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mousetail

Member Since 30 Nov 2012
Offline Last Active Today, 04:42 AM

Posts I've Made

In Topic: Simulating Human with Rigid Body Joints

22 April 2016 - 08:26 PM

It would probably be a lot more easy to just bake animations for walking, punching etc. rather than calculating all the torques necessary to do these types of things. The forces involved in just standing up are pretty complex, and you don't want to waste CPU time having your character just stand.

You can use physics simulation when the person is actually at the mercy of physics, like when he is dead, or thrown back or something. That is called rag doll physics, but most games don't bother simulating physics for ordinary tasks.


In Topic: How did you learn making games?

21 April 2016 - 04:34 AM

I learned game-making about 8 years ago, so I hope my perspective is usefull to you.

What was the language you used first?

At first, I used both python and scratch (about the same time).

How much time did it take to learn?

I wouldn't say I ever finished learning. I might have gotten a little bit better, but I still allways start on projects that are too hard for me. But in your scale, a reasonable mastery to understand the features, maybe 3 years for python, 1/2 years for scratch.

Did other people like your first game?

My first game that I "Published" was a horrible horrible snake game clone. My dad was the only person who would come close enough to play it, and I don't believe he enjoyed it very much. I did upload it to google code, but I probably shouldn't have.

Are you still making games?

I am balancing them among my many hobbies.


In Topic: Displaying Text on The screen for a certain amount of time

24 February 2016 - 05:01 AM

You could do something like this:

while (time < timeWhenTextShouldDissapear){
    g.drawString(...)
}

Just update timeWhenTextShouldDissapear whenever you need the text to appear.


In Topic: Instance duplication during saving

10 January 2016 - 05:31 AM

What you probably need to do is have one file for each level, and then one file for shared objects. I am not sure if I understand what you are saying, but as I understand it, you are storing a copy of shared objects in every level file. Like you say, this can lead to many bugs since older versions of shared objects can exist, and some objects could have references to them. Your process for loading a game would look something like this in psuedocode:

load StaticObjects;
level=staticObjects.currentLevel;
load level;
StaticObjects.player.location=level;

The players reference to the dungeon needs to be nullified before serializing, so the serialized won't accidentally serialize the dungeon with the level. The value is likely to change anyway after loading a new level. For switching level, it would work like this:

StaticObjects.player.location=null;
save level;
load newLevel;
StaticObjects.player.location=newLevel;

the process for saving the entire game is very similar, just make sure you reload your files in the right order.

 

I hope this helps.


In Topic: pygame - jerky movement in general

09 November 2015 - 06:31 AM

There is a function Clock.tick_busy_loop() which is more accurate then Clock.tick() you could try that.


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