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justin123

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Everything posted by justin123

  1. 11 people filled out the survey so far! This is better than I thought. I only need 39 more. Link:https://docs.google.com/forms/d/1SyF-H9vk5uparRxf-dQcripSbrT2auMi-wyvOOQ0V6g/viewform?usp=send_form

  2. So, android development... It's hard lol

  3. I'll add one that says "foreign" or something like that. I'm sure my professor won't mind if I change the project just a little bit. Thanks for your submissions!
  4. Hi all! I'm conducting a survey to collect data on the frequency, duration and preference of social media users. This was given as a project in my data mining course here at Tuskegee University (TU!). I'm required to accumulate at least 50 responses, so any help is much appreciated! Just as a treat, I'll post the results when I finish the project. Link to survey: https://docs.google.com/forms/d/1SyF-H9vk5uparRxf-dQcripSbrT2auMi-wyvOOQ0V6g/viewform?usp=send_form Thanks for helping a brutha pass this class!
  5. Hi all! Just posting to let you all know that this project is not dead, I'm just bogged down with college and personal stuff. I'm currently rewriting my custom editor in a way that allows more extensibility as the engine becomes more developed and streamlines the development process as a whole. I've decided to do away with the current pixel-based collision system and implement Box2D as my primary collision library. Currently, the level editor is my focus, as implementation of this style collision is not an easy feat considering ear-clipping, holes, concavity and what not, but I'm making progress. I'm also tossing around other ideas regarding mobile development using this engine, or atleast a more lightweight variant of it (not running a sonic 2 clone though...). So, slow progress is better than no progress, but things should pick up again once my editor gets closer to a more complete and stable build.
  6. I'm able to triangulate complex polygons! This Box2D idea just might be possible...

  7. I'm making more progress on my level editor. Now I have figure out a sexy way to implement Box2D support...

    1. Riseodvi

      Riseodvi

      Sonic games focus on physics, so I'm surprised someone hasn't made a Box2D based engine already. You have my interest....

    2. justin123

      justin123

      The plan was to use only the collision support from Box2D in Sonic's physics code, because replicating the original Sonic's physics using modern kinematics seems rather difficult to achieve, if not impossible. Is it possible to stick to the surface of a circle while accelerating without manipulating gravity? I think not, but I'll look further into it. For now I'm just going to replace the pixel-based collision masks with mass-less, geometrical versions. So, in theory, my curre...

  8. My tools rewrite saga is nearly over! The only things left to complete is the map editor and the bitmap font editor, then I'll be back on track...

  9. Finally made some progress with my sprite editor... #CodeMonkeyProblems

  10. Pixel collision, It's time to put you down. It's been a long run... sniff sniff

  11. With change, brings even more change. Replacing pixel collision with Box2D, which means I have to rewrite my whole editor program. All this for DirectX 11...

  12. Switching to DirectX 11 provided a major performance boost, it's amazing! It's making my brain ache though...

  13. Umm, I'm not dead. Writing a DirectX 11 renderer. Hopefully this will speed things up a bit...

    1. Show previous comments  1 more
    2. ChaosLord

      ChaosLord

      Yeeeessss, let the Mac users SUFFER!!

    3. OverbounD

      OverbounD

      Shame on them for buying overpriced hardware.

    4. justin123

      justin123

      It already supports OpenGL too soo.......

  14. Is direction no longer a default variable for objects (like x, y, etc.) in GML? I haven't programmed in it for a few years now. Anyways, the fix for this error is simply declaring the variable (its quite obvious btw). I really expected you to copy the idea, not the actual code lol.
  15. Try this: Speed = cos( degtorad(spring.direction))*_ObjectHandle.SpringStrength Gravity = sin( degtorad(spring.direction))*_ObjectHandle.SpringStrength You'll have to set the direction in each individual spring object depending on your implementation, but this code should move the player in the desired direction. This can be used for all springs, so I would recommend putting this into a script so your code look cleaner.
  16. Coconuts is done! Next is fixing springs, implementing the starpost and finish mapping the rest of the level ...and fix engine bugs...

  17. Got moving platforms implemented, finally. Now on to that monkey...

  18. My object system seems to be fixed. I'm now using smart pointers (yay!). The only trade-off is a small performance hit (aww...). Next: Moving platforms and the cocoanut throwing monkey!

  19. Ok, got spikes and monitors working right! ...Kinda... But at least there is a HUGE bug in my object system though :thumbsup

  20. Finally got that level intro sequence programmed up and looking good... enough

    1. OverbounD

      OverbounD

      I want to try your GHZ demo damnit!

    2. justin123

      justin123

      In due time bro, in due time...

  21. I'm not sure what your problem is, but you've taken the right approach to layering. Implement this into a collision script common to all of your collision functions. I like to always allow collision with layer 0 so that layer control is more forgiving. Try to define a standard for layering otherwise layer switching becomes a hassle to keep up with (2 low layers, 2 high layers maybe?). Erm, good luck!
  22. I uploaded a slightly modified version to address the problem of not have the correct runtime libraries. DOWNLOAD
  23. This is not a problem on my end, seeing that codecvt is part of the standard library which should be implemented in the runtime libraries provided by Microsoft in this case. Maybe your install of the runtime is corrupt? I'll just have to rebuild the engine linking to the static libraries instead of the dll's in future versions. EDIT: Try un-installing the 2012 runtime libraries and re-installing them, maybe you're out of date. The engine is just a 32-bit application, so you should be able to run it on 64 bit windows.
  24. Check the first post. You may need to update the visual c runtime. There is a link to Microsoft's website where you can download the update. What are your system specs btw?
  25. I've implemented the corkscrew in this version and fixed a few animations as well as a few other bugs. Layering is still off and you still still get less than half of the level, but that low priority right now. DOWNLOAD
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