Alexixiv's Recent Forum Activity

  • I started by thinking up a game that I want to play myself. Something that I feel is missing from the available games. Then I started writing down just the mechanics that would be needed to make the game such as how the player will move or what interaction the player will have with objects. Then from that point I began making several small test projects containing a single mechanic and stand in graphics (black squares and circles). Once I have the mechanics all worked out I set out to merge them into a single project one mechanic at a time. Then I begin putting in production graphics and implementing them as I go so that I constantly feel my game come to life. Then I go through another phase of extensive testing to try and break my game as a player might and correct any bugs I find. Then I begin the part I like the most, which is polish. Special FX, animation touch ups, graphical enhancements, flavor text, lore, everything that might give a player a sentimental connection to the game.

    I manage my project time by establishing a schedule and sticking to it whenever possible but with a kid a lot of time that can be impossible and you will have to delay until the next day or so but always try to keep it. Here is mine (sorry if this seems a little silly):

    Monday: Workout, Gaming

    Tuesday: Cooking, Workout, Gaming

    Wednesday: Developing, House Cleaning

    Thursday: Shopping, Workout, Developing

    Friday: Workout, Gaming

    Saturday: Cooking, Family Projects/Trips, Developing

    Sunday: Family Projects/Trips, Developing or Gaming

    I have found that the trick here is to only develop as many days as you have planned for and not more, which will help with preventing burn out and I always make up my missed dev days by overwriting a game day where needed.

  • Might need a little more information about your game. I can interpret your request several different ways.

  • yes, I tried that, seems that even if the player is not visibly overlapping the black tiles if it is behind the object the player is currently on it still counts as overlapping it so I cannot use it as a blanket behind everything as I would like.

  • awesome, thanks for taking a swing at that for me. Not quite what i was looking for but that is my fault really for not giving more info on my project.

    I am making a top down rpg where players acquire suits that let them travel underground and underwater. I am using 8 dir movement behavior. when the player is wearing a suit that can go underground for instance they click a button and all the surface objects are hidden and the underground objects are made visible and collisions enabled. i do not want them to be able to leave the tiled area as that might be into water or something. it would be nice to have a black layer behind the walkable layer that the player cannot go to. I am hoping to not have to create a barrier object to line the whole map with because I would have to do it for each layer which would be a little tedious.

    I am totally holding onto that example for future mechanics in my game though, that is pretty cool.

    Thanks!!

  • Ok here is the breakdown

    -Sprite Object

    -Grass Tiled Background

    -Black Tiled Background

    The Grass area is not covering the whole layout but the Black area is. The Grass tile is on top of the Black area.

    The goal is to keep the sprite from leaving the Grass area without having to create a separate collision object.

    So whatcha got?

  • It looks like every time it moves it removes the blocks then puts them back and during that tick it sees the event "when not overlapping plunger" as true and then spawns the new blocks...

    Anyone have a suggestion?

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  • Ok, I got something close enough to a solution that I can continue on with my project. It still messes up over speed of 1900, but that is enough of a speed range to work with.

    I started rounding the angle of the bullet motion to the nearest 90 degrees and the x/y position to the nearest multiple of 64 and made sure all my objects and origin points were positioned accordingly and voila.

    Special thanks to Mipeyon this postfor the rounding formula.

  • Could you look at the example that I have and add your suggestion to it, I cannot seem to get that to work for me...

  • Is there another simple way to accomplish this? an example would be great! Thanks!!

  • I am trying to get a perfect and consistent 90 degree bounce angle at any speed...

    I have put together two tests to show the issue I am having:

    bulletbouncetest.capx

    lower speeds remain more accurate for more bounces and the higher the speed the lower the accuracy. Am I doing something wrong? Shouldn't these tests render the same results each time even if they weren't pixel perfect?

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Alexixiv

Member since 29 Jun, 2012

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