codingnoobie

Members
  • Content count

    4
  • Joined

  • Last visited

Community Reputation

109 Neutral

About codingnoobie

  • Rank
    Newbie
  1. Video of Attack and Defend Progress...

    Pretty, cool, stuff.
  2. Player Acceleration

    @Bacterius I think so. What you are saying is *time isn't necessary because it's already there as it's updated every set interval, right? I tested it out, and I'm happy to see it working. @BeerNutts I wanted to use float but I didn't know how big is 1f in comparison to 1 pixel so, I used integers and doubles, for now. :-P I plugged this in as gravity: double gravity=980/360; (converting at 1m=100pixels, and 60 delta = second) I made the heroYspeed decrease in value when key.space is inputted, so that he jumps with deceleration and falls with acceleration. [img]http://public.gamedev.net//public/style_emoticons/default/rolleyes.gif[/img] I want to tweak the values around a bit, but I think I will move on to horizontal movement and friction. Khan academy, maybe?
  3. Player Acceleration

    I looked into it, messed around with delta again, and I set the fps to 60 and I could finally got it working, kind of. Below is the code that I got working. public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException{ // unit = ms? counter += delta; heroYspeed+=gravity*counter; heroY+=heroYspeed; if (heroY>=440){ counter=0; heroYspeed=0; Input input= gc.getInput(); if(input.isKeyDown(Input.KEY_UP)){ heroY=0; } } I know I didn't use heroY += heroYspeed * time; but the character disappears when I use that code. It made sense that velocity * time would be distance and I wanted it to work, but I'm tired from wrapping my head around a few concepts, ha, ha.... (I spend some time in khan academy, and exercising my brain ) I also want to find out about the relationship between delta, fps and update time. It's vague to me right now.
  4. Player Acceleration

    I've been trying to implement a simple acceleration for a character you can control, but for the life of me I cannot quite grasp it. :/ I know the equation, acceleration = velocity/time, gravity = -9.8m/s^2 but how can you implement time? for vertical movement int playerY; int playerYvelocity= gravity * time? int gravity = -10; public void update(){ playerY += playerYvelocity; } Hmmmmm. Hmmmmm.[img]http://public.gamedev.net//public/style_emoticons/default/dry.png[/img]
  5. freeaks' Code

    I messed around a bit with freeaks code for a platformer. It was pretty satifying to see it working. I don't fully understand how it works, and it doesn't have any gravity yet. Well, problems for another day.
  6. Hero Emerges

    I made a test screen where one hero follows the mouse, the other follows the keyboard input, and the last one just stands there. I gotta figure out the platforming part, and how to get hero to damage the boss. Well, I will get back to you, developers! p.s. Slick is awesome.
  7. A Start :D

    I set myself to make a simple platformer game with a boss fight, and I made a screen today with Slick. Well, peace out, and see you later. :-D
  8. swf file uploaded pt 2.

    Nice movie, man. I'm excited to see how you will progress with this.
  9. I wanted to have somewhere that I can log my progress and get some feedback. Synopsis(?): Protagonist walks along a path, encounters a boss who's subsequently killed. Victory for all. Ok, I will get on it.