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About AndreasHeydeck

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  1. Duuuu gaaaamlaa du friiiiiiaaaa.. Grrrrrattis Sverige, på din dag!
  2. Känner jag någon i karlskogaområdet som har pompoms?
  3. AndreasHeydeck

    Help me name my game!

    [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][background=rgb(250, 251, 252)]"Big Huge Evil Company Inc" sounds good. Except that its really not an evil company! =)[/background] [/font] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][background=rgb(250, 251, 252)]"Contact Center"... i really like that idea. Its not too google friendly though... maybe along the lines of "Contact Center: The Game" or something like that?[/background] [/font] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][background=rgb(250, 251, 252)]Any more bids? =)[/background] [/font]
  4. AndreasHeydeck

    Help me name my game!

    Thanks! Well, they're IT staff.. and its difficult to make a simplified visual representation of fixing a computer that's broken down. I thought it would be funny if they'd just come over and start kicking the computer 'til it worked again! =)
  5. AndreasHeydeck

    Help me name my game!

    Hey all! I've been developing a game to enter into dream build play this year. Im getting quite close to finish, which i have to since submission ends for dbp on tuesday. Only problem is, im having real problems finding a good name for my game. I've always called it SimCom but i should have researched that better because i just found a company named that. I Anyways, the game is a contact-center-tycoon-type of game. The objective is to build your company and hire different classes of employees to take care of most things happening in a contact center, and to hit performance targets on your client contracts. So, macro management aswell as micromanagement. A video showing a bit of the simulation part of the game can be found here: So, anyways, if you have a name instantly popping in your head, please, share it! =) Thanks!
  6. AndreasHeydeck

    2d flight maths

    I think i wasnt really clear with what the problem is. Having my character going in a ballistic flight path with gravity and force from the cannon isnt a problem. The problem is to add/cancel the forces when i change my characters angle. So to stear up, the lift causes the forward speed to decrease and lift to increase, up to that sertain point when no more lift can be created and therefore falling down.
  7. AndreasHeydeck

    2d flight maths

    I tried ; [font="Consolas"][font="Consolas"]Velocity -= new Vector2(0,1); Position += Velocity; But it dosnt really work, since i set the velocity in the angle of my character in each update. Ive been trying to add the gravitation to the calculation, without success. Am i embarking on the wrong trail with that function, or can it be solved? [/font][/font]
  8. AndreasHeydeck

    2d flight maths

    Hi, First post in here i think. I was wondering if anyone could help me. Math isnt really my strong side, and ive been annoyed by one problem for a couple of days now. Ive been reading up on lift coefficients and so on, but 100% realism is not necessary. I have a character, in a cannon. Launching is: [font="Consolas"][color="#2b91af"][font="Consolas"][color="#2b91af"][font="Consolas"][color="#2b91af"]Vector2[/font][/font][/font][font="Consolas"][font="Consolas"] Velocity[/font][/font][font="Consolas"][font="Consolas"]; Velocity.X = ([/font][/font][font="Consolas"][color="#0000ff"][font="Consolas"][color="#0000ff"][font="Consolas"][color="#0000ff"]float[/font][/font][/font][font="Consolas"][font="Consolas"])[/font][/font][font="Consolas"][color="#2b91af"][font="Consolas"][color="#2b91af"][font="Consolas"][color="#2b91af"]Math[/font][/font][/font][font="Consolas"][font="Consolas"].Cos(angle) * length; Velocity.Y = ([/font][/font][font="Consolas"][color="#0000ff"][font="Consolas"][color="#0000ff"][font="Consolas"][color="#0000ff"]float[/font][/font][/font][font="Consolas"][font="Consolas"])[/font][/font][font="Consolas"][color="#2b91af"][font="Consolas"][color="#2b91af"][font="Consolas"][color="#2b91af"]Math[/font][/font][/font][font="Consolas"][font="Consolas"].Sin(angle) * length; Every update im doing; [font="Consolas"][font="Consolas"]Velocity = [/font][/font][font="Consolas"][color="#2b91af"][font="Consolas"][color="#2b91af"][font="Consolas"][color="#2b91af"]Vector2[/font][/font][/font][font="Consolas"][font="Consolas"].Multiply(AngleToV2(Angle, Velocity.Length()), 0.995f); [font="Consolas"][font="Consolas"]Position += Velocity;[/font][/font] All of this looks and feels good as long as there is no gravity in the picture, but i need to get it in there somehow, and im having real difficulties with this. Can anybody give me a break here? Thanks in advance![/font][/font][/font][/font]
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