Search found 16 matches

by pikuchan
Sun May 28, 2017 12:18 am
Forum: General
Topic: Need help with shotgun blast logic
Replies: 8
Views: 4903

Re: Need help with shotgun blast logic

haha, no worries at all. I just figured there's a good chance I was doing something goofy so I was just taking the opportunity to learn from it. Playing around with that code you provided and I don't have it perfect yet, but getting some really cool effects just by tweaking the values some. Thanks f...
by pikuchan
Sat May 27, 2017 10:59 pm
Forum: General
Topic: Need help with shotgun blast logic
Replies: 8
Views: 4903

Re: Need help with shotgun blast logic

Thanks a ton, I'll try that out and see how it works. Looks like I was probably just way overthinking it :) Regarding your comment on the tables, can you elaborate a little bit as to what I am doing wrong? I've done professional programming for a LOOOONG time and tend to use tables like I would use ...
by pikuchan
Sat May 27, 2017 9:38 pm
Forum: General
Topic: Need help with shotgun blast logic
Replies: 8
Views: 4903

Re: Need help with shotgun blast logic

hmmmmm....I've tried manipulating the mouseX and mouseY origin points and i've also tried manipulating the bullets.dx and bullets.dy values and I can't quite get the end result that I am looking for, maybe I need to change my create bullet logic. I should have posted the code for that calculation as...
by pikuchan
Sat May 27, 2017 9:12 pm
Forum: General
Topic: Need help with shotgun blast logic
Replies: 8
Views: 4903

Need help with shotgun blast logic

Hey everyone. I need some help and I have a feeling that either there is some fancy math that I need, or I am just overthinking it. I am making a smash tv type of overhead shooter where the player tracks the mouse and you click to fire a bullet in that direction. All of my rotation and shooting is w...
by pikuchan
Fri Nov 11, 2016 10:01 pm
Forum: General
Topic: Simple lighting solution?
Replies: 4
Views: 6309

Re: Simple lighting solution?

Thanks a bunch. I'll take a look at it. I ended up with some "ghetto" lighting where I am just changing the alpha level when I draw the tiles. Your method looks a little more elegant.
by pikuchan
Fri Nov 11, 2016 5:40 pm
Forum: General
Topic: Simple lighting solution?
Replies: 4
Views: 6309

Simple lighting solution?

Thanks in advance for any help. I am writing a simple tile based game and would like to implement a "lighting" system. Basically, I want the world to be darker and then have torches, lights, whatever, that will put out light and illuminate the surrounding area. Is there a simple way to acc...
by pikuchan
Sat Mar 19, 2016 3:41 pm
Forum: General
Topic: Broken A* Algorithm, could use some help
Replies: 2
Views: 1882

Broken A* Algorithm, could use some help

All right, so I've got a mostly working, partially correct version of the A* pathfinding algorithm that I have been working on. I realize that it's not fully complete yet, but I'm having some trouble. Currently, everything works almost perfectly. The algorithm is getting applied to an enemy to find ...
by pikuchan
Mon Feb 29, 2016 3:15 am
Forum: General
Topic: Procedural Dungeon Creation Room Overlap
Replies: 4
Views: 3116

Re: Procedural Dungeon Creation Room Overlap

The sad thing is the amount of time that I stared at that before I noticed the problem.
by pikuchan
Mon Feb 29, 2016 2:12 am
Forum: General
Topic: Procedural Dungeon Creation Room Overlap
Replies: 4
Views: 3116

Re: Procedural Dungeon Creation Room Overlap

Ugh....finally figured it out

Code: Select all

for xPos=x, x + width do
    for yPos=y, y + height do
      if dungeon[yPos][xPos] == 1 then
by pikuchan
Mon Feb 29, 2016 1:59 am
Forum: General
Topic: Procedural Dungeon Creation Room Overlap
Replies: 4
Views: 3116

Procedural Dungeon Creation Room Overlap

Thanks in advance. For the life of me, I cannot figure out why my code is not working. I am trying to have a dungeon with randomly created rooms that never overlap. Attached is the relevant code. Any help would be appreciated. function createDungeon() --start generating rooms local roomWidth = 1 loc...