, after you change weapons you have to wait a second or so before you change weapons again
Working on a map editor for my new platformer.
No, it doesn't look like a platformer yet.
It started off really clear, but then I munged it up with help from Hoogle
That sounds like it could get frustrating if you accidentally pull out the wrong weapon. Instead, what about making it so if you switch away from a weapon that is reloading, the reload cancels and no ammunition is placed in the weapon?
Slowly realizing I somehow need to make each char take up the same amount of space despite which char is actually there... and that I am good at spelling.
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Either pick a monospaced font or draw the world as if it were tiles instead of strips of text.
Thanks! I had never even heard of the term monospaced until now.
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Why are you emulating the console in XNA?
because rogulike
Source to my GUI library
Still doesn't have clipping(probably due to me being dumb) and the code is still a mess(I plan to repo it soon), complete with a license n stuff.
Example usage:
I recommend not using GHTML, it loads slowly and is poorly implemented. I'll be gone for a week so do feel free to PM me some improvement suggestions. /walloftextCode:package somepotato.chui.demos; import org.newdawn.slick.AppGameContainer; import org.newdawn.slick.BasicGame; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.SlickException; import chui.core.GUIManager; import chui.gui.GFrame; public class FrameTest extends BasicGame { GUIManager mgr; public FrameTest(String title) { super(title); } @Override public void render(GameContainer container, Graphics g) throws SlickException { mgr.draw(g); } @Override public void init(GameContainer container) throws SlickException { // TODO Auto-generated method stub mgr=new GUIManager(container); mgr.setDebugMode(true); GFrame frame=new GFrame("Hello!"); } @Override public void update(GameContainer container, int delta) throws SlickException { mgr.update(); } public static void main(String[] args) throws SlickException { new AppGameContainer(new FrameTest("Aids"),800,600,false).start(); } }
Edited:
Oh yeah, nearly nothing is commented yet. I was going to do that when I fixed clipping--which I never have.
I don't know how I would do that since there's no reload system, just an animation and a delay. And when you switch weapons the old weapon just destroys and the new one is created, so I don't know how I would detect something like that
Very well made game.
Fun to play; nice on the eyes; easy to control; intuitive from the very beginning.
Oh, and the music is epic. I left the game open in the background for hours on end.
There are a few places where you could improve. For example, numbers do not convey information quickly enough to the player. A "Health Bar" system would be better.
Though, the way you play this game is so... "nice" (you can run from enemies at any time), that you're given plenty of time to read the info without being affected too much.
Very awesome.
That arrow bug is... interesting, especially if you have a rapid-click button.
Have a video:
Don't destroy the other weapon's state. You can do this by keeping the object alive, or holding its basic state in the player object instead.
Source does it by keeping the weapon object alive and just not rendering or simulating it each frame/tick.
Alright, thanks! I'll try just disabling the object instead of destroying it. I have to say, working on the game is much more fun now that I'm actually getting some feedback
Edit:
Okay, it's fixed now! The way I did it is pretty hacky but it works fine
looks like a roadmap of vancouver or something
Link's Awakening, aw yeah.