MrGoatsnake's Recent Forum Activity

  • constantart I have no problems exporting to Android given the tutorial zenox98 posted. Make sure all your permissions are correct. also, if the build is failing, what does the build log say is the problem?

  • this is great. thanks.

  • Txori Awesome, I would love to read the post-mortem. Luckily I won't be syncing the music.

  • Lunarovich I found that using a distributed VCS like Git (I was using Mercurial), the repository files were getting huge. This was wasn't the game itself, it was still under ~50mb, but it was the repo history. My guess is that because it can't merge binary files that it was storing multiple versions of binary assets causing it to ballon over time as I changed out sounds and graphics.

    Eventually I switched to Dropbox/Drive because my push requests to Bitbucket (which I would recommend over Github for private projects with small teams) were taking forever. If you want a Bitbucket invite I can send you one. You can use your Github account with Bitbucket as well.

  • Txori Nice game! I am currently working on a game with a band too.

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  • Ldk As Ashley beat me to it, its based on Chromium. I have Chrome open right now and with one tab open there are three separate processes.

  • alexfex89 I would put this into an image editor, turn the grid on, and then make sure each image of the sprite has the same amount of space on each side.

  • Basilboy I would still recommend not using the XP function every tick because you are making it loop over and over calculating things you really don't need. Breaking the Riemann sum up, storing its intermediate calculations, and only adding what you need when you need it will speed all this up.

  • R0J0hound 's solution technically works but if you are using this as a part of a level system that would constantly be calling xp(), I would recommend doing it more like my explanation, that way the function with all the looping doesn't get called too much adding unneeded complexity.

    As you can see Riemann sums are calculated by adding the result of one formula calculation with the result of the next and so on. If you look at my example, I calculate the first boundary, store it, and then calculate the next boundary by adding what I already have to the next calculation and so on. In my solution the next bit of the formula only gets called when you need it. In R0J0hound 's solution, it will calculate all the intermediate xp boundaries until it gets to the one you need, which is a waste of processing.

  • Yes this is possible Basilboy, if you understand that the formula is doing for you. That Riemann sum is for figuring out what the next XP level is for any given level number, from 0 to Max Level-1. Putting it in a loop will calculate every XP Boundary value when the loop is ran, this is not what you need. I think you just simply want to know the next level boundary at the time the level is increased. Here is loosely how you can use that:

    Get yourself some global variables

    CurrentLevel = 1

    CurrentXP = 0

    NextLevelAt = 75*2^(1/7) which is approx 82

    Now set up an event

    If CurrentXP > NextLevelAt its time to level up!

    • Set CurrentLevel = CurrentLevel + 1
    • Set NextLevelAt = NextLevelAt + (75*2^(CurrentLevel/7)

    ORRRRRRRRRRRRRRRRRRRR!

    You could just calculate out what all the level boundaries are by hand and hold them in C2 variables or array without using the formula in game.

    Level 1 XP Boundary = 75*2^(1/7)

    Level 2 XP Boundary = Level 1 XP Boundary + 75*2^(2/7)

    Level 3 XP Boundary = Level 2 XP Boundary + 75*2^(3/7)

    Level 4 XP Boundary = Level 3 XP Boundary + 75*2^(4/7)

    [82, 173, 273, 384, .................]

  • I enjoyed Game Dev Tycoon, picked it up for $3.99 during the Steam sale. It is a bit "random" but its a great casual game.

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MrGoatsnake

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