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xinfinite33

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About xinfinite33

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  1. xinfinite33

    2D Arcade Fighter Game

    Hello aanthonyz1   I've also been thinking about how to handle collision detection in fighting games, so I did some research about it and I found some pretty cool results. Some games use the pixel perfect approach as DpakoH mentioned, But there are others who use a collection of "Hit Boxes" for each frame of animation. The fighting game Skullgirls uses the Hitbox method. Here is a link so you can get an idea of how it works.   http://wiki.shoryuken.com/Skullgirls/Hit_Box_Ref   While hitbox detection is most often faster than pixel perfect collision detection, you have to manually create the hitboxes for every single frame ,of every single animation and for every single character in your game, while the pixel perfect method only needs the image data. But in my opinion I think hitbox detection is the way to go. It makes it very easy to specify which parts of your character are Hurt areas (Areas that can be hit by attacks, such as the torso, head ,etc.), and which areas are Attack areas (Areas used in attacking, such as, fists, legs, weapons, etc.). Though the downside is that it will most likely be tedious to set up, unless you make some kind of external program to make editing the hitboxes for your characters easier. But then again the same thing could be done with pixel perfect collision detection if you use a separate set of images along with the original image data that specifies the hurt and attack areas. For example you could color the hurt areas blue and the attack areas red. Then when you do the collision detection, you just get the color of the pixels that are colliding and determine if its a successful hit or not. But this would make your game take up more space due to the extra image data.
  2. xinfinite33

    Custom window GUI system

    so far you guys are only pointing me to libraries. are there really no tutorials / discussions on how to go about creating your own GUI system? id rather learn the basic idea on how they work and then design around that because if i ever decide to use another language for a project and need a GUI system, i can have enough knowledge to create a fairly basic one, then if i need more advanced features that i cannot create myself, then id use a GUI library. i just need an understanding of how a system would be structured, so i could add on the individual tools such as the buttons, checkboxes,sliders etc. myself.
  3. xinfinite33

    Custom window GUI system

    im using C++ and SFML
  4. hello everyone! I made a simple game and I came across a problem, editing levels. I made my game so that it stores the level data in text files, so levels have to be built manually by directly editing the text file, this was rather tedious so i started working on a level editor and I'm having one problem, the GUI. I would like to  create a GUI system that can create windows with buttons, sliders, check-boxes, etc. and I've been trying out different methods but its harder than I thought it would be. I don't want the GUI code to be platform specific so I chose not to use third party libraries. can someone give me an idea of how a GUI system should be structured or point me to some articles/tutorials about the subject? any help at all would be greatly appreciated.
  5. xinfinite33

    smoothed lines

    ive been trying to find a way to take a set of points and draw a "smoothed" line that passes through all the points. i tried bezier curves and they do a good job at smoothing the line, but the line doesn't pass through the points,it passes between them. so is there a simple algorithm i can use so that the line will actually pass though all of the points but at the same time make it so that the line is smooth and not rigid?
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