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tracegame

Member Since 26 May 2012
Offline Last Active Aug 05 2014 07:50 PM

Topics I've Started

How to achieve some folding paper effect like IOS game Tengami

01 August 2014 - 02:39 AM

This game is interesting at the intro scene,you open a book and there are some folding thing bend with it.
my english is bad,dont know if there is some term for this effect.

what i need is to achieve a plane folding like that.

the foot vertex lay on each of the book page.when close the book gradually,the folding plane fold,when open book,the plane unfold.

the hard part i dont understand is when the folding plane fold,it does not just fold,it seems it rotate toward z axis or someting.is there some fomular to calculate that?

2D game like worm reloaded,how to calculate grenade?

16 April 2014 - 06:52 PM

trying to make such game like worm reloaded.

 

first solved common rocket luncher shoot,this one is easy,just solves equation,pick 0 - 90 degree and cut off collide terration situation.

that's it.

 

but grenade,i have no idea,it seems it can bounce a lot with different velocity.

 

no idea how to calculate grenade.

 

for example such a map.

 

0 means empty

1 means terrain

5 means player and enemy

 

how can i use grenade to attack?

 

 

1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,5,5,0,0,0,0,0,0,0,0,1,
1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,5,5,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,
0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,
0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,
0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
0,5,5,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
0,5,5,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,


how to write a Worms Reloaded AI

14 November 2013 - 09:34 AM

new to the pixel world,i have just read a topic about how to run on pixel terrain.and shoot holes.

i want to write a simple game like Worms Reloaded,but now get no idea how AI works.

 

basicly if i shoot a missile,i solve a parabola equation,and i get the answer.

but the missile may be block by the map terrain by its shape,and different ways to shoot at target.

so i think it's infinite solution,and not effective to loop a lot possible solution and check if they are right solution.

 

guess maybe there is some better idea?


directx9 D3DXMATRIX math problem,not equal

06 February 2013 - 09:24 AM

this is a pretty strange result.

the number displayed seems to be ok.

but with equal operation,it returns false.

i don't know what is going on here.need some help.

 

#include <stdio.h>
#include <d3dx9.h>

int main()
{
	D3DXMATRIX m1,m2,m3,m4;
	D3DXMatrixRotationY(&m1,0.1f);
	D3DXMatrixRotationY(&m2,0.1f);
	m3=m1*m2;
	D3DXMatrixRotationY(&m4,0.2f);

	for(int i=0; i<4; ++i)
	{
		for(int j = 0; j<4; ++j)
		{
			if(m3(i, j) == m4(i, j))
			{
				printf("(%d,%d) equal\n",i,j);
			}
			else
			{
				printf("(%d,%d) not equal!!!!\n",i,j);
				printf("(m3 = %f, m4 = %f) not equal!!!!\n",m3(i,j),m4(i,j));
			}
		}
	}

	return 0;
}

console result

 

(0,0) equal
(0,1) equal
(0,2) not equal!!!!
(m3 = -0.198669, m4 = -0.198669) not equal!!!!
(0,3) equal
(1,0) equal
(1,1) equal
(1,2) equal
(1,3) equal
(2,0) not equal!!!!
(m3 = 0.198669, m4 = 0.198669) not equal!!!!
(2,1) equal
(2,2) equal
(2,3) equal
(3,0) equal
(3,1) equal
(3,2) equal
(3,3) equal

how to simulate plants as Trine 2 performs

26 December 2012 - 08:13 AM

Trine 2 is great,the image,the physic.and i can't help asking.

 

how to achieve that physical plant.

 

when i step over and at the edge,they just bend.when you walk away,they turn back to normal.

 

how can i do such thing?is it possible to simulate in box2d?

 

is it some kind of rigid body or soft body or what?


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