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Analog Owl

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  1. Thanks for the answers! I'm aware of Twitter's ToS and retweet bots don't automatically violate the the rules. 
  2. Hi!   I want to create a twitter app that automatically re-tweets all tweets that have certain words included. I'm not interested in spamming, I just want to be able to follow some stuff on Twitter more easily and not have to do 30 different searches every day. This "bot account" would be very useful to other people I know too.   I've been trying to find out how to get this done, but I only find links to apps that have a monthly fee. Is there a free solution? Is it possible to code something like this myself? The most promising guide I found doesn't work anymore (https://www.krautcomputing.com/blog/2013/11/19/how-to-set-up-automatic-retweeting-using-a-google-apps-script-yahoo-pipes-and-twitterfeed/), as it gives the "Script is using OAuthConfig which has been shut down" message.   Can anyone help with this? Sorry if I'm posting in the wrong forum, feel free to move this message to the right place.   Cheers PM
  3. Hello!   I've been looking for a beginner's tutorial on football physics, but can't seem to find one.   I'm currently trying to find out how the ball slows down after it has been kicked (on the ground). I don't know how to implement the physics in my game.   So, let's say a player kicks the ball with a speed of 100 (just a variable here). How does the ball actually slow down? It's obviously not linear, as in the beginning the ball keeps its speed for quite long and then stops moving fairly fast. I've been reading articles about the physics side, but I can't think of a way to implement the actual slowing down in my game.   Please help me with some pseudo code. Thanks!
  4. I would say that yes, my problems requires angles. I'm sure there's a better way to do all of this, but if someone can help me with the conversion I'm looking for, then at least I know I'll be able to get this feature to my game. Definitely not in the best possible way, but in a way that works for me.   I'm essentially a self-learned rogue programmer, so ultimately I only care about getting things to work, no matter how ugly the code is. I'm also at the moment 100% focused on actually coding my game, so learning new stuff that takes a while to swallow is not in the cards for me right now.   I will definitely later look at some line of sight and field of vision tutorials that were already recommended to me, but now I'd just like to get that one function that does the conversion for me. But naturally I welcome all extra tips that you can give me.
  5. I really suck at trigonometry, so this will be almost like an elementary school level question (hey, I'm a history major who's coding games for fun, what do you expect...).   My game uses 2d tile-based maps and at the moment I'm implementing a casting/shadowing/whatever's the name system so that tiles that aren't visible to the player (ones that are behind objects or walls) are not shown.   I have it otherwise done but I'm stuck with a very simple problem.   Basically what I need is a function that gives me the angle between two points (let's say point A and point B) on the map (I know there's no angle between two points, but you know what I mean). You tell the function the point coordinates x1, y1, x2 and y2 but it's very important that it should then return a value like this:   if Point B is directly above Point A, the function returns 0 (or 360) if Point B is directly on the right side of Point A, the function returns 90 if Point B is directly below Point A, the function returns 180 If Point B is on Point A's left side, it returns 270. (and in other cases it returns a value between these)   In short: I need a function that takes two points on the map (x1, y1, x2, y2) and returns a value that is converted into a number between 0 and 360, so that it follows the style presented above. I know I have to first count the delta values and I'm guessing I need to use Arctan or something, but I'm not sure how to do it and how to then convert the value into this 0-360 system that I'm looking for.   I wouldn't ask you to do my stuff for you, but I know this can be done in seconds when you know what you're doing. A simple function is enough, I'm sure I'll understand it once I see it, but feel free to give some extra pointers along the way.   If you need to use code (which you don't), please use pseudocode   Cheers!   PS. I promise to take a math class this year, if someone helps me.
  6. Thanks to everyone, great and useful answers until now! I'll keep doing research and see what comes out...
  7. Hello!   I'm one of the 1.7 million people currently coding a survival game set in a zombie-infested post-apocalyptic world. I'm thinking of adding some kind of a radio system to the game but unfortunately I don't have any expertise in the field of radio transmissions and frequencies, so I'm looking for some help. I'm not aiming for ultra realism, but it would be nice to make everything at least remotely realistic. Maybe there's a radio amateur lurking in the forum who could give me some pointers.   My idea is that the player can find some kind of a battery-run radio receiver and try to listen to different frequencies. There would be some kind of a "government" frequency, some more local S.O.S. signals etc. and maybe even a rogue radio station of some kind. Being able to hear different signals would depend strongly on player's position and his altitude.   Which set of radio frequencies would likely be used in a situation where the civilization has collapsed? What kind of gadgets and technology would transmitting/receiving require? Any relative information and ideas are much appreciated.   (edit: I'm sorry if this is not the right sub-forum! Feel free to move it.)
  8. Looks quite nice to me! To improve the graphics you should of course add more variation (different trees, stones, bushes etc.) and I'd also recommend trying to add small shadows to your tiles and sprites, this usually makes it look much more professional.
  9. I have uploaded a new gameplay video. The video shows the game's opening cut-scene, which fans of ASCII art might appreciate. :) It also shows the first few minutes of the game. The quality of the video is once again quite poor, sorry about that. I think I chose the wrong rendering preset...   The game engine is now fully completed and the first continent has been fully programmed. I could theoretically release this as a playable demo anytime, but we'll see. At the moment the game has perhaps one hour of gameplay (at least when all the side quests are completed), 11 maps (including two towns, a large forest and the first small dungeon), 11 unique enemies (two boss fights), and something like ~15 small side quests (there will be LOTS of them in the game). I'm creating more content every day and the game is progressing in a steady tempo.   [media]http://www.youtube.com/watch?v=L3Uoh12PIag[/media]
  10. Thanks for the comment!   Everything's custom code as you assumed. As you put it, this kind of RPGs are "done to death", which is exactly why I'm willing to put so much effort into this. In the end that's the only thing that can set my project apart.   That's not so important anyway as I'm doing this just for the fun of it, and I've also had a dream of completing such an RPG for about 15 years. I hope I get it done before the midlife crisis starts kicking in.   Why do I choose to stick with ASCII graphics on an age like this? That's a good question. First of all I'm not a particularly great programmer. Secondly, I'm not good at graphic design, but I also want to do everything myself. I also believe ASCII games never really even made an effort, when it comes to graphics.   It's not my first (and certainly not last!) venture into ASCII graphics. Here's a gameplay vid of a side-scrolling ASCII shooter I was working on a year or two ago. It's actually completely finished and playable, but I never got around publishing it.   [media]http://youtu.be/EO4TVEVeM7w[/media]
  11. Hello!   I'd like to present to you my current project, a console-style freeware RPG with ASCII graphics called Whispers in the Moss. What sets this game apart from other ASCII based games is the graphics. I'm personally not aware of an ASCII game that makes as serious an attempt at really utilizing ASCII's potential and using it as ambitiously as I am doing with WITM. I certainly don't want to brag, but it's no doubt a fact that with ASCII games gameplay usually comes first and the graphics are pretty much the lowest priority. I'm approaching things differently.   The actual game engine is about 95 % completed, so now I'm moving on to the creative process of writing, implementing the story and creating maps, which is of course painfully slow. One symbol on the screen still works as one "tile" in my game, like in most ASCII games, but due to my use of colors, I have at my disposal far over 25,000 unique "tiles", and that's not including dynamic, moving tiles (water, smoke, etc.). I want to add a lot of detail to the maps, so making one simple map from scratch can take anywhere from 4 to 8 hours, and I have to make dozens and dozens of them...   More information on my website at http://www.retrowl.net. I'd also appreciate if fellow game designers would follow me on twitter ([twitter]retrowl[/twitter]), I'll be sure to follow you back.   Here are two gameplay videos showing what the game will look like.   This video shows the battle engine, which is now fully functional. [media]http://www.youtube.com/watch?v=uyO4yKnK6Qk[/media]   Earlier video with a very poor quality (sorry about that), which shows some of the first areas in the game, talking to NPCs, browsing shops and menus etc. The battle engine was not yet finished when this video was made, which is why you'll only see enemies attacking the player and the player not being able to fight back. Also, the lighting effect indoors looks awful in this video, but I've already fixed it. [media]http://www.youtube.com/watch?v=bUk1eQE0wjg[/media]   Cheers!