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EduardoMoura

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  1. Duas horas para meter um botão a funcionar??? LOOOOOL
  2. QUem quer ir comigo para a barra apanhar banhos de sol? ;)
  3. Ok, I going to help you a bit more:   Lets say what do you want your object to do? Your behaviour is something like this   Are we moving down? { Move down If we are above 200, you want to make it move up. (Hint: State Change) } else{ Move Up If we are below 0, you want to make it move Down. (Hint: State Change) }  
  4. I will give you another hint, you need a state for your object, that defines what it is doing ( moving Up or Down)
  5. <p>Well, pathfinding you have the A* (read A star) pathfinding algorithm.</p> <p>The concept is simple, you have your map nodes (tiles). And you try to find the perfect path to move toward the desired node by moving toward the desired location.</p> <p>&nbsp;</p> <p>This tutorial series have good info:</p> <p>&nbsp;</p> <p><a href="http://xnatd.blogspot.pt/2011/06/pathfinding-tutorial-part-1.html">PathFinding for XNA</a></p> <p>&nbsp;</p> <p>&nbsp;</p> <p>Also by a general search here on gamedev you will get loads of information on the subject.</p>
  6. Yckx you just resumed my coding life!   I have been looking for a piece of code I wrote about 8 years ago, and I am still trying to figure out what the hell was I thinking when doing that. Don't do the same mistakes, if you do change, comment through fully, you never know when you will need to revisit your old code. And believe me, sometimes when I am really sleepy or tired I code extraordinary things that work, do what is supposed, but I have no idea why.    So unless this really is your bottleneck (which I doubt), don't really bother trying to optimize the code.
  7. To tell the truth I would refrain from using a complex game engine to grasp concepts, Game Maker is fine for that, visual scripting and all. After that, go with language For starts pick a language and read about it, syntax and do general purposes exercices to learn how to do some basic stuff, after that pick a simple project and try to create your own little text game, and evolve from there. Thats what I did, kinda.   Well, not as advertising or anything but I am writting a small series in Game Programming Basics and Concepts, right now I only explained a Game Loop, I am not actually teaching how to code, but the concepts behind it. I may not be a professional, and some of my ideas might not be very correct, but that's the way I understood and the way I am trying to make people understand  this stuff. So you might enjoy reading those light posts on my blog and might learn a few things. Currently there is not much info, but I usually write a article each two to three days. Anyway....
  8. Hum, the best thing that comes to my mind is actually game maker , you can create pretty complex things with the event system, and it could be use to teach a few programming techniques and concepts, loops and other stuff like that.   I think pretty much every single program that has a event system would probably do the trick, you just have to prepare yourself well to be able to teach it correctly and in a fun way :).   Also, GM has one plus of being able to code in  Cish like syntax, so you might be able to jump from events to the Game Maker Language if things go amazingly well :)     Best of luck 
  9. I have implemented a quadtree A* pathfinding, and it massively speed up the algorithm, so I advise you to do the same. Just create a quadtree representation of your map and use it to generate the A* Paths, you will end up with less  nodes, and in the worse case with the same as you have now. (and you would really have to make on purpose to get the that kind of complexion). Search how AOE II did they parthfinding, I remember reading a article about it that helped me to create my own.
  10. Well one thing is for sure all the combat is just a mathematical formula in one way or the other, so you will use equations. The variables on those equation are what you need to define.     So here are some ideas, Attack direction, Flanking  and ambushing.   Flanking is obvious, give advantage to the troops that flanks the others. Ambush is  great way to use terrain and other features, if the enemie ambushs you, you could make the defender troop panick spread and lose morale.   Terrain height is great to give advantage to ranged attackers, the higher the terrain the better to certain limit or something. Traps though the terrain is great, making you able to create murdor holes, landslides and other dynamic features are also good points.   Squad positioning also could take relevant input, if you go straight on with your melee warriors vs a group of ranged, while on range the melee would have advantage, maybe breaking the ranged units formation, no one would stand there to die In a field where you have a bow and knight is right next to you. So you could make units behave more human like, fleeing and etc.   This gives chance to another aspect, make the player be able to set up unit tactics. Like attak while the melee are not on range, once they get near, fallback and move the infantary forward.  Simple commands like that could create a great combat experience. You could have each squad be lead by a General, an depending on the experience of the general be able to setup a larger queue of tactics.    This way, all battles would be defined by tactics, and the sheer number of units won't be enought to take a good player that knows how to use the terrain and their generals.   Another idea that could be implemented is in the range wepon department, make the units go out of ammo, and need to reload (a few time without attacking, or going to get ammo), this would make players that know how to play to make the enemy use their ammo first, and attack while a opening is done. Or maybe the attacker could wait till the right time to call their ranged reinforcements and caught a player out of position.
  11. Just few tips, a triangle has 3 vertices a square has 4 at least (you may need more). Find where you declare vertices,   You will need a switch to check if you are in square mode or triangle mode, and to a way to change that switch at runtime. (By switch I mean a Bool variable, True, False)
  12. You need to check if the collision is happening below, or to the sides of the player. 
  13. Hum, so should I go with sensors then? with sensor I can do any loops, any slopes whatever, I just feel that for a "general" aproach using SAT its a bit hacky. I am thinking in checking the slope angle with the terrain normal, but I am not sure how to go about it.    For the physics part  its just moving the player in Xspeed * Cos and in the Y its Sin or something like that, so it ould follow the terrain slope.     I guess I am bit "noob" in using Sat to do platformers, since I can seem to find a way to physics without sensors.
  14. It does it ok, but I trying to figure out  how to do it "correctly", yeah I was talking about loops and any angle slopes. I can do it "exactly" like sonic but I use a a lot of sensors and I don't think it feels ok (its not the correct way).  I am actually thinking on how to do the algorithm, I have no "really physics applied  just a way to detect correct collision with the info I stated, I want to see if someone has  a better idea than those of the sensors.
  15. Well, first of all I have done this in different ways but right now I am trying to implement it with SAT. Before I start let me set two points clear:   Separating Axis Algorithm is working flawless, both Swept method (TOI etc)and Discrete(Normal MTV) (I have written a article on it, with a tutorial , soon to be posted for all to use/read) I can implement this in a hacky way with a crap ton of sensors around the player., by this I mean around 8.   So my question is, if I wanted to implement a movement like in the sonic Hedgehogs games for genesis using SAT how you go about it?   I have done this before with using sensors around the player to calculate slopes and all the other collisions, I could do it like this again, but I feel this way is hacky, I mean, using SAT I get somewhat a simplified 3D collision system, meaning I have access to normal of the polygons, their vertices, MTV, estimated time of impact, estimated time the polygon will leave (think bullets), etc.     I though of using the normal of the polygon the character is standing but it doesn't seem to want to work decently. I guess I want to find a aproach without using a sensor for each direction, bot, top, left,right angle, main.   So even if you don't know how to handle slopes like sonic does, SAT collision how would you do it in a simple movement way without using sensors, but still getting enough info to know where the collision is and stuff like that (This might trigger some ideas on my side, sinse I already know how to do this, your way might make see another perspective anyway).    Any insights would be greatly appreciated...   Sincerely Morphex.