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Re: The Dev-athon begins!

Posted: Sun Sep 05, 2010 4:57 pm
by eatcomics
URGLLGLGLG my tile collision isn't working... I blame obama... and my lack luster coding skills....

Edit: just redid movement, its not confusing now :O collision should be working in like two minutes

Re: The Dev-athon begins!

Posted: Sun Sep 05, 2010 5:32 pm
by short
screenshots? would make this more interesting!

Re: The Dev-athon begins!

Posted: Sun Sep 05, 2010 5:36 pm
by eatcomics
very soon my child, my maths are getting confusing, I've almost got collision right, I'm just having some trouble getting maxJump set from true to false... I'm quite confused, but I'm gettin it

Re: The Dev-athon begins!

Posted: Sun Sep 05, 2010 6:27 pm
by eatcomics
Image

thar she is, although... she's eatin up a lot of cpu which is BAD for all that it is... I'm gonna look into it

Next I will be adding more tiles, I think map scrolling, then enemies

Re: The Dev-athon begins!

Posted: Sun Sep 05, 2010 7:01 pm
by epicasian
Do you have something regulating the FPS? If not, I usually put a SDL_Delay(60); in the main loop

Re: The Dev-athon begins!

Posted: Sun Sep 05, 2010 7:33 pm
by eatcomics
yeah that's what the problem was, honestly I don't care to fix it, its not that big a deal, I'll probably get in a timer sooner or later

Re: The Dev-athon begins!

Posted: Sun Sep 05, 2010 9:32 pm
by Sk8er
epicasian wrote:Do you have something regulating the FPS? If not, I usually put a SDL_Delay(60); in the main loop
I do SDL_Delay(20);

On 60 your getting a FPS of 5-16

while on 20 your getting a FPS of 25-40

Re: The Dev-athon begins!

Posted: Sun Sep 05, 2010 9:36 pm
by epicasian
Sk8er wrote:
epicasian wrote:Do you have something regulating the FPS? If not, I usually put a SDL_Delay(60); in the main loop
I do SDL_Delay(20);

On 60 your getting a FPS of 5-16

while on 20 your getting a FPS of 25-40
Yeah, I usually only do SDL_Delay(60) when I'm not concerned about the actual FPS, it's more when I just wanna test something. Any other time, I have a Timer class regulating the FPS; but thanks for the info :D

Re: The Dev-athon begins!

Posted: Mon Sep 06, 2010 12:04 am
by eatcomics
update before bed!

I was having movement issues. I got those fixed and now tile collision doesn't want to work. This really pisses me off. The reason I was doing this weekend of devvage was to get me back into the swing of programming, it has totally done that, even if the actual game is a fail xD If I don't run into more troubles tomorrow I should get some stuff done... Oh yeah I still haven't fixed collision I'm sure its simple but I can't see the issue, I'll probably catch it tomorrow. Good night elysian shadowians

Re: The Dev-athon begins!

Posted: Mon Sep 06, 2010 12:23 am
by TheAustech
eatcomics wrote:update before bed!

I was having movement issues. I got those fixed and now tile collision doesn't want to work. This really pisses me off. The reason I was doing this weekend of devvage was to get me back into the swing of programming, it has totally done that, even if the actual game is a fail xD If I don't run into more troubles tomorrow I should get some stuff done... Oh yeah I still haven't fixed collision I'm sure its simple but I can't see the issue, I'll probably catch it tomorrow. Good night elysian shadowians
Night dude, good luck and I hope it gets fixed. :D

Re: The Dev-athon begins!

Posted: Mon Sep 06, 2010 5:40 am
by GroundUpEngine
TheAustech wrote:
eatcomics wrote:So you guys missed it. I fucked up Y velocity, and I went to jump and my guy took off into the air like superman it was great xD

Edit: so you know I fixed it... So I need your guys's input I'm going to be doing Tiles now, what should I do after that? Should I implement Enemies? Bullets? or crouch
I would implement Enemies first because without enemies, your bullets would have nothing to hit ;)
Too right ;)

Re: The Dev-athon begins!

Posted: Mon Sep 06, 2010 10:12 am
by dandymcgee
You need more caffeine and less sleep to make this dev-a-thon effective.

Re: The Dev-athon begins!

Posted: Mon Sep 06, 2010 11:00 am
by eatcomics
Yeah but for that I'd need less school and more money :P
One of these days I'll have a real dev a thon, but it won't be a serious project I've been working on for a while. Not one of these mamby pamby platformers xD

Re: The Dev-athon begins!

Posted: Mon Sep 06, 2010 12:35 pm
by TheAustech
eatcomics wrote:Yeah but for that I'd need less school and more money :P
One of these days I'll have a real dev a thon, but it won't be a serious project I've been working on for a while. Not one of these mamby pamby platformers xD
Damn schools. : (

Re: The Dev-athon begins!

Posted: Mon Sep 06, 2010 12:58 pm
by eatcomics
Indeed.

and on the real reason I'm posting, I've found the problem with collision... I'm going to attempt to fix it... no promises

I'm drawing this dev a thon to a close.... sadly it was an epic fail game wise. But in the aspect of getting me back into the swing of programming I think it went quite well.

I'm going to do some Qt and dreamcast research. Good evening everybody...