for programming advice:
cyntaxdifferencebetween bgt and java
Hi Ryan, yes and no.
If you're using collision detection, you can actually have your player's
avatar move and if he's unable to do that then the collision detection
routines can stop him for you. YOu don't even need a flag.
If your player
characters,
you would just give them greater velocities?
Thanks much,
Ryan
-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Cara Quinn
Sent: Tuesday, July 30, 2013 7:39 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] looking for programming advice
I just realized why my little snippet didn't fit so well into the
conversation of basing things off player velocity.
I used a playerSpeedConstant rather than velocity. Seems obvious, but
sometimes I miss the obvious, smile.
So here it is again:
float distanceTravelledThisFrame =
Hello
I think that sounds like a good idea. even just reading these post I've been
larning a lot.
bfn
James
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Hi Cara,
I definitely think some intro lessons would be a good idea. A lot of
people decide they want to write a game in BGT or some other language,
but find that they don't have the math or other technical skills
really necessary to pull off a very simple FPS game etc. I've often
thought that
Hi Cara,
Yes, perhaps it is too far for John, but in large part my response was
directed to Ryan who had asked about the concept.
The idea of putting together lessons is a great one. I personally have
already gained benefit from your math primer emails you sent a while ago
and even looking
Hi Tom,
Lol, exactly! Fortunately dos box would let you adjust the processor
speed back when I could see well enough to use it.
I had the same experiences with dos games running on a Pentium 100MHz,
smile.
Ian Reed
On 7/30/2013 7:10 PM, Thomas Ward wrote:
Hi Ian,
Yes, you are quite
the best,
Ryan
-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Cara
Quinn
Sent: Tuesday, July 30, 2013 3:27 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] looking for programming advice:
cyntaxdifferencebetween bgt and java
Hey there y'all
Hi Ryan,
Good point. To be honest I didn't think of that. I always trim my
footstep sounds to be the same length so weather you are walking on a
concrete floor or a patch of grass your movement is consistant in my
games. However, I do see your point that a timer would be more
consistent in
Hey there y'all,
Maybe I'm missing something here, but rather than using a timer at all, would
it not be more appropriate to simply calculate a velocity vector each frame
which could either stay static or change depending on the player's
surroundings. This way the player's movement could be
Hi Cara,
Yes, that is how most professional game developers do it. The update
the player's position every frame or whatever the frame rate is rather
than using a timer etc.
Cheers!
On 7/30/13, Cara Quinn caraqu...@caraquinn.com wrote:
Hey there y'all,
Maybe I'm missing something here, but
clarification.
All the best,
Ryan
-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Cara Quinn
Sent: Tuesday, July 30, 2013 3:27 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] looking for programming advice:
cyntaxdifferencebetween bgt and java
Hey
Hi Ryan,
Yes, that's the basic idea. You might have a walk flag and when an up
or down arrow is pressed it triggers the walk flag, and your main loop
simply acts upon the walk flag if the flag is true and ignores it if
it is false.
On 7/30/13, Ryan Strunk ryan.str...@gmail.com wrote:
Hi Cara,
-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Cara Quinn
Sent: Tuesday, July 30, 2013 3:27 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] looking for programming advice:
cyntaxdifferencebetween bgt and java
Hey there y'all,
Maybe I'm missing something
-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Cara Quinn
Sent: Tuesday, July 30, 2013 3:27 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] looking for programming advice:
cyntaxdifferencebetween bgt and java
Hey there y'all,
Maybe I'm missing
the best,
Ryan
-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Cara Quinn
Sent: Tuesday, July 30, 2013 3:27 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] looking for programming advice:
cyntaxdifferencebetween bgt and java
Hey there y'all,
Maybe
Hi Ian,
Yes, you are quite right. You have to keep track of the amount of time
that has elapsed else your game objects will bounce around the game
like jack rabbits on speed. LOL!
As you said some of the old Dos games didn't do that, and it was
pretty amusing to try and play one of those games
Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Sun, 28 Jul 2013 21:42:46 -0400
Subject: Re: [Audyssey] looking for programming advice:
cyntaxdifferencebetween bgt and java
Hi John,
As I indicated before it all depends on exactly
Hi John,
Okay, I am glad you told me that, because what you want to do is going
to require some basic understanding of trig and geometry to pull off.
I can certainly help you with that, but there is absolutely no way out
of the math requirements for movement in that type of game.
First, simple
.
-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward
Sent: Monday, July 29, 2013 7:49 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] looking for programming advice:
cyntaxdifferencebetween bgt and java
Hi John,
Okay, I am glad you told me
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