David's Recent Forum Activity

  • Hahaha ratehr than a make game sim...its becomes a make program that makes games sim

  • Heres a slightly easier example:

    http://dl.dropbox.com/u/939828/dolphin.cap

    Basically I attached 'custom movement' which allows me to move the dolphin with more realistic physics.

    Lerp lets you take a number, and another number, and find an inbetween number.

    eg

    lerp(0, 10, 0.5) is 5

    lerp(10,20, 0.5) is 15

    2 * timedelta is about 0.03 so basically in deadeyes code it means that you take a lot of the current position, and a little bit of the mouse position...and place it between.

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  • sorry, thats fixed now...kinda hoped no one would notice it heh

  • LOL! Wasn't quite what i had in mind but really funny none the less!

  • :O

    Man this runs brilliantly on my computer... what an awesome effect! I like to hold down both the left and right mouse button and send like puffs off smoke into other things haha

    I wonder if it can be hardware accelerated...like the operation be performed by the GPU instead of the CPU with cuda or something

  • Hey now theres an interesting idea for a tool....

    Something you plug in all the values of the platform behavior and it makes a sprite that looks kinda like a rainbow to demonstrate how the player can jump...how high...how far...from a running jump...from a stationary jump....

  • Hey guys...was wondering what sort of thought process do you guys go through while developing a level?

    To be honest the way I usually design levels is...well I dont...I just kinda make the level up as I go along, but in some lecturers in my course they were talking about level design as something that starts with a broad understanding of what the level is gonna be shaped like, and then detailing areas till you get a feel of how the level would play...and then putting in all the art assets the modellers have made for the level.

    Anyway I was thinking if the same think was applied with a simple 2d platformmer game a good system of thought is to start off with a basic idea of the flow of the level:

    <img src="http://dl.dropbox.com/u/939828/level1.png">

    And then model out all the solid areas that your player runs around on and jumps between

    <img src="http://dl.dropbox.com/u/939828/level2.png">

    And then go over the level, add in detail which doesn't affect gameplay and basically make it pretty. And also add in any additional changes in geometry.

    <img src="http://dl.dropbox.com/u/939828/level3.png">

    How do you guys go about making a level ?

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  • I dont think its so bad to be told you're pretty by people on the other side of the world ... or handsome ... on a side note everyone feel free to compliment my appearance

  • its an awkward area being when you think 3d you think of 3d collision detection, dynamic lighting, shadows, pixel shaders, LOD management, terrains, etc etc. But for a lot of purposes, people only want 3d to do something like a 3d lamp post in the background, or a 3d spinning coin...the game itself is still 2d but the background is 3d...I've written an obj loader before so I might make a version of 3dbox one day that can load and render an obj...then its capable of rotating and everything..but it wouldn't be as brilliant as the engine in a program like Unity because that was build from the ground up to support 3d.

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David

Member since 21 May, 2007

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