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Retro Owl

Member Since 08 Feb 2013
Offline Last Active Jul 29 2014 01:22 PM

Topics I've Started

Football (soccer) physics

21 July 2014 - 12:16 PM

Hello!

 

I've been looking for a beginner's tutorial on football physics, but can't seem to find one.

 

I'm currently trying to find out how the ball slows down after it has been kicked (on the ground). I don't know how to implement the physics in my game.

 

So, let's say a player kicks the ball with a speed of 100 (just a variable here). How does the ball actually slow down? It's obviously not linear, as in the beginning the ball keeps its speed for quite long and then stops moving fairly fast. I've been reading articles about the physics side, but I can't think of a way to implement the actual slowing down in my game.

 

Please help me with some pseudo code. Thanks!


Simple beginner question (arctan, 2d angle stuff)

11 January 2014 - 01:41 PM

I really suck at trigonometry, so this will be almost like an elementary school level question (hey, I'm a history major who's coding games for fun, what do you expect...).

 

My game uses 2d tile-based maps and at the moment I'm implementing a casting/shadowing/whatever's the name system so that tiles that aren't visible to the player (ones that are behind objects or walls) are not shown.

 

I have it otherwise done but I'm stuck with a very simple problem.

 

Basically what I need is a function that gives me the angle between two points (let's say point A and point B) on the map (I know there's no angle between two points, but you know what I mean). You tell the function the point coordinates x1, y1, x2 and y2 but it's very important that it should then return a value like this:

 

if Point B is directly above Point A, the function returns 0 (or 360)

if Point B is directly on the right side of Point A, the function returns 90

if Point B is directly below Point A, the function returns 180

If Point B is on Point A's left side, it returns 270.

(and in other cases it returns a value between these)

 

In short: I need a function that takes two points on the map (x1, y1, x2, y2) and returns a value that is converted into a number between 0 and 360, so that it follows the style presented above. I know I have to first count the delta values and I'm guessing I need to use Arctan or something, but I'm not sure how to do it and how to then convert the value into this 0-360 system that I'm looking for.

 

I wouldn't ask you to do my stuff for you, but I know this can be done in seconds when you know what you're doing. A simple function is enough, I'm sure I'll understand it once I see it, but feel free to give some extra pointers along the way.

 

If you need to use code (which you don't), please use pseudocode

 

Cheers!

 

PS. I promise to take a math class this year, if someone helps me.


Radio in a post-apocalyptic world

15 July 2013 - 05:27 PM

Hello!

 

I'm one of the 1.7 million people currently coding a survival game set in a zombie-infested post-apocalyptic world. I'm thinking of adding some kind of a radio system to the game but unfortunately I don't have any expertise in the field of radio transmissions and frequencies, so I'm looking for some help. I'm not aiming for ultra realism, but it would be nice to make everything at least remotely realistic. Maybe there's a radio amateur lurking in the forum who could give me some pointers.

 

My idea is that the player can find some kind of a battery-run radio receiver and try to listen to different frequencies. There would be some kind of a "government" frequency, some more local S.O.S. signals etc. and maybe even a rogue radio station of some kind. Being able to hear different signals would depend strongly on player's position and his altitude.

 

Which set of radio frequencies would likely be used in a situation where the civilization has collapsed? What kind of gadgets and technology would transmitting/receiving require? Any relative information and ideas are much appreciated.

 

(edit: I'm sorry if this is not the right sub-forum! Feel free to move it.)


Whispers in the Moss: the ASCII RPG

12 February 2013 - 06:55 AM

Hello!

 

I'd like to present to you my current project, a console-style freeware RPG with ASCII graphics called Whispers in the Moss. What sets this game apart from other ASCII based games is the graphics. I'm personally not aware of an ASCII game that makes as serious an attempt at really utilizing ASCII's potential and using it as ambitiously as I am doing with WITM. I certainly don't want to brag, but it's no doubt a fact that with ASCII games gameplay usually comes first and the graphics are pretty much the lowest priority. I'm approaching things differently.

 

The actual game engine is about 95 % completed, so now I'm moving on to the creative process of writing, implementing the story and creating maps, which is of course painfully slow. One symbol on the screen still works as one "tile" in my game, like in most ASCII games, but due to my use of colors, I have at my disposal far over 25,000 unique "tiles", and that's not including dynamic, moving tiles (water, smoke, etc.). I want to add a lot of detail to the maps, so making one simple map from scratch can take anywhere from 4 to 8 hours, and I have to make dozens and dozens of them...

 

More information on my website at http://www.retrowl.net. I'd also appreciate if fellow game designers would follow me on twitter (@retrowl), I'll be sure to follow you back.

 

Here are two gameplay videos showing what the game will look like.

 

This video shows the battle engine, which is now fully functional.

 

Earlier video with a very poor quality (sorry about that), which shows some of the first areas in the game, talking to NPCs, browsing shops and menus etc. The battle engine was not yet finished when this video was made, which is why you'll only see enemies attacking the player and the player not being able to fight back. Also, the lighting effect indoors looks awful in this video, but I've already fixed it.

 

Cheers!


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