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 Post Posted: June 19th, 2017, 5:32 pm 
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Joined: June 19th, 2017, 5:01 pm
Posts: 10
Location: Brazil
Here's what I've been cookin' :twisted:.

A, D moves the square;
Delete makes it jump;
Shift is bullet time bro (just because its awesome, no real reason).

EDIT: nvm the top-left squares, one represents that youre on the floor and the other one is for when the bullet time is on. Forgot to remove those.

Here's a pic of what it looks like right now so you dont get frustrated if you decide to download the .exe:
Attachment:
File comment: A shitty picture of the work in progress.
Engine 19-06-2017 14-12-09-980.png [6.65 KiB]
Not downloaded yet

If you find any bug let me know. Right now it just jumps around with no objective, but the idea was to test physics stuff.
Here's the thing:
Attachment:
File comment: The .exe
jumping square shit.rar [111.27 KiB]
Downloaded 16 times

Update 1: Fixed the jumping bug and added some movement to the curve (=
Attachment:
File comment: Update 1, with fixed jump and curve movement.
jumping_square_crazy_bezier.rar [113.44 KiB]
Downloaded 6 times


Last edited by Naewulf on June 22nd, 2017, 7:56 pm, edited 1 time in total.

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 Post Posted: June 19th, 2017, 6:56 pm 
 

Joined: April 19th, 2017, 12:49 pm
Posts: 26
Location: Germany
Hi,
this looks interesting, moving those control points would be cool. Dont know if its just me but i think the jump height is slightly less when you jump completly in bullettime.


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 Post Posted: June 19th, 2017, 8:52 pm 
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Joined: April 15th, 2017, 4:14 pm
Posts: 15
Location: Slovakia
Nah I think the jump height is the same ... you just have to hold delete longer to jump higher.
I think it's really cool stuff dude... I'll have to play around with jump mechanics too.


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 Post Posted: June 20th, 2017, 9:55 am 
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Joined: June 19th, 2017, 5:01 pm
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Location: Brazil
DEM0N194 wrote:
Nah I think the jump height is the same ... you just have to hold delete longer to jump higher.
I think it's really cool stuff dude... I'll have to play around with jump mechanics too.


Tell me if you need help with anything. I would be glad to help.


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 Post Posted: June 20th, 2017, 12:37 pm 
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Joined: June 19th, 2017, 5:01 pm
Posts: 10
Location: Brazil
xu2201g wrote:
Hi,
this looks interesting, moving those control points would be cool. Dont know if its just me but i think the jump height is slightly less when you jump completly in bullettime.


Thanks bro, I didnt notice that. It really jumps a little higher if you have the bullettime disabled. Gonna try and fix that. I would never have noticed that bug lol.


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 Post Posted: June 20th, 2017, 4:15 pm 
 

Joined: April 19th, 2017, 12:49 pm
Posts: 26
Location: Germany
Ye its only about some pixels, but those little bugs can fck u up when the game gets bigger and bigger. But it depends on your goals for this project and may doesnt even matter. You re welcome.


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 Post Posted: June 20th, 2017, 8:05 pm 
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Joined: June 19th, 2017, 5:01 pm
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Location: Brazil
xu2201g wrote:
Ye its only about some pixels, but those little bugs can fck u up when the game gets bigger and bigger. But it depends on your goals for this project and may doesnt even matter. You re welcome.


yeah that bug has already fucked me up, because I cant live with unsolved issues... and cant seem to find a solution to that shit yet lol.


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 Post Posted: June 20th, 2017, 9:02 pm 
 

Joined: April 19th, 2017, 12:49 pm
Posts: 26
Location: Germany
Do you have a github repo or something like that to show us your code? Its hard to pin down the problem without seeing the code.

If u want to setup git here is video from chili about that:
https://www.youtube.com/watch?v=yGwKHbqQ9So&index=31&list=PLqCJpWy5FohcehaXlCIt8sVBHBFFRVWsx


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 Post Posted: June 21st, 2017, 2:18 am 
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Joined: June 19th, 2017, 5:01 pm
Posts: 10
Location: Brazil
xu2201g wrote:
Do you have a github repo or something like that to show us your code? Its hard to pin down the problem without seeing the code.

If u want to setup git here is video from chili about that:
https://www.youtube.com/watch?v=yGwKHbqQ9So&index=31&list=PLqCJpWy5FohcehaXlCIt8sVBHBFFRVWsx

oh, it sure would be nice to have some help here but I will try a little more before giving up since we learn more by solving problems ourselves, but if i dont manage to fix that at all I will upload it somewhere then. Thanks for your help bro. I really appreciate it.


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 Post Posted: June 21st, 2017, 3:35 pm 
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Joined: June 19th, 2017, 5:01 pm
Posts: 10
Location: Brazil
xu2201g wrote:
Do you have a github repo or something like that to show us your code? Its hard to pin down the problem without seeing the code.

If u want to setup git here is video from chili about that:
https://www.youtube.com/watch?v=yGwKHbqQ9So&index=31&list=PLqCJpWy5FohcehaXlCIt8sVBHBFFRVWsx


ok. I give up. Here's the repo. Any help will be appreciated. Now I draw a red like that indicates the max jump height. In bullet time the red line stays in the same spot at full jump and it works ok, but it varies a lot when not in the bullet time.

NVM the garbage draw calls... most of them are test shit that will go away eventually xD

Link: https://github.com/Naewulf/DX


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