Search found 65 matches
- Fri Nov 03, 2023 2:09 pm
- Forum: General
- Topic: Scalable Approaches to Collision Resolution.
- Replies: 6
- Views: 18564
Re: Scalable Approaches to Collision Resolution.
Do you have any time today to chat about our lord and savior entity component system? :neko: In short I'm also a fan of this approach: function collide(object1, object2) However, the way I do it is a little bit different. Basically I abstract out collision, but I also abstract out the effects of tha...
- Fri Nov 03, 2023 1:04 pm
- Forum: General
- Topic: How to manage scenes?
- Replies: 11
- Views: 22613
Re: How to manage scenes?
It has been a long time. Sorry for necroposting but some people in the discord said it would be ok! In the past I've given every object that needed to move it's own polynomial, and it kept track of it's own time. I really appreciate this concept of abstracting that into an animation track, and bindi...
- Fri Nov 03, 2023 12:37 am
- Forum: General
- Topic: How to manage scenes?
- Replies: 11
- Views: 22613
Re: How to manage scenes?
@BulbaMander under that component abstraction, how would you handle this case: you click/press a menu button, and all other buttons and UI elements animate out of the screen + new elements appear, forming a new menu screen. Say, like going from a title screen to a settings screen but with a smooth ...
- Tue Oct 12, 2021 4:47 pm
- Forum: General
- Topic: How to manage scenes?
- Replies: 11
- Views: 22613
Re: How to manage scenes?
More recently, I've been organizing my "scenes" as "components", inspired by web frameworks like angular and react. I've found it much simpler to have a tree of components, each component maintaining it's own state and knowing when and which of it's child components to draw. Ther...
- Thu Feb 18, 2021 3:45 am
- Forum: General
- Topic: How to Form a Development Team
- Replies: 6
- Views: 6223
Re: How to Form a Development Team
Thanks you guys, some more good advice. I'm definitely going to checkout tigsource.
I've done a few game jams in the past, and like Ross some went well and some went less than well. No partnerships that I was interested in continuing though, which maybe you have to be lucky to find.
I've done a few game jams in the past, and like Ross some went well and some went less than well. No partnerships that I was interested in continuing though, which maybe you have to be lucky to find.
- Mon Feb 08, 2021 10:19 pm
- Forum: General
- Topic: How to Form a Development Team
- Replies: 6
- Views: 6223
Re: How to Form a Development Team
Stop wishing to deliver something you can't make, and start delivering things you can. People will notice your skills. Look at other people's work, and find someone who's good at what you like. Then ask them, personally, if they want to collaborate. Your biggest asset is having something to display...
- Mon Feb 08, 2021 9:13 pm
- Forum: General
- Topic: How to Form a Development Team
- Replies: 6
- Views: 6223
How to Form a Development Team
I love programming, and making games has always been a creative outlet of mine. I don't have any friends with the skillsets needed to assist me with creating game assets though; as a result my games look like trash if they have artwork at all. Most of my ideas rot away as markdown in my ideas folder...
- Wed Feb 26, 2014 10:33 pm
- Forum: General
- Topic: Hacking/Modding Love Games
- Replies: 6
- Views: 4853
Re: Hacking/Modding Love Games
So you executed a love app from within your own love app, and copied out the global environment? Assuming Flappy Love is not compiled to bytecode, then that exercise is a bit pointless since you already have full access to the source. You should try this on a love app that IS compiled and see if yo...
- Wed Feb 26, 2014 1:58 am
- Forum: Games and Creations
- Topic: Hotdog Adventures
- Replies: 0
- Views: 1785
Hotdog Adventures
Hahahahaha, yea so this isn't much... It's a game about a hotdog and it's adventures. I made it in my spare time at school, for the purpose of having something to play in my spare time at school, which is a great example as to why programing comes in handy in many different faucets of life. Have fun...
- Fri Aug 23, 2013 3:11 am
- Forum: Libraries and Tools
- Topic: Tile-Based Physics
- Replies: 2
- Views: 2563
Re: Tile-Based Physics
You can tap the jump button really fast and your man will fly up. Set a bool in your code, and only apply upward force to the player when the bool is true. When you press the jump button, it's set to false, and won't be true again until the player collides with a tile. That will make me unable to pr...