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StaticPoof

Member Since 28 Mar 2012
Offline Last Active Feb 20 2015 03:43 PM

Posts I've Made

In Topic: Unity3D: Disable player input but not character movement?

05 January 2015 - 08:41 AM

You might find this useful http://gameprogrammingpatterns.com/state.html

 

It outlines the state design pattern.  Basically you only accept certain inputs when the player is is certain states, i.e. When the player's state is "jumping" and the arrow keys are pressed then the character can move; if the character is in state "air_dash" and the arrow keys are pressed then nothing happens.


In Topic: Lack of Production From Team Members

16 October 2014 - 01:59 PM

Being a CS student myself this has happened plenty of times to me.
 
- Let them know that they have responsibilities to the group, and they have to do their part.  Mention it once, maybe twice, and leave it at that.
- Let your professor know that they didn't do their part (keep minutes for meetings and/or a log of what everyone worked on)
- Do not fall behind. There is a set deadline for when your project needs to be finished.  If they're not working everyone else has to pick up the slack so your group doesn't fall behind.
 
Sorry to hear about the unproductive team members, I feel for ya

In Topic: Simple and straightforward game news channel?

25 August 2014 - 06:55 AM

If you don't mind reading polygon.com, if your looking for videos try rev3games on youtube.


In Topic: Map tiles calculate

11 August 2014 - 06:58 AM

Do you mean the lines should be drawn green instead of red?  if that's the case then you should try to debug your code.  Put a breakpoint here:

if (map.IsValid((ushort)(mapx), (ushort)(mapy)))
{
   b = new byte[] { 0/*Blue*/, 255/*Green*/, 0/*Red*/ , 0/*useless*/ }; //breakpoint here
}

First make sure your this line of code actually runs, if not then you have a problem in your map.IsValid(...) function.  If this line gets run, make sure you're not redrawing over your green lines.


In Topic: Map tiles calculate

08 August 2014 - 12:24 PM

From what I can tell you're incrementing all of your loops by one instead of by the size of your tiles (which makes them all draw on top of each other).  You want to increment by the size of the tile, ie  

for (int dx = 0; dx < size_of_puzzle; dx += size_of_tile_x)
{
   ///logic
}

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