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Messages - squidgetx
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« on: July 11, 2012, 11:36:40 am »
Yeah the E:P one is from a map that didn't even make it to the final version of the game I stopped making recent screenies since they would basically be spoiling the newer areas Nice compilation
242
« on: July 10, 2012, 10:49:55 am »
RPS's AI is actually pretty good O.o either that or I'm awful at rock paper scissors -__- Lol Vortex and E.P. have been neck and neck for a while now Last I saw they were both at 5!
Yup. :O
243
« on: July 09, 2012, 06:29:31 pm »
Noo so many people losing/breaking calcs...
244
« on: July 09, 2012, 03:19:29 pm »
I tried this game, and I was impressed. I think I already fighted a boss and I must say I loved the AI. I think this game, of all the entries has the best AI, and thats the main reason why I voted for it.
Thanks Stefan! I did spend a lot of time on the AI, and while I did give it as many behaviors as I liked to, it's certainly functional. Some simple ideas/rules turned out to be quite effective in combat such as the circle/charge attack tactics
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« on: July 08, 2012, 08:17:58 pm »
Phew, made it into the contest! Let me know what you guys think, and make sure that you get the right download here. I'll also try to get a screenshot up ASAP
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« on: July 08, 2012, 04:12:58 pm »
Erm, requesting a last-minute bugfix version? admins, feel free to take this attachment down if you feel that it's against the rules but I had a really stupid move-one-line-and-it's-fixed bug that prevents the current version from processing NPCs correctly...which basically cuts out about 95% of my game. I swear this bugfix literally took 3 seconds and that I haven't changed anything else. Edit: Approved. Anyone who noticed that you can't talk to anyone in my game, this version should fix that just fine
247
« on: July 08, 2012, 03:46:38 pm »
Oh my :O It works (relatively) fine on my 84+SE running zStart, the only bugs are the documented ones (crash on quit)
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« on: July 07, 2012, 09:18:44 pm »
typically an admin will make a post with all the entries available for download once the deadline has passed. Hold onto it for now, you can upload it to archives once you see that post (Though you might get some feedback/bug reports too, for that reason I would wait another couple days to make an official release)
249
« on: July 07, 2012, 07:02:08 pm »
idk about other areas but we're having severe t-storms in the northeast...if my internet cuts out i may not be able to make the deadline edit: jk, storm's over.
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« on: July 07, 2012, 03:26:18 pm »
Project restarts from scratch after seeing so much progress == Project that will never go anywhere.
Lol yeah, that's a trend (it happened to me with Ash...though at least I started up on Embers ). Too bad this never got realized though
251
« on: July 06, 2012, 01:15:56 pm »
I think that app writing freezes if garbage collection needs to be done and/or at least not enough free space for the app
(What happened:
-Writing 0% freeze -> battery pull -> RAM clear -> repeat -> unarchive program (11k) -> changed name of executable -> rearchive -> prompt garbage collect -> garbage collect -> now it works )
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« on: July 04, 2012, 08:51:05 pm »
Haha I thought you said you weren't going to enter?
I never said that
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« on: July 04, 2012, 07:46:10 pm »
Ah, competition! * squidgetx goes back to coding
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« on: July 04, 2012, 02:19:36 pm »
Oh, my bad. I saw dx*vy-dy*vx and was like, wait, "cross product magnitude doesn't look like that at all, that looks more like dot product" but then I realized that that's a specialized form for cross product where the z component is 0
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« on: July 04, 2012, 11:03:16 am »
DOUBLE EDIT: what should i do for collision detection? is there a better method than progressional pixel testing?
I use a hackish radial-distance method for collisions in Embers - I pretend every enemy and item exists within a diamond given by distance=distancex+distancey, which is basically a optimal corruption of pythagorean distance=root(dx^2+dy^2). It's not as graphically perfect as using pixel masks but it sure is a hell of a lot faster.
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