Dear Diary,
I hesitate to tell you that today I needlessly used up a couple sheets of paper trying to derive a general transformation from (x,y) coordinates to rotational coordinates. It sure made for an odd feeling. I'm in my 30s -- long out of school -- and couldn't remember the word for 'trigonometry.' I assume stubbornness kept me from trying to look it up. Or maybe I thought this would be a fun way to spend an early Saturday morning?
I did, however, remember that A squared plus B squared equals C squared, though Mr. P's theorem turned out to be a red herring (half a page worth of scribbles down the drain! You should be happy you're not made of paper, dear Diary, else I might have been tempted to scribble those notes in you).
What did the trick was punching in test cases into a calculator until I remembered how sine, cosine, tangent, and their variants work (ArcTangent I don't remember ever learning about, but it's brilliant!), and drawing up test cases until I realized what I was actually trying to do was to rotate the coordinate system through a certain angle (which would change over time based on position and velocity).
It turns out it works like this (for future reference, or in case you're interested, my bestest bookish friend):
Rotational Speed component = Sin(Angle-of-Motion - Position's-Angle-from-origin) * Speed-of-motion
Centripetal Speed component = Cos(Angle-of-Motion - Position's-Angle-from-origin) * Speed-of-motion
And that Angle-of-Motion is the ArcTan(vertical-speed-component/horizontal-speed-component)
And that Angle-from-origin is the ArcTan(vertical-position/horizontal-position)
Diary, am I proud of these accomplishments? Yes, of course. I only tell you this so you will love me more.
Yours, as always,
nobody.
p.s. - Why no superscript and subscript tags? This entry could have been so much spiffier.
This is my first Game programing.
Im just learning how to create games in java.
Dear Diary,
I'm no spambot, but I'll likely be shy for a bit.
Yours,
nobody.
p.s. - You are my best friend.
This prototype is basically a fangame of James Burton's Stardust. But rather than being a straight puzzle game, this is intended as "a puzzle game, without the thinking". dess once described suteF as a game where the player is in a perpetual state of semi-confusion, where all they can do is stumble forward through a meager set of possible moves, only ever partially understanding what's going on. This is the sort of counterintuitive anti-friendly design principle I am hoping to capture with this game.
Choose a level file when you start up.
You must guide the blue person to the blue goal, and then the red person to the red goal.
Left, right: move.
Space: trigger the block that you are standing on. Each block has a different effect when triggered.
Press R to restart. (You'll have to press it if you fall out of bounds.)
http://www.glorioustrainwrecks.com/files/DustPrototype.7z (Windows)
http://www.glorioustrainwrecks.com/files/DustPrototypeMac.7z (Mac OS X)
Hey, just wanted to tell you guys about this program I found called 3D Rad. Judging by the tutorial, it's easy to use. Who knows, I may make something in it in the next few days...
This started out as basically a trainwrecky thing for a weekly themed creative jam my friends and I do (or used to do--it's kind of fizzled) a few months ago where the theme was "freefall." After a couple hours, I ended up liking what I was working on quite a bit, so I decided to spend some time polishing the movement and the level design.
I'd like whatever feedback I can get. I'm thinking it's going to be just a one-level game, meaning it's going to run all of about 3 or 4 minutes from start to finish at the longest. I'm debating about whether or not to insert a checkpoint or three.
(I intend to also implement an endless mode, either as an alternate gameplay mode or as a separate release.)
Here's the current version, which isn't yet a complete build (so when you get to the end, there's just endless space). I've made it in Game Maker, so it's a Windows executable.
Fall Free 12/10/2011 (24 MB)
Also, the file's kind of huge, because I've included three samples of the kind of music I'm thinking of using, since I'm also kindasorta hoping I might be able to find some musically inclined person who thinks they might enjoy composing an original track for the BGM! To change the music, press "1, "2," or "3" either at the title screen, or before you restart the level after you die.
Arrow keys to move. X to use your fall-dash power.
Thanks to anyone who checks this out!
So I read a small portion of "Programming in Lua", which starts out easy enough and then becomes more and more bullshit the further you read into it. So I started skipping chapters, and then eventually decided to look elsewhere for information on OOP in Lua.
They recommended the use of metatables and goofy complicated things just to get stuff like inheritance and encapsulation working. Not my method! Relevant code is here. Any experienced Lua programmers are welcome to berate me on how my method is "too simple" and "doesn't use metatables" and stuff like that.
Next, I shall make a basic game in Love2D with this OOP method. I already have a framework in the works.
So I'm more or less fed up with MMF2. Here's why:
So seeing as I understand programming (I can probably write way better C++ code than most of my colleagues can), and I'm not on Windows anymore, it's honestly kind of bizarre that I'm still using something comparable to tinker toys.
Rant over. Time to talk about more productive things.
I want to write something that will help me do game prototyping and Trainwrecking without the pain associated with existing solutions. It will be something of my design, crafted toward my expectations for something usable for such a purpose. Now, I understand that I am starting to sound like the crazy, egomanic Linus Torvalds, Eric S. Raymond, or {insert bearded idealist here} of Glorious Trainwrecks, but so be it.
Here's what I'm planning for the design, which will either be totally awesome or really bizarre, depending on your tastes:
Basically, the design philosophies behind this are more or less opposite to those in, say, MarMOTS (not to say that it's bad, but I don't think it'd be useful for quick and fun prototyping, personally). I want to design something that is minimalistic yet modern and a breeze to use (once you learn how to use it), as opposed to something more nostalgic. Possibly something revolutionary. You know, like Git! ...Except that I sort of doubt I'll be able to achieve that last bit, but hey, I suppose one can dream.
Edit: I suppose this is somewhat based off of KlikPunk, except that I intend for an implemented runtime and something that doesn't require Adobe AIR to run or Windows to develop with. Also, editing scenes will be a lot like KlikPunk but you'll be doing more than just assigning positions of items. This is data that will go hand-in-hand with other data formats to produce the game.