Dynamite Shikoku
Congratulations, you really deserve it!
So as I mentioned a little earlier, I'm still struggling with some aspects of my 2D collision detection.
Why not just use a physics engine?
So as I mentioned a little earlier, I'm still struggling with some aspects of my 2D collision detection.
Every day someone makes a collision-detection post, I'm thankful I'm working on a turn-based strategy game.
Though some day on some other game I'll need collision, and then I'll be able to come back and learn everything from the thread! *evil laughter* "If you must learn from experience, make sure it's someone else's experience." or something.
It's just random weirdness when the sprite is in a position where a part of it is occupying three tiles instead of two (it's two tiles high and two tiles wide). I provided some simple diagrams of the scenarios that work for me and the ones that don't, along with the code that's driving 'em in a previous post.It's really important to understand how 2D collision works before just defaulting to an physics engine.
Also, most physic engines are total overkill, so when only needed for something like 2D collision that is bounding box based, it's best to understand how it works.
What's the problems you're running into specifically bumpkin?
It seems to work out the end row right, but only when the sprite is touching the ground and therefore not encroaching on more than two tiles. When it's suddenly touching three, collisions are getting missed. The way it's working out the rows now, it's always rounding down; the float is being truncated during conversion to an int.Collision detection is an insanely massive stumbling block for making a 2D platformer. It's just so much harder than everything else you have to code. Mine's working fine now but I need some way to tackle multiple collisions. That should be fun :/
Hmm bumpkin it's really hard for me to just jump into your code and understand what's happening. Is the code for working out the end row right? Because as I read it, it does this:
That's assuming the height in tiles is 2. Ignore the "way".
Gosh I love Paint.net.
It seems to work out the end row right, but only when the sprite is touching the ground and therefore not encroaching on more than two tiles. When it's suddenly touching three, collisions are getting missed. The way it's working out the rows now, it's always rounding down; the float is being truncated during conversion to an int.
Does anyone know of a good way to get individual sprites from a sprite sheet? I tried this:
Alferd Spritesheet Unpacker ver.8
but it hangs on several sheets I've tried. I've contacted the author, but I'm just seeing if someone knows of something else. I found tile studio, but it isn't great for automating, and I'd rather not do it manually.
Why not just use a physics engine?
Welp, I'm launching my new indie game in a few hours. It's been in development since March, and I've spent around $8k on it.
I'm both excited and terrified at the same time. I'm glad it's done, but at the same time I'm nervous about how it'll do.
I'll post more info on the game once in home, and a month from now ill break down my sales and write an article on it. Wish me luck!
Cool, man. Looking forward to checking it out!Welp, I'm launching my new indie game in a few hours. It's been in development since March, and I've spent around $8k on it.
I'm both excited and terrified at the same time. I'm glad it's done, but at the same time I'm nervous about how it'll do.
I'll post more info on the game once in home, and a month from now ill break down my sales and write an article on it. Wish me luck!
Yeah, makes sense. I think what I'm going to do is change the endRow calculation to simply do (rect.bottom / TILE_HEIGHT). That should work whether the sprite is resting within two tiles or if it's overlapping across three.Well okay. Assuming it works as you say it does then in your example we have:
Top is around 1.75 truncated to 1. That's fine.
Bottom is 3.75 truncated to 3. This should be 4.
So all you need is to use some sort of ceil function to always get the biggest int for the bottom row. Same thing will apply to columns.
Exactly. Though I certainly never plan to develop any sort of full-scale physics simulation akin to Box2D, I would like to figure out the pieces related to my engine's needs. I'm a very visual person, so it's been helping me taking a step back and creating diagrams of the problems I need to solve. The edited version of one of the problem scenarios that another member posted definitely made my error clearer. Hopefully I'll get that fixed tonight!Overkill and its good to understand these things and to learn from doing them.
Welp, I'm launching my new indie game in a few hours. It's been in development since March, and I've spent around $8k on it.
I'm both excited and terrified at the same time. I'm glad it's done, but at the same time I'm nervous about how it'll do.
I'll post more info on the game once in home, and a month from now ill break down my sales and write an article on it. Wish me luck!
Does anyone here have experience developing on Tablets?
I'm looking for a breakdown of what part of the screen is easy to reach, most accidently touched, hardest to reach, and so on.
Any help or articles that you've seen or saved would really help. I can't seem to find anything!
I literally have files in my engine code dating back to 2010. ;_; I haven't rewritten everything, thankfully. But just this morning I was lying in bed thinking "Hmm...guess I need to refactor class XYZ and how non-engine code will access it", so now I need to shift it around.I shudder to think how much I've spent -- if I had a measure other than time -- on developing the engine I've been working on. I started building it in late February, and I'm currently on the third rewrite. This one's a keeper though. It has a lot of structural enhancements learned from mistakes I made in the previous two iterations. It's actually getting close to being something usable!
I literally have files in my engine code dating back to 2010. ;_; I haven't rewritten everything, thankfully. But just this morning I was lying in bed thinking "Hmm...guess I need to refactor class XYZ and how non-engine code will access it", so now I need to shift it around.
Well, I mean my engine development is pretty much a self-imposed burden birthed of me wondering "can I do this myself?" There's plenty of pre-fab engines out there, many of which are free, but I wanted to work with something I knew inside and out. I've got a game idea in mind, so I'm at least not going in without an objective. That was the mistake I made in the original version.That's why the motto is "Don't make engines, make games"
I actually haven't fully rewritten everything, but in the sense of structure, I changed things around a lot from iteration to iteration. Each successive version does share passing similarities to its predecessor, but comparing version 1 to version 3, it's like night and day. The best example I can give it the size of my main.cpp. In version 1, I'm pretty sure it had 50-75 lines of code. In version 3 it's less then 10.I literally have files in my engine code dating back to 2010. ;_; I haven't rewritten everything, thankfully. But just this morning I was lying in bed thinking "Hmm...guess I need to refactor class XYZ and how non-engine code will access it", so now I need to shift it around.
Yeah, I think I started it for a game. I just use that game code as engine test code at the moment. =P If I just wanted to render sprites as quickly as possible I'd use GameMaker, but the idea is that I want each new game to be easier to make with my own code, so I'm trying to build for the future while still keeping things limited to what I need for my immediate game.That's why the motto is "Don't make engines, make games"
congratulations! definitely an anxiety filled experience though. Have you looked into advertising?
Cool, man. Looking forward to checking it out!
I shudder to think how much I've spent -- if I had a measure other than time -- on developing the engine I've been working on. I started building it in late February, and I'm currently on the third rewrite. This one's a keeper though. It has a lot of structural enhancements learned from mistakes I made in the previous two iterations. It's actually getting close to being something usable!
Is that the Ore no Ryouri inspired one?
Ok, just released my game! It's called Cook, Serve, Delicious! and it's an Ore no Ryouri-inspired hardcore cooking game.
Gameplay trailer: http://www.youtube.com/watch?feature=player_embedded&v=w3V8tLmG3uU
Demo/Game Page: http://www.vertigogaming.net/blog/?portfolio=cook-serve-delicious
Steam Greenlight Page: http://steamcommunity.com/sharedfiles/filedetails/?id=100875859&tscn=1349467430
Any feedback would be awesome.
Thanks! Haven't really looked into advertising. I'm going to try it out on my own first and see how it goes.
I'd love to check it out when it's ready.
Indeed it is.
Ooh, just got my first negative comment on the Greenlight page. Milestones be droppin'!
Good one. How did you convinced your wife that the indie move will turn outI wrote an article that was posted today on Unwinnable about the financial pressures of being an indie dev: http://www.unwinnable.com/2012/10/04/how-the-indie-half-lives/ Let me know what you think!
Has this game been develloped on Game Maker?
Yup, GM 8.1 to be exact. I'm going to now port it to Studio and build the Mac version by the end of the year.
Thanks missile & Stuart!
Ok, just released my game! It's called Cook, Serve, Delicious! and it's an Ore no Ryouri-inspired hardcore cooking game.
I consider a developer "indie" rather than simply independent if they don't have anyone who spends the majority of their time on tasks not directly related to the actual development of a game. Programming, drawing, designing, creating sound, etc...So for you ... what IS an indie studio ?
You mean someone that's dependent on an income outside game making? If so, I agree!I consider a developer "indie" rather than simply independent if they don't have anyone who spends the majority of their time on tasks not directly related to the actual development of a game. Programming, drawing, designing, creating sound, etc...
I think this matches up fairly well with what people think of colloquially when they hear "indie".
Well, I was talking about studios because that was the question.You mean someone that's dependent on an income outside game making? If so, I agree!
Once you hit good enough success that you can quit your day (or in my case night) job that's where the indie term ends, totally my opinion of course
I read lots of meanings ... "Someone who funds their games from their own pockets" , "an individual or team that isn't associated with a big publisher/player" and even "Much more about passion than money"
It always complicated because the first one would leave FEZ out, the second would allow people like Gameloft and the second one would allow people like Skip and Platinum =P
I'm paranoid it's furry. It's not meant to be.
The good side: This might happen, Notch might be the other person with 0x10c, you might say you thought of your 0x10c-like-game before he did, and he might be cool and say oh hey, I'll post on Twitter to get some extra attention to your game from my 5 billion followers. You end up with a similar game but more attention! (this happened to someone)I have a question about ideas and similarities in games...
What would you do if you discover that an existing game is quite similar to yours?
I mean, let me tell you my little story. It's been a couple of days I am thinking about this all. Earlier this week I tried "La Mulana" for the first time. I wasn't aware of La Mulana before creating my game and while I knew LaMulana is a metroidvania style plafformer with some Indiana Jones looking hero since some time, that was about everything I knew about that game.
Anyhow, I wanted to that game so I did. Now I discovered it's mostly held in a temple (just like my game), there's no useful map and it's pretty hardcore (just like my game), there are plates (rosetta stones) to read everywhere (just like in my game). This is all stuff I discovered while I already both games were Metroidvanias.
What makes me uneasy now is that I am sure to get comparison with LaMulana when my game will come out. My game will also clearly be less original (at least for LaMulana fans) and since I am an indy nowhere dude, most people that will play my game will probably know about LaMulana. lol Long story short, I will be held for being a rip off and this irks me. It almost discouraging. I however don't want to abandon my game or "redo" my whole design.
What would you guys do in such a situation? Extreme "redo the game" move? Focus on what is different between the game? Maybe simply not giving a shit and stay confident your game will be good and interesting?
tks for your opinions,
Every single person who has ever made a game has played a game and gotten a little uneasy with how similar it is to their own. Unless your art style and gameplay is literally identical no one will care.I have a question about ideas and similarities in games...
What would you do if you discover that an existing game is quite similar to yours?
I mean, let me tell you my little story. It's been a couple of days I am thinking about this all. Earlier this week I tried "La Mulana" for the first time. I wasn't aware of La Mulana before creating my game and while I knew LaMulana is a metroidvania style plafformer with some Indiana Jones looking hero since some time, that was about everything I knew about that game.
Anyhow, I wanted to that game so I did. Now I discovered it's mostly held in a temple (just like my game), there's no useful map and it's pretty hardcore (just like my game), there are plates (rosetta stones) to read everywhere (just like in my game). This is all stuff I discovered while I already both games were Metroidvanias.
What makes me uneasy now is that I am sure to get comparison with LaMulana when my game will come out. My game will also clearly be less original (at least for LaMulana fans) and since I am an indy nowhere dude, most people that will play my game will probably know about LaMulana. lol Long story short, I will be held for being a rip off and this irks me. It almost discouraging. I however don't want to abandon my game or "redo" my whole design.
What would you guys do in such a situation? Extreme "redo the game" move? Focus on what is different between the game? Maybe simply not giving a shit and stay confident your game will be good and interesting?
tks for your opinions,
Every single person who has ever made a game has played a game and gotten a little uneasy with how similar it is to their own.
There are tools in the OP that require no programming to render. Something like construct technically requires no programming (it still helps to have a programmers brain). Try some of those outWhen the Playstation Mobile stuff came out I downloaded it and read the tutorials, but when it came time to actually try my own hand at something I honestly had no idea where to begin.
A guy at work told me to look into XNA, as there are a lot more tutorials and things out there. I really know nothing about graphics programming at all, so I quickly went from "I want to make a game!" to "how do i draw something on screen?" It took the wind out of my sails a little. I'm really impressed at how many people are working on games, as graphical programming seems very impenetrable and intimidating.