Posts: 64
Threads: 4
Joined: Aug 2013
07-24-2014, 02:44 PM
(This post was last modified: 07-24-2014, 02:44 PM by IndyGo.)
(07-24-2014, 02:10 PM)Koh Wrote: Surprised you're going with XNA though. It's not that it's bad, but it's unsupported now, since Microsoft dropped support for it. I'd use something like Unity or whatever, which also uses C#.
Hmm, does that affect it in some manner? I thought I'd use it for doing fan games...
07-24-2014, 02:59 PM
(This post was last modified: 07-24-2014, 06:23 PM by Kitsu.)
If you're just starting out learning programming, it hardly matters if M$ still supports it; it'll still provide useful experience.
EDIT:
also it should still work fine. it just means that if you run into any problems that have to do with xna itself or later windows updates remove xna compatibility, you'll be on your own (along with anyone else still using it anyways lol) instead of having M$'s own support
Posts: 524
Threads: 9
Joined: Jul 2012
07-24-2014, 04:01 PM
(This post was last modified: 07-24-2014, 04:04 PM by TheShyGuy.)
What's wrong if a library isn't being developed anymore? I'm not insulted or anything, just curious. Unity was great at first, but it can be a bit clunky. For example, sometimes the docs aren't always all too helpful or unclear. Their new animation system is still a WIP on the end user coding side (I can't remember the issue clearly, I haven't used Unity in a while).
Edit: I shoulda refreshed before replying heh
Posts: 40
Threads: 7
Joined: Jul 2013
Another progress video. Added a background and finished the first two acts of FDZ.
Posts: 524
Threads: 9
Joined: Jul 2012
07-25-2014, 11:39 PM
(This post was last modified: 07-26-2014, 12:18 AM by TheShyGuy.)
Today, I finally implemented an Undo/Redo system which was alot easier than I thought it'd be. It's nice to know that my tool supports undoing any screw ups I make. Now I'm working on adding macro support. I dunno how it'd be used or if it'd be useful at all, but it sounded cool and easy to add so why not. Finally, the tool now makes use of lua scripting from the get go instead of as a last thought. Making button tools are a whole lot easier now. No more hidden keyboard keys for button tools that I only know/forget about. Making things alot more userfriendly =p
Posts: 1
Threads: 0
Joined: Apr 2013
Hello
I don't have any gameplay, this is more of an idea.
What do you think of this idea? a game with a penguin setting, with the gameplay of a MegaMan game and a 2D Sonic the Hedgehog game?
It might be a bit stupid idea, but what do you think?
Posts: 8,812
Threads: 131
Joined: May 2008
I merged your thread into the game development lounge since it didnt really warrant its own thread. Ideas and such should generally go in here unless there is enough content to flesh out an entire thread with.
Posts: 1,222
Threads: 26
Joined: Aug 2008
So guys... uh... I'm making a game: http://steamcommunity.com/sharedfiles/fi...=291754438
(Yeah, I know it's got it's own thread, but eh).
Posts: 856
Threads: 49
Joined: May 2008
Don't feel like making a topic yet for this buuuuuut....
I got some terrain destruction/manipulation with autotiling working for my game! I'm so happy about it I had to make a gif!
Posts: 27
Threads: 3
Joined: Jul 2008
That's awesome, CodeStar! I think I'll always have a weakness for good looking platformers.
On my end, Unity makes me cry, but I'm working on a little wasp game with it. I actually got the basic controls working, but now I need to make the wasp move instead of teleport to where I click. Probably gonna play with that code some more before I call it a night.
Posts: 5
Threads: 2
Joined: Aug 2014
(08-14-2014, 11:26 PM)Epichao Wrote: That's awesome, CodeStar! I think I'll always have a weakness for good looking platformers.
On my end, Unity makes me cry, but I'm working on a little wasp game with it. I actually got the basic controls working, but now I need to make the wasp move instead of teleport to where I click. Probably gonna play with that code some more before I call it a night.
May I suggest adding an acceleration curve? Basically you'd get the point where your mouse is and then make your wasp start moving in that direction. GameMaker had this built in with motion_add();, but I'm unexperienced with Unity, unfortunately. Just a thought ^^
Posts: 1,222
Threads: 26
Joined: Aug 2008
(08-14-2014, 11:26 PM)Epichao Wrote: On my end, Unity makes me cry, but I'm working on a little wasp game with it. I actually got the basic controls working, but now I need to make the wasp move instead of teleport to where I click. Probably gonna play with that code some more before I call it a night.
Unity is a pain - it's got a lot of awkward quirks (some of them frankly stupid), and why they have Javascript as a language I'll never know. I firmly recommend using C# if you're going with Unity. If you're new to coding, it looks daunting, but actually it's more friendly to newcomers, because Javascript hides a lot of things (like types) that can cause serious problems if they're done wrong.
As for solving this problem, make a Vector2 variable (assuming you're in 2D space, if not, use Vector3) to record where you clicked, keep another one which controls the speed of the wasp, and then take the difference between your target vector and your current position as a direction vector (normalised and multiplied by your acceleration), and add that to your speed each frame. This will accelerate your wasp towards where you click.
The difficulty is in stopping it once you get there. I recommend making it start decelerating once you hit a certain speed/are within a certain distance. To work out exactly how to decelerate it, you'd use the SUVAT equations. Specifically, v^2 = u^2 + 2as. Here, v would be 0 (not moving), u is your current speed, s is the distance between you and the target point, and a is the value you want, so you'd be calculating: a = -u^2/2s, which gives you your acceleration in order to hit 0 speed at the target point.
If you're looking at something like Unity or anything more powerful for game development, be prepared to get into some maths.
Posts: 390
Threads: 8
Joined: Jun 2008
08-24-2014, 04:51 PM
(This post was last modified: 08-24-2014, 04:58 PM by MrYoshbert.)
just a design quibble but uh
why would you ever pick up a pow block? it does the same thing as just hitting it but then you lose out on any remaining uses it had
otherwise it looks great and smooth and stuff lol
Posts: 1,158
Threads: 13
Joined: Mar 2012
that was apart of the gba mario bros if I recall, the design aspect imo was kinda wasteful though, since it gets rid of the 2 other hits you could've got out of it.
|