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Member Since 29 Mar 2011
Offline Last Active Jan 05 2015 08:31 PM

Posts I've Made

In Topic: Doing a 24-hour gaming marathon.

28 June 2013 - 10:21 AM

Well I think I have all my stuff in place. I'm going to do some final warmups before doing a small early sleep. I'm planning on running it from 8pm EST till at least 2pm the next day, but hopefully 8pm depending on how well it goes to that point :) It's going to be Essial on twitch. Hopefully I'll get some help and so that there isn't too much Fun early on.

In Topic: Doing a 24-hour gaming marathon.

27 June 2013 - 10:13 PM

Any health concerns from this kind of thing are probably the kind that build up over time like repetitive stress injuries unless you spike your body with grams of caffeine. Sitting down for 24 hours is not a massive health risk.


I agree with the suggestions above, like take breaks every hour (at least two minutes, so you can rest your eyes by focusing on objects at varying distances). Movement is also good. If you want more gaming in your marathon session it might be fun to do a variation on Turing chess, especially since DF will progress in real time. Make sure to stretch your arms, wrists, and fingers at regular intervals and don't go straight from sitting to a strenuous activity without warming up a bit.


Avoid caffeine; in high doses it can have pretty negative effects. In any dose it will dehydrate you, which along with sitting and repetitive motion can give you muscle cramps and spasms. It can also exacerbate any heart or circulatory troubles you might have, even if you aren't currently aware of any. The same is true of energy drinks Gatorade isn't much better than any other sugary drink if you're not sweating for >30 minutes, but won't hurt you.


For food, go easy on salty items and be careful not to overeat.


Thanks, now I'm not so worried. I think my best bet is to get some in-place jogging and running in during my short per-hour breaks. With DF I can typically leave it running anyway as it'l pause on a major event. Going to be hard to lay off the caffeine though, I may mix it up with some water. And for food I'm just going to make some turkey sandwiches and some goldfish :)


With so much media sensationalism it's hard to separate fact from news sometimes.

In Topic: Direct2D Image Rendering

15 June 2013 - 07:41 PM


Totally unrelated to Direct2D, but it helped me find what I was really looking for:



So thanks :D

In Topic: Comments on level design?

23 January 2013 - 04:58 PM

Milcho: That's basically my solution, only instead of moving the physical body i'll just have a sensor that checks for collision 1 pixel underneath. Thanks again for all the responses! I'll post an update in the next week or two - until then I'll just spam the twitters with updates as usual :)

In Topic: Comments on level design?

23 January 2013 - 05:04 AM

I have to get to my day job for the next 10 hours but I'll at least answer the 'jumping' bit. Players always have gravity applied to them via the physics engine, so they are indeed 'held down' to ~something~ by default. There is no "floor" technically. Whenever you jump, it does pulse a linear velocity upwards to cause a jump; the arc of the jump is fine (holding doesn't produce infinite jump), the issue is pressing jump AGAIN (causing the just to re-apply). I do get hit events, but there are some catches. I cannot simply say 'am i colliding with something" because if I did, wall jumps would work, as would "ceiling jumping". I can't go by vertical momentum because vertical platforms adjust this by pushing the player up or letting them fall - plus there is a point in the player's jump that "appears" to be stopped (at the peak), which allowed for a double jump.


My solution will be to place a collision sensor at the very bottom center of the character, I just haven't done it yet.


And  for the column, I'll let my artist know about that; thanks Krohm!