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cossie

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  1. Hi folks,   Sorry if this is in the wrong place, but none of the other forums seemed suitable for my question.   I'm emigrating from Ireland to Singapore soon, I'm predominantly a hobbyist game developer, I attend plenty of indie game events (jams, meetups etc) and I'd like to do the same when I move not only to continue my hobby but to make new friends/contacts and so forth.   I haven't really been able to find much online through Google searches about forums for game developers in Singapore. The majority of my searches return DigiPen SG, Unity or iOS programming courses in various universities and some game company websites. I'm going to send them emails today to ask them the same questions.   But I'd really appreciate if anyone could point me in the right direction for a forum / google group etc that perhaps I haven't searched for properly.    Thanks
  2. [quote name='pothb' timestamp='1295798175' post='4763451'] colors bleeeeeeed. you should probably go for a grey screen rather than a red one. Eyes hurt after a while. [/quote] Thanks for playing pothb. I found it hard to pick a good colour scheme so just went with straight forward red, green, blue, yellow and some black. I would like to try different colours, and see what difference it makes.
  3. [quote name='typedef struct' timestamp='1295387108' post='4760909'] Cool. Up and down arrows scroll the page though. Returning false from the keydown handler might do it (I forget, I use jQuery's preventDefault function). Decreasing the update rate from 300 to 200 would probably help with the controls and not be too difficult. Anyways, grats! [/quote] Thanks for playing the game and for the code tips typedef struct [img]http://public.gamedev.net/public/style_emoticons/default/smile.gif[/img] I was learning JavaScript as I was going so there are probably a few things that need changing but I'd no idea that up / down were causing the page to scroll.
  4. [quote name='VildNinja' timestamp='1295353653' post='4760662'] Pretty nice game Good to see people are using HTML5 for games! Worked fine here (Ubuntu + Chrome) Some times the controls was a little delayed, which is a quite crucial flaw in a snake game.. [/quote] Cheers for playing the game VildNinja and thanks a million for your feedback[img]http://public.gamedev.net/public/style_emoticons/default/smile.gif[/img] I didn't realise the controls were delayed like that, I'll look into it.
  5. Hi folks, [font="Arial, Helvetica,"][size="2"]I've been trying to get to grips with HTML5 and I wrote a snake clone. Here's the link to my blog post and the game itself [url="http://idoallmyowngames.wordpress.com/2011/01/18/nyom-play-it/"]Nyom[/url] .[/size][/font] [font="Arial, Helvetica,"] [/font] [font="Arial, Helvetica,"][size="2"]I'd be really grateful if you could take a look at it and any feedback etc is greatly appreciated[/size][/font][img]http://public.gamedev.net/public/style_emoticons/default/smile.gif[/img] [font="Arial, Helvetica,"] [/font] [font="Arial, Helvetica,"][size="2"]Thanks![/size][/font]
  6. Hey, My grasp of physics is not great, and I'm trying to implement some very basic physics in a 2D boxing game I'm making. I'm not looking to simulate perfect physics, and in fact I'm hoping to have a bit of a comical effect - like a "movie" punch where a bad guy gets knocked back a few feet by the hero's punch. If I have 2 boxers of equal mass, and a punch is thrown from rest (initial velocity = 0) and the punch connects with the other boxer would I be right to calculate the "recoil" (the hit boxer moving backwards after absorbing the punch, conservation of momentum?) using this formula: s = 1/2(V).t (s = displacement, v = final velocity, t = time) I haven't had a chance to implement this in code yet, I'm simply trying to work it out in my head right now. Thanks, Cossie
  7. Thanks! :)
  8. Hi, I'm working on a simple 2D top down boxing game, I'm in the prototype phase and getting familiar with XNA as I go. The boxers are very simple, a large square for the body and smaller squares for their gloves. They are pretty much mirror images of each other when you see them in the ring. I'm currently using hardcoded values and boxer specific logic when rendering them, i.e. boxer1's drawing logic is different from boxer2's as boxer1 is at the top of the screen facing down etc. While this works, it seems like a poor way of going about it. I'd appreciate any tips / advice. I thought about giving each boxer a "direction facing" vector in the hopes of writing a more generic drawing (as well as moving/updating) method. Thanks!
  9. Quote:Original post by Gaiiden Also check out http://thetoolsmiths.org/ That's a fantastic resource thanks!
  10. Thanks for the replies guys!
  11. Hi, I've a .NET business progammer background with a hobbyist interest in making my own games - mostly mobile games - but I'm curious to know what a Tools Programmer does and what sort of things I should be working on to aim for a job like that? A lot of the job specs have "plugin development for Maya or 3DS", is there any more to it than that? Thanks, Cossie
  12. Thanks a million Vorpy. I had never considered the fact there may be states that are not reachable.
  13. Thanks for your reply Vorpy, I can see I had a hole in my fundamental understanding. And it's actually raised another question, but this is about the number of possible Q values that would be needed. I understand a Q value to be a value associated with a state-action pairing, but I'm unsure as to how to calculate the number of values you'd need for a game of tic-tac-toe. I've never been great with permutations, so I'd appreciate a bit more help if someone's kind enough to help me? Thanks, Cossie
  14. Hi, I'm trying to get to grips with the basics of RL, I've been doing my best to get through Sutton and Barto's "Reinforcement Learning: An Introduction" online book. But I'm having a bit of difficulty with states. One of the examples they go into is Tic-Tac-Toe it's more a comparison of RL vs Search vs Evolutionary Algorithms but I've been trying to work through that. Are all the states at the start of the game "empty" states because they are neither an 'X' nor an 'O'? And a state could be consider a position in the board? And each state has a Q-value for the possible actions that could be taken from that state right? Does that mean in a game like Tic-Tac-Toe a possible Q-value table would be something like: State | Possible Action (0,0)| Place X / Leave Blank (1,1)| Place X / Leave Blank (1,2)| Place X / Leave Blank (1,3)| ... ... | ... or is it: State | Possible Action (0,0)| (1,1), (1,2), (1,3), (2,1), (2,2), ... (1,1)| (1,2), (1,3), (2,1) ... (1,2)| (1,1), (1,3), (2,1) ... (1,3)| ......basically all the empty squares but the current one And so, (I apologise if I make a mess of my attempt at an explanation, I try hard but I'm not that smart!) if 'X' plays first, it would be in the state (0,0) (an initial state, i.e. not being on the board) and then selecting an action ("place an X in (1,1)), which leads to: 1 2 3 1 _X|__|__ 2 __|__|__ 3 | | Would it be correct to say that the new state (s') for X is now (1,1)? And because they haven't lost or won the reward = zero? So when updating the Q-value The next move is then made by 'O: 1 2 3 1 _X|__|__ 2 __|_0|__ 3 | | Do the states for 'O' contain information about 'X' positions or is that sort of thing taken care of because it will either make an illegal move in the game (trying to go place an 'O' in an occupied 'X' square) or it will have lost the game and through the reward value (-1) will be probabilisically less likely to chose a losing move in future games? I'd be really grateful for some advice on this and I'd also like to thank anyone who manages to reads this humungous post!
  15. Thanks Zipster :)