Author Topic: Game Design Megathread  (Read 554943 times)

Bushi lol
The helicopter attack is amazing


Fun with variable jump heights. Is there any way to make the fall smoother?
Keep in mind how acceleration works. Gravity for example, accelerates at 9.81 m/s2. That little two is really important though. Without the 2, it simply means that's how far you go per second. Once the 2 is added, though, it means that you take your current velocity (let's say 10 m/s) and add the value of acceleration to your velocity again, every second (resulting in 19.81 m/s after 1 second). Since gravity is constant, if you split a second in half and added the acceleration, you'd add half of the rate of acceleration (getting 14.905 m/s).

Now, if we apply that to the jump mechanics of a character, as well as Newton's law which states objects will continue to move in the direction they're currently moving unless acted upon by another force (in this case, gravity), we can reason that we need to do this (not specific 'cause I don't know what language/engine you're using):

- Get current time time minus our time variable (see next line) - not required for the first run through
- Get time (system time, time since level load - any realtime clock) and set it to a variable; we'll call it time
- Divide your gravity constant (i.e. -9.81) by the time difference, in seconds.
- Add this value to the current velocity.
- Loop.

This is all assuming your handling gravity manually.

again exemplifying that game feel really depends highly on how cleverly physics are coded

Oh, and just to be clear I typed all that up because I believe that doing something in practice is much easier if you understand the whys, whats, and hows.

if you do all the stuff bluetoothboy said
don't forget about terminal velocity
because I feel like, with some long falls, that could possibly create some kind of issue :v

if you do all the stuff bluetoothboy said
don't forget about terminal velocity
because I feel like, with some long falls, that could possibly create some kind of issue :v
Yeah, I didn't mention that because I doubted there'd be a level large enough to need it, but it could be good to avoid glitches.

I found my own method of making variable jump heights with a different equation. This equation divides the player's current jump speed by 1.25, and causes it to fall shortly after.

What do you think?
« Last Edit: September 04, 2014, 07:29:20 PM by Zanaran2 »


on another topic. who knows how to use openal with c++? how do i make multiple sounds merge together or happen at once? im trying with having multiple sources but that doesnt work and doing multithreads makes the audio spazz out making my ears bleed
apparently no one. man this thing is loving ancient. barely any working up to date examples out there. how did badspot manage?

apparently no one. man this thing is loving ancient. barely any working up to date examples out there. how did badspot manage?
No idea. I recently tried to implement DirectSound. Turns out that DirectSound has been obsolete since about 2004/2005.

Good thing Microsoft has a fantastic database of tutorials that cover XAudio. As for OpenAL, could you maybe try FMOD? Or is that for a specific part of the audio library, and not the entire audio system?

i tried to go low level with directsound too and was greeted by the same problem.

not trying fmod. if they cant get the download right there is no hope for the rest of the library. so many versions, what does studio mean, what does EX mean. what is the difference, which one contains the library to code with? forget em, im not some library wizard.

if anyone ever needs sprites, i've always wanted to do some

can you do textures
specifically 256x256
specifically free
specifically cars
specifically RC cars
specifically gas RC cars

i can try

speaking of sprites does anyone know how i could animate this sprite without it looking awful

those are two frames of animation btw

can you retexture this into something nice

mesh;


if you recognize this shut your noise hole