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Everything posted by jabjabjab
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http://i.imgur.com/kYVYK.png that is all...
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Right now I'm just focused on getting entities made, then fixing them to do what they do... (sleepytime)
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Besides some tidtying up on the tiles position to the player (collision basically works), Im worried now a little much so about the background. I need to find an effective way to work with this. From what I've observed, something in the map gives a seed for the background to render the way it does with things in place. How would I go about doing this? random for-loops take too long.
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Well I do have it making decisions now, it's just sometimes the player gets stuck into the side of it, or sometimes goes through (but very rarely). I almost have that down. You know what I just thought... Okay guys if you remember the warptile bug (the extra tile found back in 2005 by Overburn, Hoblin Goblin's brother), that when touched with another tile on a certain axis, the check was made before the collision for warping, and then the axis side of that tile was sortof mutated with that warp. I think this explains very well that in the collision process, the player is brought back just enough to not have a multiple collision issue Im having. yay! An example of this bug is in ?go WarpBug in TW.
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I would love to get as much help on my client as possible, and Yes I do need webspace. To be honest here I have never done repositories before, so please help me out here i lack in teamwork-development. Also, I will keep a steady focus on this client, because when it came to observing discretion's progress, the idea of helping out and teamwork seems lacking, and I will not rely on people to get this client done, however I will remain open to those who wish to contribute to it. My Skype: TheMcJabbar My MSN: JoshuaEdwards911@msn.com
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Well I have collision reactions mostly done; it is still buggy but does basically almost all of what it needs to do as far as bouncing. I am working on weapon bounce detection etc.
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Here's the thing: I have collision DETECTION working fine. The problem is how to determine which speed to flip, such as X and Y speed going up down Lefr Right When you bump a tile you obviously dont go down if you hit it's left side, unless you were already going down to begin with. Im using X, Y, momX, and momY variables for the ship to run.
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I figured the rectangle part, and drake i absolutely do not understand a single statement you said. I can grab the center x and y coordinates from any rectangle (be it the ship's collision box, or the tile, at any given point of time. The problem is im using a list-for loop for asking if the rectangle intersects the collisionbox and going from there on absolute value'd distances from the ship to the tile.
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Im so confused as to how to take care of tile collisions (being that i want to only flip x and y on certain places on the collision. The collision detection for the tile to the ship is just fine.. but trying to tell it which side it came from and react based on that is just too freaking complicated. Thinking about putting rectangle objects inside tile rectangle objects to fix this.
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future fix i guess
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It's pretty obvious I don't know how to do this, so for this current time, i will stick with this. Also almost done with collision data.. yay. Edit: Go find me sounds to put for bong noises
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I would gladly love to get things set up for this. I have to admit though I knew I would come across people saying this is obviously a waste of time, though granted everything we do can be considered this without a central focus, which this game lacks to the extremes xD But more importantly Im learning how to do things i once never thought i could ever understand, and Im learning how to code, especially games. I think this is building critical logic for me to use in later projects that will help me build my success. And to think of it, because continuum is so stable and reliable, it just gives me much more of a challenge, which to me I dont like easy things. In the end, if many zones wish to not move, it is not my decision to let their projects do what they want to, but it is my decision to let my project do what I want it to, and also for people who are helping me out to achieve what they also want to do. Kindof funny how such a radical community becomes stubburn enough to tell me they will 'never move' well i cant help em out now can I? Anyways this client is java, so it should with no doubt be able to run on a webpage, so a forum and a website will be needed in the slight future when all of this comes to be stable enough to test out. So if this can be provided dav, i would gladly appreciate it. Edit: Oh you said project forum.. Sorry i mis-interpreted. I will get this it's own website and seperate forum all together when i can, Though I still appreciate it.
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I think I am giong to keep the tileset seperate from the map. (opens up to alpha possibilities which we should NOT LIMIT). I mean sure the bitmap data would "lay waste" but would keep the lvl file structure same, just need to make a saved png of the tileset and get away with it. http://i559.photobucket.com/albums/ss31/XDreamersMS/Screenshot-1315821362519.png?t=1315821467
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http://i559.photobucket.com/albums/ss31/XDreamersMS/Continuum/ScreenShot7.jpg?t=1315795608 3'rd time's the charm. I managed to sufficiently rig the CLT Edior's source and make it send me back the map tile ID's ... Let's hope i can get the bitmap, and convert it to a png and then take this and make it display upon an tile entity accordingly.
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Well i have somewhat of a collision system working... (rather extremely buggish and not done) Im also getting a really weird jvm crash bug if i go in and not move for 2 seconds and do something (unless im in debug mode which makes no sense (probably memory)); Also did some work on background and speed capping.
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http://i559.photobucket.com/albums/ss31/XDreamersMS/Continuum/ScreenShot6.png?t=1315560203 Now to work on collisions and thrust cap
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Trying to code a camera... And work with temporarly generated map data... Edit1: I have a working camera, but everything seems to fly in the opposite direction.. :-/ Edit2: Fixed. Works.
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Well good for you. Since your in such disagreement with the stuff i've provided, maybe weighing it out with something better could seem a little more helpful.
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http://i559.photobucket.com/albums/ss31/XDreamersMS/Continuum/Aphelionbanner2.png?t=1315377847 Played with Blender some. How does this look?
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Well the ship thrust cap + shift still remains uncoded, and some delta stuff is causing issues when the fps drops from the fontengine render bottlecap, but BESIDES ALL THAT, thanks with some help from spidernl on rotation accuracy to continuum, the bullets and bombs all fire accurately, and have the same desired effects against the settings that of continuum's cfg. moving on to special weapons.
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Font engine is a bottleneck with the rendermethod, so I need to re-write this as a actionlistener (Yay for lerning <_< )
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My stuff flows fine but i get what you mean. public static void ShiftHistory() { if(tickEnter == 0) { String[] temp = new String[5000]; if(chatHistoryCount != 0) { for(int j = 0; j < chatHistoryCount; j++) { temp[j + 1] = chatHistory[j]; } } if(chatEntry != "") { temp[0] = " " + SubSpace.playerName + "> " + chatEntry; chatHistoryCount++; System.out.println("Chat has been pushed. History Array offset is: " + chatHistoryCount); chatEntry = ""; } tickEnter = -1; chatHistory = new String[5000]; for(int j = 0; j < chatHistoryCount; j++) { chatHistory[j] = temp[j]; } } } Edit: I know about the whole arrayoutofboundsexception to come.. I'll just add a if(j <= 4999) statement capping the transfer from real to temp.
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well right now all my chat history is stored as a arrayed string up to 5000 lines. (should make it 4096). Im guessing somewhere in the server code in future, could make the chat have signitures to show it came from this and that and etc. (for things like jabbaer)
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How would people feel if i did something like BBCODE for text, such as [c:purple]text[/c] or something better than that...
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Maverick, Compromise: Option to turn on and off with clientside option.