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Member Since 17 Dec 2008
Offline Last Active Dec 02 2011 09:45 AM

Posts I've Made

In Topic: Thinking about making video games, where do I start?

02 December 2011 - 03:07 AM

Last question: should I start out with a simple game development program like Gamemaker?

Just my two pence, I started games programming with C++ and Allegro (a 2D library, probably dead now) and made a load of rubbish 2D games to get my feet wet and I'd thoroughly recommend this approach!


In Topic: Collision Detection for surround walls. Please help!

02 December 2011 - 02:46 AM

The approach I always take for tilebased collision detection is as follows:

for every tile which is near to bomberman
if( bombermans x position is less than the tile x position + width / 2 and bombermans x position is greater than the tile x position - width / 2)
if( bombermans y position is less than the tile y position + width / 2 and bombermans y position is greater than the tile y position - width / 2)
return true; //a collision has happened

return false;

Then call that every time a direction key is pressed to allow or deny bomberman's movement.

but I really am a novice gamedev, so there are probably better ways!

Good luck!

In Topic: global config file access for a game?

07 October 2011 - 02:37 AM

Thanks a lot for that mighty answer! That's explained everything perfectly. I didn't even consider that members in a static class could be instantiated..!

Thanks for taking the time for such a comprehensive answer =)

And thanks for answering too Krez, although I actually need to be able to continually grab data out of the global-config-thing, so saving the data in vars before the game loop starts is a no go.

A very happy Ollie.

In Topic: Rotate object to "follow" another object?

29 April 2011 - 08:00 AM

Cheers for the suggestion Nanoha, that's definitely something I'll look into aswell.

This is turning out to be an awesome little project now! Only things I regret so far are using immediate mode OpenGL and using some crazy transformations at random points in my code, so now it's all a little bit messy/difficult to maintain =/

Cheers for the help guys!


In Topic: Rotate object to "follow" another object?

29 April 2011 - 02:48 AM


That's extremely helpful, thankyou. I'll put some code together in a while and let you know if it works out!

As an aside, you mentioned a facing vector; would this be in a similar format to the "up" vector used in a lot of camera classes (i.e it's going to start by facing the positive Z axis, so my facing vector would start with some thing like vec3(0,0,1) then obviously multiplied by the current rotation..)?

Other than that it all seems pretty clear, thankyou! (although I am now a bit ashamed of my poor maths skills!)

And Dehebo, good suggestion thanks man; I'll definitely put that in.

Cheers for the suggestions!