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Messages - sambws

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1
Help / Re: ogmo gridcollider?
« on: June 09, 2014, 10:08:53 PM »
ah, got it. fixed the movement issue. he's still not stopping when he touches the grid, though. i believe i've assigned a proper tag onto the grid, as well as the player. there may be issues with loading the grid in? not quite sure, but i can definitely render the tiles that i loaded through an OgmoProject. (i'm loading both the grid and the tiles from the same .oel file, i assume that should be fine?)

https://dl.dropboxusercontent.com/u/57568520/better%20collision%20stuff%20maybe.zip - here's some fixed files for reference, thanks for any help! (obviously there's no rush for helping me out :-D)

2
Help / Re: ogmo gridcollider?
« on: June 09, 2014, 02:10:39 PM »
i tried to implement this code, but on compilation my character is unable to move! i believe i have all the code correct, except i'm attempting to load in an ogmo map instead of manually putting down collision rects. maybe i should start with that instead? here's a dropbox link to my classes - https://dl.dropboxusercontent.com/u/57568520/weird%20collision%20stuff.zip. any help at all would be great! (i probably need to get better at debugging and math in programming, whoops..)

3
Help / Re: ogmo gridcollider?
« on: June 08, 2014, 11:34:39 PM »
ah, i see! i loaded my grid level in, and that worked fine. elaborating on it has been interesting however.
i gave my player some collision code i borrowed from ericmbernier's adventure game tutorial, which looks like this

Code: [Select]
if (Program.PLAYER.Controller.Right.Down)
            {
                newX = X + spd;
                if (!TestScene.grid.GetRect(newX, Y, newX + Global.WIDTH, Y + Global.HEIGHT, false))
                {
                    X += spd;
                    sprite.Play("walk");
                    sprite.FlippedX = true;
                }
            }
            if (Program.PLAYER.Controller.Left.Down)
            {
                newX = X - spd;
                if (!TestScene.grid.GetRect(newX, Y, newX + Global.WIDTH, Y + Global.HEIGHT, false))
                {
                    X -= spd;
                    sprite.Play("walk");
                    sprite.FlippedX = false;
                }
            }

however, i get a crash that looks like this whenever i hit left or right



(it always goes to the left float despite what key i hit)

not quite sure what to do from this point on. i have a hitbox on my character, and i loaded in the file for the grid collider properly. any tips would be appreciated! (i've never been good with collision in programming.. ¯\_(ツ)_/¯)

4
Help / ogmo gridcollider?
« on: June 08, 2014, 10:17:18 PM »
is there any way to load a .oel file into a gridcollider variable? i can see that you can load from CSV and strings, but is there an option for loading in .oels?
(sorry i've been posting so much, been having a lot of questions!)

5
Help / Re: strange performance issue?
« on: June 08, 2014, 08:34:50 PM »
Hmm it's hard to tell what the choppiness is without seeing it.  Flippy Flop is indeed running at 60fps.  If you don't mind, you could post the csproj or source of your project that is running choppy for me to test on my end.

You can see what the internal framerate of the game is by pushing the ~ key in your game, and then typing "showfps 5" and hit enter.  It will show you a detailed break down of the time spent in Update and in Render, and the resulting FPS.  Lets start by checking that (I'm not really sure how the fraps counter figures out the framerate for SFML applications.)

Also, try running the game from visual studio without attaching the debugger and see if that makes a difference.  Instead of pushing F5 to run, hold Ctrl and then push F5.

thanks, running a release build with ctrl + F5 ceased the stuttering quite a bit! never noticed the console, i should utilize that more often.

6
Help / strange performance issue?
« on: June 07, 2014, 06:47:18 PM »
hi! i'm starting off a new project, but i noticed it's running somewhat choppy and stuttered. i'm also using FRAPS to display the frame rate.



this is my game window. all i'm doing here is running the game at an internal resolution of 464x368, and is displaying at 928x736. i also defined the player's keys and have basic movement going (at a speed of 3 pixels). of course, i'm also drawing his sprite and have a target frame rate of 60



but when i run flippyflop (old version, i know!) it's frame rate shows much higher results and doesn't run stuttered or choppy. (i assume this is also running at a target of 60 fps)

is there a setting i'm missing, or is there something i might have done wrong? any help would be appreciated!

7
Projects / Re: BOUNTY
« on: May 30, 2014, 09:06:06 PM »
kinda woke up a dead topic (i've been without internet for a while), but yeah this was a local game only. it was in a pretty buggy state (without much support for resolutions other than 1600x900) but i managed to fix a ton of bugs at the event itself! if i ever fix things like resolution and things like that, i would definitely put it up somewhere.

never had real "beta testers" so to speak, so having people there to help test it out was really fun and beneficial. i should do that more often.

8
Projects / BOUNTY
« on: April 13, 2014, 11:22:08 AM »


i made a local multiplayer game with otter2d called bounty for an arcade event in sacramento, california!
information and pictures are mainly on the game's page. it's a really quick shoot 'em up style game that's meant to be played in really short bursts. whenever a match lasted more than 3 minutes, things got really tense.

it's hard to explain it without showing someone gameplay, so if you do eventually play it, feel free to give me some feedback!

9
Ideas / Re: DrawHitbox?
« on: February 16, 2014, 12:23:11 AM »
ah, thanks! wasn't aware of this.

10
Ideas / DrawHitbox?
« on: February 15, 2014, 04:32:30 PM »
this would be handy for positioning the hitbox, and would make some things easier in execution. this would be an all around good idea for debugging and such, if it could make it in.

11
Help / Re: joypad input?
« on: February 13, 2014, 09:19:06 PM »
figured it out, if anyone wants me to post a short guide on it, i will, even though it was simpler than i made it out to be.

12
Help / joypad input?
« on: February 12, 2014, 10:54:14 PM »
i'm making a local multiplayer game using otter, and i was curious if anyone has pinned down joypad input yet. i can't seem to figure it out, exactly. if anyone could tell me how to get started, that would be great!

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