I just wanted to share our casual game that is available for android.
Description: Fight your way from the ravenous plant monster for survival through flips. The rules are simple, drag and release your phone screen. Improve your skills and show it to your friends with the games quirky ranks. Select an array of characters using the orb you acquire throughout the game.
Hello fellow devs!
Once again I started working on an 2D adventure game and right now I'm doing the character-movement/animation. I'm not a big math guy and I was happy about my solution, but soon I realized that it's flawed.
My player has 5 walking-animations, mirrored for the left side: up, upright, right, downright, down. With the atan2 function I get the angle between player and destination. To get an index from 0 to 4, I divide PI by 5 and see how many times it goes into the player-destination angle.
angle = atan2(destination.x - player.x, destination.y - player.y) //swapped y and x to get mirrored angle around the y axis
index = (int) (angle / (PI / 5));
PlayAnimation(index); //0 = up, 1 = up_right, 2 = right, 3 = down_right, 4 = down
Besides the fact that when angle is equal to PI it produces an index of 5, this works like a charm. Or at least I thought so at first. When I tested it, I realized that the up and down animation is playing more often than the others, which is pretty logical, since they have double the angle.
What I'm trying to achieve is something like this, but with equal angles, so that up and down has the same range as all other directions.
I can't get my head around it. Any suggestions? Is the whole approach doomed?
Can anyone point me into good direction how to resolve this?
I have flat mesh made from many quads (size 1x1 each) each split into 2 triangles. (made procedural)
What i want to achieve is : "merge" small quads into bigger ones (show on picture 01), English is not my mother language and my search got no result... maybe i just form question wrong.
i have array where i store "map" information, for now i'm looking for blobs of same value in it -> and then for each position i create 1 quad. and on end create mesh from all.
is there any good algorithm for creating mesh between random points on same plane? less triangles better. Or "de-tesselate" this to bigger/less triangles/quads?
Also i would like to find "edges" and create "faces" between edge points (picture 02 shows what i want to achieve).
No need for whole code, just if someone can point me in good direction would be nice.
I have limited programming experience in C++, but have always had a passion for games. Where do I start? I have a rough idea of the type of game I want to develop and am ready to commit the time necessary to learn new languages. Are mobile games too difficult to begin with? Should I begin learning the basics of keyboard controls before attempting touch screens? I would appreciate any input or advice!