Search found 16 matches
- Sun May 28, 2017 12:18 am
- Forum: General
- Topic: Need help with shotgun blast logic
- Replies: 8
- Views: 5325
Re: Need help with shotgun blast logic
haha, no worries at all. I just figured there's a good chance I was doing something goofy so I was just taking the opportunity to learn from it. Playing around with that code you provided and I don't have it perfect yet, but getting some really cool effects just by tweaking the values some. Thanks f...
- Sat May 27, 2017 10:59 pm
- Forum: General
- Topic: Need help with shotgun blast logic
- Replies: 8
- Views: 5325
Re: Need help with shotgun blast logic
Thanks a ton, I'll try that out and see how it works. Looks like I was probably just way overthinking it :) Regarding your comment on the tables, can you elaborate a little bit as to what I am doing wrong? I've done professional programming for a LOOOONG time and tend to use tables like I would use ...
- Sat May 27, 2017 9:38 pm
- Forum: General
- Topic: Need help with shotgun blast logic
- Replies: 8
- Views: 5325
Re: Need help with shotgun blast logic
hmmmmm....I've tried manipulating the mouseX and mouseY origin points and i've also tried manipulating the bullets.dx and bullets.dy values and I can't quite get the end result that I am looking for, maybe I need to change my create bullet logic. I should have posted the code for that calculation as...
- Sat May 27, 2017 9:12 pm
- Forum: General
- Topic: Need help with shotgun blast logic
- Replies: 8
- Views: 5325
Need help with shotgun blast logic
Hey everyone. I need some help and I have a feeling that either there is some fancy math that I need, or I am just overthinking it. I am making a smash tv type of overhead shooter where the player tracks the mouse and you click to fire a bullet in that direction. All of my rotation and shooting is w...
- Fri Nov 11, 2016 10:01 pm
- Forum: General
- Topic: Simple lighting solution?
- Replies: 4
- Views: 6703
Re: Simple lighting solution?
Thanks a bunch. I'll take a look at it. I ended up with some "ghetto" lighting where I am just changing the alpha level when I draw the tiles. Your method looks a little more elegant.
- Fri Nov 11, 2016 5:40 pm
- Forum: General
- Topic: Simple lighting solution?
- Replies: 4
- Views: 6703
Simple lighting solution?
Thanks in advance for any help. I am writing a simple tile based game and would like to implement a "lighting" system. Basically, I want the world to be darker and then have torches, lights, whatever, that will put out light and illuminate the surrounding area. Is there a simple way to acc...
- Sat Mar 19, 2016 3:41 pm
- Forum: General
- Topic: Broken A* Algorithm, could use some help
- Replies: 2
- Views: 2000
Broken A* Algorithm, could use some help
All right, so I've got a mostly working, partially correct version of the A* pathfinding algorithm that I have been working on. I realize that it's not fully complete yet, but I'm having some trouble. Currently, everything works almost perfectly. The algorithm is getting applied to an enemy to find ...
- Mon Feb 29, 2016 3:15 am
- Forum: General
- Topic: Procedural Dungeon Creation Room Overlap
- Replies: 4
- Views: 3305
Re: Procedural Dungeon Creation Room Overlap
The sad thing is the amount of time that I stared at that before I noticed the problem.
- Mon Feb 29, 2016 2:12 am
- Forum: General
- Topic: Procedural Dungeon Creation Room Overlap
- Replies: 4
- Views: 3305
Re: Procedural Dungeon Creation Room Overlap
Ugh....finally figured it out
Code: Select all
for xPos=x, x + width do
for yPos=y, y + height do
if dungeon[yPos][xPos] == 1 then
- Mon Feb 29, 2016 1:59 am
- Forum: General
- Topic: Procedural Dungeon Creation Room Overlap
- Replies: 4
- Views: 3305
Procedural Dungeon Creation Room Overlap
Thanks in advance. For the life of me, I cannot figure out why my code is not working. I am trying to have a dungeon with randomly created rooms that never overlap. Attached is the relevant code. Any help would be appreciated. function createDungeon() --start generating rooms local roomWidth = 1 loc...