Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 55 56 [57] 58 59 ... 81

Author Topic: Cloud Scream > Development on Pause  (Read 86900 times)

Outcast Orange

  • Bay Watcher
  • [SOMETIMES_SQUID]
    • View Profile
    • The Outcast Orange
Re: Cloud Scream 0.43 > Useful Changes In Progress
« Reply #840 on: February 08, 2010, 11:51:16 am »

Okay, I've completely removed inter-map saving,
 and changed the way edges work.

The edges are horrible right now,
 but the important thing is that up and down map travel works.
I just jumped off the edge of a plate,
 and was eventually able to land on another one.
After like 7 blank maps, (which take around 10 seconds to build)
 I had found my way to the ocean.
I then proceeded to swim all the way to the edge of the universe.
At the very lip of the ocean plate,
 I realized that the space outside of the ocean was populated with water. (bug)

I then decided I should try climbing and see how high I could get.
Two map edges later, I reached an impassable map edge,
 where every time I jumped the new map  would spawn,
 but then I fell right back down.

I'm thinking of adding a grace period where you are lifted a few tiles extra,
 then a small platform spawns beneath you.

Any Ideas?
Logged
[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

qwertyuiopas

  • Bay Watcher
  • Photoshop is for elves who cannot use MSPaint.
    • View Profile
    • uristqwerty.ca, my current (barren) site.
Re: Cloud Scream 0.43 > Useful Changes In Progress
« Reply #841 on: February 08, 2010, 04:43:51 pm »

I don't know.

But you could still fix draw order by varying the direction of each axis based on camera rotation.

If the camera is above the player, start Z at lowest, and increment, otherwise start at highest and decrement, if the camera is to the +x, same thing, and also for Y.
Logged
Eh?
Eh!

Outcast Orange

  • Bay Watcher
  • [SOMETIMES_SQUID]
    • View Profile
    • The Outcast Orange
Re: Cloud Scream 0.43 > Useful Changes In Progress
« Reply #842 on: February 08, 2010, 09:17:46 pm »

It isn't as simple as negative or positive.
Negative and positive are the same in a 360.
I could probably do that though.
Logged
[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

qwertyuiopas

  • Bay Watcher
  • Photoshop is for elves who cannot use MSPaint.
    • View Profile
    • uristqwerty.ca, my current (barren) site.
Re: Cloud Scream 0.43 > Useful Changes In Progress
« Reply #843 on: February 08, 2010, 09:21:16 pm »

It's not the best solution, and it might not be a great idea, but if it works, it should solve water layering issues.
(And in 360, you just test what 180 is is in, though you probably know that already. And the x/y overlap on one exis, and are 90 degrees rotated...)
Logged
Eh?
Eh!

Outcast Orange

  • Bay Watcher
  • [SOMETIMES_SQUID]
    • View Profile
    • The Outcast Orange
Re: Cloud Scream 0.43 > Useful Changes In Progress
« Reply #844 on: February 08, 2010, 09:24:29 pm »

There is also a -360 degrees possible.
That is where it gets less fun to tediously specify things.
Leading to me not wanting to do it.
Last time I dealt with camera angles,
 it was like 3 straight hours of copy/pasting.
Logged
[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

qwertyuiopas

  • Bay Watcher
  • Photoshop is for elves who cannot use MSPaint.
    • View Profile
    • uristqwerty.ca, my current (barren) site.
Re: Cloud Scream 0.43 > Useful Changes In Progress
« Reply #845 on: February 08, 2010, 09:32:54 pm »

angle mod 360 > 180?
(angle+90) mod 360 > 180?
(vertical anagle) mod 360 > 180?

Or if it is in radians, replace the 180 with Pi, and the 360 with 2pi.
Logged
Eh?
Eh!

Outcast Orange

  • Bay Watcher
  • [SOMETIMES_SQUID]
    • View Profile
    • The Outcast Orange
Re: Cloud Scream 0.43 > Useful Changes In Progress
« Reply #846 on: February 08, 2010, 09:42:48 pm »

Here's some code:

            if(yrot>-45&&yrot<=45){}
            if(yrot>45&&yrot<=135){}
            if(yrot>135&&yrot<=225){}
            if(yrot>225&&yrot<=315){}
            if(yrot>315&&yrot<=360){}
            if(yrot<-45&&yrot>=-135){}
            if(yrot<-135&&yrot>=-225){}
            if(yrot<-225&&yrot>=-315){}
            if(yrot<-315&&yrot>=-360){}

I need to modify that for every single function
 that terrorizes the camera angle issue.

Don't worry, I can do it again.
I just don't really want to.

BTW, it is't as simple as x y and z rotation.
There is only y rotation, and x rotation.
I didn't think that yaw was necessary for this.
Logged
[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

qwertyuiopas

  • Bay Watcher
  • Photoshop is for elves who cannot use MSPaint.
    • View Profile
    • uristqwerty.ca, my current (barren) site.
Re: Cloud Scream 0.43 > Useful Changes In Progress
« Reply #847 on: February 08, 2010, 10:13:57 pm »

Well, you have horizontal rotation, and vertical rotation, right?

Because the camera is always upright, the X and Y directions come from the same rotation, right?

And, though you may need to test it, the modulous operation may reduce all that fancy math to if(angle%360>180)
and if((angle+90)%360>180)
For the X and Y, with another one for the Z.
(Math might be off, though the concept probably works)

If those are floats, it might be harder, but if they are ints, then % likely works. Would still be a good idea to test it, but it probably would simplify your math.
Logged
Eh?
Eh!

Outcast Orange

  • Bay Watcher
  • [SOMETIMES_SQUID]
    • View Profile
    • The Outcast Orange
Re: Cloud Scream 0.43 > Useful Changes In Progress
« Reply #848 on: February 08, 2010, 10:50:35 pm »

Today on the Qwerty Orange Corner, we discuss angles and floats. Yaaay!

Okay, so first off, y axis is up and down, as in above and below ground.
X and Z directions are dependent both on the Y rotation.
That is rotation AROUND the up/down Y axis.
Yes, they are floats.

I really wish I could do something like this:
if(|xrot|>180){}else{}
I don't think absolute operators work though...
If they do, then I'm an idiot.
Whatever the case, there is no 90 degrees in there.
X rotation, Y rotation and Z rotation are all built into glut.
I only deal with y for directional movement,
 and z for up/down camera angle control.

I'm also going to assume that I am missing something obvious/important.
I am a very noobly-noob, and like to think I have a strong knowledge of these things,
 but I really don't even know if the way I'm doing it is right in the first place.
All I know, is that it works.

I will change the direction of rendering,
 and the transparent water might be fixed.
Logged
[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

darius

  • Bay Watcher
  • ^^
    • View Profile
Re: Cloud Scream 0.43 > Useful Changes In Progress
« Reply #849 on: February 09, 2010, 02:59:06 am »

For absolute's use abs(float f/double d) from <math.h> or was it <cmath.h>...
I would say to use something like float qart=yrot/45.0;
Maybe that would at least simplify code a little?

Oh and qwertyuiopas there is a float module operation: fmod also from <math.h>
so your suggestion would look like if(fmod(angle+90,360)>180).
Logged

alway

  • Bay Watcher
  • 🏳️‍⚧️
    • View Profile
Re: Cloud Scream 0.43 > Useful Changes In Progress
« Reply #850 on: February 09, 2010, 02:08:58 pm »

Or another way of doing that abs, albiet not as elegant:

if(xmod > 180 || xmod < -180){}
else{}

But ya, read up on the math.h file, it will be quite useful for you.
« Last Edit: February 09, 2010, 02:12:05 pm by alway »
Logged

Outcast Orange

  • Bay Watcher
  • [SOMETIMES_SQUID]
    • View Profile
    • The Outcast Orange
Re: Cloud Scream 0.43 > Useful Changes In Progress
« Reply #851 on: February 09, 2010, 04:00:34 pm »

Some useful info is being thrown around here.

I haven't touched the draw order yet,
 but I have been throwing around some ideas.
Firstly, I am going to tweak and correct
 the temperature variations during different parts of the year,
 and probably add a temperature drop at night time.

Then I will probably try some sort of eating/resting abilities for Orange,
 so as to get this moving in a more gamely direction.

Also, AI is soon to be on the chop block,
 since I've gotten most everything else dealt with.

By the time I release this thing,
 there will be a nice long list of features to play with.

I am very close to having persistent saves working,
 and that will be the final thing that makes this a playable experience.
Being able to save and port our creations,
 and being able to resume a long running adventure
 are two greatly needed features.

Anyways, look forward to something a bit more usable.
Logged
[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Outcast Orange

  • Bay Watcher
  • [SOMETIMES_SQUID]
    • View Profile
    • The Outcast Orange
Re: Cloud Scream 0.43 > Useful Changes In Progress
« Reply #852 on: February 12, 2010, 09:51:47 am »

Okay, here's the thing.

You know that guy who thought he new lots of stuff?
Well he sort of gave in a bit,
and we've come to the agreement that Java has
 its own special usefulness for web stuffs and networking.
I've been hanging out with him though lately,
 and he's taken an interest to the development of my game.

Since I'll be ridiculously busy for the entire weekend, (road trip)
 I figured I'd just hold off until Monday,
 since he wants to see me do AI.

Anyways, does anybody know of a good library to use
 if I wanted to make an audio media player?

I am getting more and more upset with iTunes,
 and I can think of a ton of useful features that I'd like my player to have.
Most include special play order preferences and weighted random list varieties.

I just thought I'd mess around with the idea for a while,
 and see if I'm capable of doing something like that.
Logged
[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

timmeh

  • Bay Watcher
    • View Profile
    • My Portfolio
Re: Cloud Scream 0.43 > Useful Changes In Progress
« Reply #853 on: February 12, 2010, 10:34:14 am »

I've heard good things about BASS for sound, but I can't say for sure... haven't really looked into sound much...
Logged
On the Wall is a Masterfully engraved carving of Urist McHardcastle and Goblins. Urist McHardcastle is surrounded by the Goblins. The Golbins are stamping on Urist McHardcastle. Urist McHardcaste is laughing at the Goblins. The carving related to the prolonged and bloody death of Urist McHardcastle in the Fall of 1659, the Winter of 1659, and the Spring of 1660. On the engraving is an image of Cheese.

Outcast Orange

  • Bay Watcher
  • [SOMETIMES_SQUID]
    • View Profile
    • The Outcast Orange
Re: Cloud Scream 0.43 > Useful Changes In Progress
« Reply #854 on: February 12, 2010, 03:40:46 pm »

I've looked into that before, but now I have more experience,
 so I think I can figure it out this time.

Anyways, goodbye everyone!

I probably won't be back until Monday, so don't freak out.
There is a good chance I'll be working on my game though,
 and I think there are a lot of monotonous things to be fixed.

Logged
[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream
Pages: 1 ... 55 56 [57] 58 59 ... 81