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Re: Concerned Joe

Posted: Mon Nov 04, 2013 5:12 pm
by OmarShehata
qaisjp wrote:Why wasn't it in the devblog :( This makes my mondays very very interesting..
Are you referring to the bomb mode video? Because we did post it in our weekly Misc Monday post :D http://thoseawesomeguys.com/joedevblog/ ... monday-12/

Re: Concerned Joe

Posted: Mon Nov 04, 2013 5:28 pm
by qaisjp
To the code snapshot :>

Re: Concerned Joe

Posted: Sat Apr 12, 2014 12:44 pm
by OmarShehata
I wanted to share this here but I didn't want to make a new thread for it.

http://concernedjoe.com/devblog/joes-anatomy/

This is a comprehensive look into how we use box2d and all the tips and advice I've learned and pitfalls and mistakes I've made. Hope someone finds it useful!

Re: Concerned Joe

Posted: Sun Apr 13, 2014 5:32 pm
by OttoRobba
Quite useful but a quick question - for the issue with the character getting caught in between tiles, wouldn't it be possible to solve by extending the tile hitbox horizontally by about a pixel or two?

Re: Concerned Joe

Posted: Sun Apr 13, 2014 8:58 pm
by OmarShehata
OttoRobba wrote:Quite useful but a quick question - for the issue with the character getting caught in between tiles, wouldn't it be possible to solve by extending the tile hitbox horizontally by about a pixel or two?
Tried that. Still produces the same problem. (It just seems like box will eventually get stuck in those edges no matter if they overlap)

Another very important thing I forgot, might as well mention it here:

The most stable way to move your character

There are three ways to move something. Either by apply forcing/impulse, by setting its position, and by setting its velocity.

Applying forces sounds like the intuitive thing to do, but it's very hard to get it exactly how you want it, and give you the control you need (you'd be bounded by real world physics)

Setting the position is the equivalent of teleportation in a physics simulation, which can't be good.

Setting the velocity is the most stable of the three.

Re: Concerned Joe

Posted: Mon Apr 14, 2014 4:05 pm
by Ranguna259
Brilliant, I was frustrating with that tile problem too, I recoded my game and now the little alien slides across the grassed floor, thank you for the great post :awesome:

Re: Concerned Joe

Posted: Mon Apr 14, 2014 4:28 pm
by OmarShehata
Ranguna259 wrote:Brilliant, I was frustrating with that tile problem too, I recoded my game and now the little alien slides across the grassed floor, thank you for the great post :awesome:
You're welcome!

I wanted to share this too:

http://concernedjoe.com/devblog/misc-mo ... e-shaders/

Writing shaders is a lot easier when you can instantly see the changes you're making.

Re: Concerned Joe

Posted: Mon Apr 14, 2014 7:07 pm
by Germanunkol
OmarShehata wrote:
http://concernedjoe.com/devblog/misc-mo ... e-shaders/

Writing shaders is a lot easier when you can instantly see the changes you're making.
Holy cow - I want!
That's really awsome. I assume you "simply" check the file's last edit time and reload it if it has changed?
Very neat - I hadn't thought of that. Will definitely try doing that myself from now on - thanks a lot for sharing!

Re: Concerned Joe

Posted: Tue Apr 15, 2014 5:20 am
by OttoRobba
OmarShehata wrote:
OttoRobba wrote:Quite useful but a quick question - for the issue with the character getting caught in between tiles, wouldn't it be possible to solve by extending the tile hitbox horizontally by about a pixel or two?
Tried that. Still produces the same problem. (It just seems like box will eventually get stuck in those edges no matter if they overlap).
Hmm I see, that is messed up. Cool of you to share how you solved it :D

Re: Concerned Joe

Posted: Tue Apr 15, 2014 10:31 am
by rxi
Germanunkol wrote:
OmarShehata wrote:
http://concernedjoe.com/devblog/misc-mo ... e-shaders/

Writing shaders is a lot easier when you can instantly see the changes you're making.
Holy cow - I want!...
My library lurker provides this functionality and can be used the exact same way on shaders as is demonstrated in that video.