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lask1

Member Since 09 Jun 2011
Offline Last Active Yesterday, 02:27 PM

Posts I've Made

In Topic: Question about saved games

13 March 2015 - 02:51 PM

And you shouldn't worry about it anyway - unless you're making an online game, who cares if the player gives themselves a bajillion health?

Exactly and at that point you would be storing your saved data in database.

 

There are many ways to save data and from the sounds of it you are a beginner. Saving to a text file is a good place to start. Even though saving to a text file is expensive, if you are not making a huge AAA game then it really shouldn't matter.

 

Might also be worth looking into different text data formats like json and xml.


In Topic: Run game only through a launcher

15 January 2015 - 11:33 PM

Have a secret key passed through command line while but have the key be a hash of a string for something that changes...Time works. Adds a tiny bit of extra security. It's simple too which is nice if you don't want to spend much time on it.

Edit: You could use what day and hour it is maybe even the first digit of the minutes and if you are close to the time the key switches then the launcher could wait a second for the key to switch over before launching.


In Topic: Finer grained controls

15 January 2015 - 11:23 PM

Your movement needs to take into account your framerate.  You want to normalize movement to a "per-second" value rather than a "per-frame" value.  This should be as simple as multiplying by the time since the last frame (and dividing by some constant of course).

This isn't normally what I would attribute to "sluggishness", but it's what I suspect the problem is here.

I agree with SeraphLance,

 

This sounds like the problem you are having. If the game is updating inconsistently then the controls will too. You need to multiply the values of how much the mouse moved by the delta-time between each frame.

 

Cheers!


In Topic: Line intersection algorithm?

23 November 2014 - 01:14 AM

There's actually a way easier way of doing a line intersection test in 2D, and it's probably better if you're coding in Javascript since JS needs all the speedup it can get. There's a line-line intersection test section in the article below. Let me know if this helps.

 

http://www.gamedev.net/page/resources/_/technical/math-and-physics/advanced-intersection-test-methods-r3536 

 

I would take a look at something like this. Not like it would have to be a line for line port.


In Topic: Mac or PC - Really, this is a programming question.

26 October 2014 - 07:34 PM

I develop on Mac and Windows. I have my desktop running Windows with Netbeans and my Mac running OSX with xCode. I am developing multi-platform technologies so I believe that it makes sense to jump around as much as I do. I am dual boot on my Windows machine with Linux(Ubuntu).

 

I guess I mainly develop on my Mac but meh, it really doesn't matter. I mean in the end I am writing the same code.


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