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Type: Posts; User: trogdor458
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Eh?
I might be mixing this up because I remembered xor being an operation that would return true if only one of the conditions was true
Modulus is just a shortcut for finding the remainder when...
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This is really just a guess but try replacing the last four (dis*2) with just dis
If it still isn't reactive enough, you can still scale the forces anyway you like on those last 4 lines of code
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I recognize this method of doing things, and I know many problems associated with it
I'll provide you an example of an easy way I know to do ball to ball collisions, though it isn't the best
...
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I'm going to continue this conversation via private messages
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Why would you need to?
I already counteracted the only two reasons I could think to need to it in the example:
I might've needed it centered so the star would rotate correctly, but I centered the...
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Well the code's solid, if you have at least CS4 you can look at the source directly (I hate limited reverse-compatibility), though I can't imagine your trouble with recreating it
And it doesn't...
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Right, looks like that function was made with AS3 and I just didn't catch it
Seems completely viable
Let's say you have two movieclips on stage in all their vectory goodness
You can use the draw...
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Unless a shape-to-shape function was made that I'm unaware of, I know of 4 ways to do complex shape collisions
1) A big loop that tests many coordinates against both shapes using the shape flag;...
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Eh? 3D games don't usually do it for me, not when it's dressing the usually quick-to-play games I typically find with flash; seems a little gimmicky when it isn't done right (or most times I've...
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If this project is for any sort of programming or technical class, the teacher frowns more and more for each bit of code not originally programmed by you
I've known kids with most or all of their...
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Fps seems finicky at times.
I've never had trouble with browsers maintaining the framerate (unless I just dragged the swf into the browser to load it, causing it to bloat to the size of the window;...
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No flaw, just whenever you restart the process with a combination in tow, replace the word "key" with "combo"
So process for exact example executes as such:
Input P, it is a start of a combo, so...
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When I give it a shot I'm going to split the field into convex polygons linking from all their open sides
Sounds similar to what malee suggested closer to the bottom of his post
And yes, was going...
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But he said he'll be unable to make the mesh himself, as he'll need pathfinding for custom-made user-levels, and doesn't want to put them through the tedious process themselves
I can't say I've ever...
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Well, hrmm
I guess what I would do is when you finish making a level, have it figure out its own efficient set of nodes that can be used later when actually playing the game
Players won't mind...
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Basic combo reading system will take a key and check to see if it's the start of any combo
If it isn't, it performs that key's function
If it is, it gives the player a few moments to input another...
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That works, but almost every method excluding brute force methods has a scenario where it doesn't work, or the character looks very silly finding its path
One scenario for such a method would have...
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I'm thinking you only need those corner nodes, as well as an extra one being your destination
I've never looked for proof, it's just that aiming for corners is how I've determined the shortest path...
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This post lacks some clarity I think, hard to get at what you're asking for
You're trying to design a four-dimensional world?
Honestly, it's hard enough just representing basic 4-dimensional...
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This is because you have all the bullets read from the same, global variable
You need a seperate one for each bullet
One way would be by changing your player code to:
if(Key.isDown(Key.SPACE) ){...
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Oh no no, no mocking
I mean that I used to think tricky backwards ways were needed like the one I had initially posted
It does not work?
Oh sorry whoops, that's because I went ahead and threw...
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Right, but, there are a lot of simplications you can make
_getDP by itself could be simplified to:
function _getDP(ang1:Number, ang2:Number):Number{
return Math.acos(Math.cos(ang1-ang2));...
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Well darn
HeliAttack was a game I played all the time when I was littler (grade school, I think)
Not the 3rd one of course; the second one
Loved the series
Shame to see something like this happen
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I managed to see all the endings
I thought it was kind of funny that my female and male rockstars grew up to look exactly the same =)
Parts of it are alright, but the game's pretty short
All the...
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Well, a line would switch from being smallest to largest at the -180/180 degree mark, causing some problems
Angles can be hard to work with because of this property
I can't think of any tricks...
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