Jump to content

  • Log In with Google      Sign In   
  • Create Account

Banner advertising on our site currently available from just $5!


1. Learn about the promo. 2. Sign up for GDNet+. 3. Set up your advert!


Lactose!

Member Since 16 Oct 2013
Online Last Active Today, 04:32 PM

#5227264 Box2d car accelerator doing wrong , car doesn't accelerate Right

Posted by Lactose! on Yesterday, 03:49 AM

This sounds like a good opportunity to become more proficient at debugging.

 

Try setting a breakpoint where you update the car's position. Inspect the various variables and see if there are some that seem to be other than you (or the functions you use them in) expect.

Then trace those variables further back, to see where they come from.

Repeat until you find the problem.




#5227140 Box2d car accelerator doing wrong , car doesn't accelerate Right

Posted by Lactose! on 04 May 2015 - 08:42 AM

Since it is accelerating, maybe you just need a higher acceleration value? It might be that the scale in Box2d doesn't match the scale in your game -- e.g. 200 units in Box2D might mean 2 pixels per second in your game.




#5227027 Best engine for developing a 2D roguelike

Posted by Lactose! on 03 May 2015 - 04:53 PM

GameMaker has a scripting language (called Game Maker Language, or GML) you can use, which I would guess is more powerful/capable than the drag and drop interface.

I have no experience with it myself, but some quick searches seem to bring up some detailed information on it.

 

That said, Unity and other 3D engines can be used to make 2D stuff just fine. Unity has recently pushed for better 2D capabilities, which you might want to have a look at as well.

Again, no personal experience using this, so I'd recommend researching and testing some alternatives before comitting to any given solution.




#5226495 Random Number Generation

Posted by Lactose! on 30 April 2015 - 07:22 AM


samoth made a suggestion for 512-bit encryption.  Why not 1024- or 2048- or 4096-bit?

Because using 512 is already using a nuke to kill a fly trapped in a tiny box.

At some point you're going to have to realize that more firepower won't make the fly any deader.




#5226330 Random Number Generation

Posted by Lactose! on 29 April 2015 - 01:42 PM


As far as the actual numbers, I guess I never really did the math - I just know that ...

Truthiness




#5226261 Random Number Generation

Posted by Lactose! on 29 April 2015 - 09:03 AM


I do know quite a bit about security, especially cryptography

This just reeks of the Dunning–Kruger effect.

 

Do you honestly believe that whatever data you're transmitting needs to be more secure than (for example) the entire world's financial systems, military secrets or government branches who specialize in this stuff?

If you answer yes, you are either deluded, or you are trolling.




#5226154 Conway's Game of Life

Posted by Lactose! on 28 April 2015 - 03:21 PM


temp = current_board
current_board = next_board
current_board = temp

temp = current_board
current_board = next_board
next_board = temp




#5225694 What's next after knowing how to program?

Posted by Lactose! on 26 April 2015 - 01:31 PM

You might be interested in Handmade Hero.




#5225025 sfml player doesnt seem to move

Posted by Lactose! on 23 April 2015 - 07:45 AM


I put it like that because I wasnt able to load the game with it in the .h file

As I said, you need to use a player that's inside Game somewhere (since we don't want to use filthy globals). This can be either a pointer/reference, or an instance.

If you tried doing that, but got errors with it, you need to post that code, so we can see what you did wrong.




#5225020 sfml player doesnt seem to move

Posted by Lactose! on 23 April 2015 - 07:35 AM

I was using Player player inside the game.h file. It runs once and then i get a weird error which doesn't make sence:

 

dbfa958606e45d5acc1a9fb36a76cb36.png

 

Image doesn't load, but you are incorrect.

 

void Game::OnKeyDown(){
	Player player; //This creates a new instance of the player
	player.OnKeyDown(); //This uses the newly created instance of the player
} //The new instance of the player goes out of scope and is destroyed.


void Game::Draw(sf::RenderWindow &window){
	Player player; //Same as above
	player.Draw(window);
}



#5225013 sfml player doesnt seem to move

Posted by Lactose! on 23 April 2015 - 07:11 AM

You create a new player every time you enter the OnKeyDown function.

Your Game class needs to contain an instance/reference/pointer to a Player.

Currently, you create a new player in both Game::OnKeyDown and Game::Draw, and in both cases your player instance is destroyed upon leaving the function (out of scope).




#5224478 sfml sprite wont draw

Posted by Lactose! on 20 April 2015 - 07:03 AM

You draw in game.Update().

Then you clear the window, probably erasing the stuff you drew inside game.Update().

Then you display the cleared window.

 

As an aside, I would recommend splitting updates from draws, to prevent this kind of thing.




#5223767 Rate my Game Loop

Posted by Lactose! on 16 April 2015 - 01:00 PM

What you want to do is fix your timestep. This ensures your game's simulation behaves identically given the same input, even if frame rates differ. For example, a person with a slow computer vs a person with a super high-end computer.




#5223387 Hi there

Posted by Lactose! on 15 April 2015 - 05:35 AM

Welcome :)




#5219811 How do you motivate yourself for game design?

Posted by Lactose! on 28 March 2015 - 07:56 AM


The person who asks how to be motivated in the first place will never be the person who stays up all night to explore to its fullest his or her algorithm.
End.

The person who mistakes personal opinion and belief with absolute fact will have 17% less purple dreams than other people.

Bus stop.

 

 

Slightly more on topic: your post is falsifiable, since you posit it in absolutes. It is also false. I've had motivational issues and sought assistance with it, while later on sitting up all night with the very same subject.






PARTNERS