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Member
(05-03-2012, 03:48 AM)
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#2801
And here's what I got done: http://www.youtube.com/watch?v=HHfeo...ature=youtu.be |
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Member
(05-03-2012, 10:16 AM)
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#2803
So me and Jan Willem (one half of Vlambeer) decided yesterday that we had to make something for our buddies at Ronimo, to celebrate the release of Awesomenauts.
We had five hours before the releaseparty started, so in that time we made a little Smash Bros clone featuring four of the six Awesomenauts. http://www.youtube.com/watch?v=WQHX6LhcTeg All of this was from scratch. We didn't reuse any old assets or anything. |
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Member
(05-03-2012, 06:10 PM)
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#2804
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(05-03-2012, 06:13 PM)
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#2805
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Member
(05-03-2012, 06:18 PM)
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#2806
Extremely well made, given the time constraints. |
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Member
(05-03-2012, 06:41 PM)
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#2807
Looks cool! And holy shit, 5 HOURS?! |
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Member
(05-03-2012, 07:26 PM)
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#2809
By the way, you got mentioned on Notch's Twitter.
Originally Posted by Notch:
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Member
(05-03-2012, 10:21 PM)
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#2810
The game have been on my rader ever since I first read about it. Had I not coincidentally looked at your Twitter today I would not have known about the release and sooner or later possibly forgotten about it all together. Now I'm off to buy the game on GamersGate. Will have some impressions later. |
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Member
(05-03-2012, 10:36 PM)
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#2811
If any mods read the thread, I am curious as to what the guidelines are. If I am creating an indie game and want to make a thread so people in say, a beta test can provide feedback, and I can answer questions to interested people, is that frowned upon as long as I clearly specify that I am the developer and not a viral marketer? Or is the proper route to just mention it in the indie thread(s) and direct people to a different (e.g. beta-test-specific) forum?
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Member
(05-03-2012, 10:40 PM)
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#2812
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(05-04-2012, 01:10 AM)
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#2814
Don't know if this is the best place to ask but I assume some of you know Objective C and have experience with iPhone development. I'm having some trouble with accessing a pointer in a class I made. Soo...
So I have some classes, I'll only show the relevant parts for simplicity. Code:
// SharedData.h
@interface SharedData: NSObject
{
NSString *tempString;
mapRoute *userRoute;
}
@property(nonatomic, retain) mapRoute *userRoute
@end
Code:
// mapRoute.h
@interface mapRoute
{
NSString *myString;
}
@property(nonatomic, retain) NSString *myString
@end
So my main problem is not knowing how to access myString from an external file that has a SharedData object. I can easily access everything in SharedData... Code:
SharedData *share = [self SharedData] // A method that returns the SharedData object share.tempString=@"Testing"; // Works share.userRoute.myString=@"Testing"; // Doesn't work |
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Member
(05-04-2012, 01:44 AM)
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#2815
Code:
// Will set the value of myString in your instance [share setMyString:@"foo bar"]; // Will get the value of myString in your instance NSString *gotMyString = [NSString stringWithFormat:@"myString is set to: %@", [share getMyString]];
Last edited by bumpkin; 05-04-2012 at 01:47 AM.
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Junior Member
(05-04-2012, 01:51 AM)
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#2816
do this : share.userRoute = [[MapRoute alloc] init]; share.userRoute.myString=@"Testing"; but you should do it by overriding the init method of ShareData : Code:
-(id)init
{
if (self = [super init])
{
self.userRoute = [[mapRoute alloc] init];
}
return self;
}
Last edited by mourad louali; 05-04-2012 at 01:53 AM.
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(05-04-2012, 02:03 AM)
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#2817
THIS WAS IT! Thanks a bunch. I was basically stuck on this problem for hours trying to figure it out. Now, I'm going to see if some of you could answer another question. I have a TabController where 1 tab let's you put in an address and it fetches the google directions info. It has a "Find" button that switches the view to the second tab. The other is a map that displays the route over a map. Is there a method that is called everytime the tab's current view is changed? Basically my problem is that after finding the first route, if I enter another one even if it switches to the Map view, the map isn't updated because the route loading stuff is in the viewDidLoad method of the Map view. Is there a method that's called any time a view becomes the primary one in a tab that I can overwrite? |
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Junior Member
(05-04-2012, 03:11 AM)
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#2818
- (void)tabBarController:(UITabBarController *)tabBarController didSelectViewController:(UIViewController *)viewController; Make sure that your application delegate : - conforms to the TabBarControllerDelegate - is your tabBarController's delegate OR there are two methods you could override in your custom view controller - (void)viewDidAppear:(BOOL)animated { [super viewDidAppear:animated]; } and - (void)viewWillAppear:(BOOL)animated { [super viewDidAppear:animated]; } As a side note, if you are changing views in your UITabBarController programmatically, why aren't using a UINavigationController instead? |
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Member
(05-04-2012, 03:38 AM)
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#2819
Ok so for the next part of the prototype I'm building I want to work on projectiles.
Here are the things I want to accomplish. 1. Shooting while running and jumping 2. Have a max of 3 "bullets" on screen at once 3. Have a max distance for each "bullet" 4. Have a charge shot (hold fire button for a certain amount of time and the shot is different) 5. Be able to shoot in both left and right directions I think that covers everything. Shooting while running and jumping shouldn't be that hard I would imagine. Where I have the different states (Am I running? Am I in mid-air) I'll just add the controller input code. (gamePadState.Buttons.B = blah blah blah) For a max of 3 bullets, I could also have a variable that counts how many shots on are on screen. Each time the fire button is hit, it check what the variable is at. If that variable is below 3, then a bullet comes out. If not, nothing happens. Seems easy enough. When a bullet disappears, the counter variable goes down by 1. I'm not sure how I would go about implementing a max distance. I can't use a timer because if it hits an object or enemy on screen it needs to stop. However, if the player is shooting at something out of the guns range, it needs to stop short forcing the player to move closer. I guess I could just measure distance traveled from the position it was shot. So let's say on the X coordinate the player is at 450. Max firing distance can be set to 500. When the bullet is fired it takes the players position (450) and adds it to the max distance (500) and when the bullet's X coordinate is 950, the bullet dies and disappears. Would that the best way to go about it? Charge shot doesn't seem like it would be too difficult to implement. I could start a timer each time the fire button is pressed. If the button is released under .3 seconds or something, it fires a normal shot. But if it is held longer, the shot begins to charge (starting up a new animation and bullet sprite) and I can go even longer if I choose to. Seems simple enough. This might not be too hard either. I could use SpriteEffects.FlipHorizontally to change the sprites direction. Depending on which side it's flipped to, I will just set the bullets to go in the negative or positive X coordinate direction. And finally, I would imagine that an abstract class called Projectile should be created with common methods and variables for each type of projectile.(Player, charge shot, enemy) I'm just thinking out loud here, I'm wondering if my thought process is sound. Thanks. |
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Member
(05-04-2012, 07:57 AM)
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#2820
I finished the generic Minesweeper clone for practice.
http://dl.dropbox.com/u/55797038/min...ice/index.html It took just under 4 hours total to make from scratch using Flixel, FlashDevelop, and Paint.net, looking at other (non-Minesweeper) code and the internet for examples and to learn how to do things. I feel that 4 hours is unfortunately way too long for Minesweeper. There's no sound either. If you're bored/want a challenge, how fast can you make Minesweeper using your engine/library of choice? Also I suspect my code is super inefficient even for Minesweeper. =P |
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Member
(05-04-2012, 08:12 AM)
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#2821
Uhm... so..
Code:
1. Generate board with specific number of bombs.
2. Click Square
3. a. If mine -> gameover
b. If non-mine, reveal the number of adjacent mines.
(a) If number of adjacent mines is zero, reveal all adjacent tiles
4. Repeat from 2 until player wins/loses.
I don't think the time taken is too important... did you do it iteratively or recursively? ;o
Last edited by Kalnos; 05-04-2012 at 08:14 AM.
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Member
(05-04-2012, 08:26 AM)
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#2822
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Member
(05-04-2012, 08:43 AM)
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#2823
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Member
(05-04-2012, 09:25 AM)
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#2824
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Junior Member
(05-04-2012, 12:36 PM)
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#2825
@Tashi0106
This tutorial might be helpful : http://www.raywenderlich.com/6888/ho...shooter-part-2 It's for iOS and cocos2d, but it could be worth reading
Last edited by mourad louali; 05-04-2012 at 12:40 PM.
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Member
(05-04-2012, 06:13 PM)
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#2826
Do it today anyway! You didn't do much besides write out pseudocode. =P I'm kind of curious how long it takes other people to do that in whatever environment they prefer.
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Corporate Ballwasher
Ignore everything I say (05-04-2012, 08:57 PM)
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#2829
GitHub. Git is complicated but once you get used to it there's not a lot better.
Sync your git repo to a dropbox/Gdrive/Skydrive folder or something.
Last edited by Somnid; 05-04-2012 at 09:00 PM.
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Junior Member
(05-04-2012, 10:09 PM)
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#2831
just don't do it. if you can get someone else to do it (as mentioned above) then that's another story, but if it is your own game then you are asking for trouble, they are pretty harsh about enforcing those rules
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Member
(05-04-2012, 10:47 PM)
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#2832
Almost finish creating the skeletal animation. I animate it by joints and each joint can have a varying amount of Translation timestamps. Now to look into winforms to make an editor. |
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Member
(05-04-2012, 10:52 PM)
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#2833
Having somebody else do it is the same as just doing it yourself. It's totally disingenuous.
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Member
(05-05-2012, 12:03 AM)
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#2835
The rules are obviously there for a reason but it's still a bit annoying not being able to spread the word about the game on the place where I spend the most time on the internet |
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Member
(05-05-2012, 05:25 AM)
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#2837
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Member
(05-05-2012, 09:21 PM)
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#2838
![]() New stuff: Combo/event visualizer. Fruit types changed to banana, red apple and avocado(colors differentiate more now: red, yellow, green). You can now see the enemy type right ways, add lot more strategy to the game, also makes ccccombos easier to make. Minus score for failed enemies and stray bullets. Things to do: special items, growind difficulty level, menus, highscore table. new gameover terms. and loads of other stuff too phew! I'm trying to get all the planned features implemented by next week, we shall see... newest video: http://www.youtube.com/watch?v=1UBgwoVbrms
Last edited by asa; 05-05-2012 at 09:24 PM.
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Will Eat Your Children
(05-05-2012, 09:31 PM)
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#2839
edit, that name is sweet as well
Last edited by Nemo; 05-05-2012 at 09:35 PM.
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(05-05-2012, 11:01 PM)
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#2840
N/m I fixed the errors somehow...
Last edited by Zoramon089; 05-05-2012 at 11:15 PM.
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Member
(05-06-2012, 09:07 AM)
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#2841
This probably took me about 6 hours or so. Had to learn how to play minesweeper. But I added a lot of features. Difficulties Sounds Cheat Right-Click prevents a cell from being clicked Added some little animations But yea made with Unity, written in UnityScript. Picked up a font from DaFonts, found some old school sounds, read up on how MineSweeper works. Took me a while to figure out that you should only check for more bombs it the number of adjacent bombs is zero. I would click on a tile and it would reveal the entire grid. But eventually figured it out. http://dl.dropbox.com/u/77761952/Min...WebPlayer.html ![]() ![]() The two things I left out that kind of bug me were: First Click can never be a bomb *Fixed* Retry current stage I actually might try and port this to android and see how it plays on my tablet. Then maybe put it up for free on Android. It's a nice break from my hover bike game! ENJOY!
Last edited by fin; 05-06-2012 at 10:13 PM.
Reason: Fixed first click can't be a bomb
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Member
(05-06-2012, 04:07 PM)
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#2844
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Member
(05-06-2012, 05:31 PM)
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#2846
Why not just make one version that can scale to any res/density?
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Member
(05-06-2012, 07:46 PM)
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#2847
I'm going to try and port it to android and ios today I think. |
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Member
(05-06-2012, 07:48 PM)
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#2848
It worked for me last night and still does. I'm glad you did it because I was going to use Unity to do it. I had planned way too much of it out before starting so I kinda felt i was cheating.
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