Haha alright. Well in my top-down game I'm implementing more natural movement for the player with acceleration and drag. It works well except for one small thing. If I don't comment out the two bottom if statements the player instantly stops when releasing the keys (though he accelerate fines) but if I do comment them out I get weird behavior where it is near impossible to change direction sometimes:
if (oldKeys.IsKeyDown(Keys.A)) velocity.X = -1; if (oldKeys.IsKeyDown(Keys.D)) velocity.X = 1;
I see. He is directly modifying the velocity direction with the acceleration but the way my move method is setup does not allow for that since objects can move in 360 degrees.
public virtual void move(GameTime gameTime) { setOldPos(position.X, position.Y);
if (velocity.Length() > 0) velocity.Normalize();
velocity = Vector2.Multiply(velocity, CurrentSpeed); position += Vector2.Multiply(velocity, (float)gameTime.ElapsedGameTime.TotalSeconds); }
a request: when you continue working on this, can you inform me when there is a new version? Also, tell me if it will break my game, I will have to fix my game if that happens
Also its worth note that if you are collaborating, don't commit anything that doesn't build. If you aren't collaborating, don't upgrade the version you are using if you don't want to risk something breaking
@Serial so, could I pass it one of my "screen's" surfaces? My game has several screens, and the dominant one (controlled by the Game() class) is the one shown on screen. Could I pass the screen surface based on which screen it is on, then?
Hextraction's Giving Away The Art! Check out our @creativecommons Open Game Art Initiative! #OpenSource #gamedev
https://www.youtube.com/watch?v=-uY5QMzkfuM
if you can, just use a pre-built widget to acocmplish whatever you can
customizing is usually unecessary, and lots of work
for example, this silly page i built for byte56's game...lots of effort to make the social icons where i needed them and identical itsobviously.com/newkorbly
@Pip the Frame is a class and it updates the widgets and everything so not but you could change the code to make it so that the button can go straight onto the screen
Gravatar is another one. I can't see 1/2 the avatars in this chat because Gravatar logs the IP address of anyone who accesses an image from their servers.
Gravatar apparently keeps them around and tracks what you do on the internet. It's mentioned in their privacy policy if I remember right, but it's not like the policy is shown to you before you load a picture.
actually I'm a little surprised that Imgur doesn't do that. or at least it's not known that they do.
is there a spoiler tag or something like that on SE post? So that I can hide some text if I don't want it to be shown without user interaction, for example when posting spoilers, or in this case I want to edit my project highlights post and leave old text hidden, to allow readers to focus more on the new text
@Lasse Very! Remember how I asked how to optimize a particle system? I rewrote my particle class to use use a vector instead of cos(angle) and sin(angle) Now my FPS only drops by 4 when rendering 200 particles...
I think my particle system gives a start location, direction vector, "force" vector (gravity, wind, etc), and current time to the shader, then each particle is a vertex with a position and spawn time. the shader does all the rest of the work.
if(CS.Input.IsButtonDown("MouseScrollwheelUp")) then
fov = fov - 1
end
if(CS.Input.IsButtonDown("MouseScrollwheelDown")) then
fov = fov + 1
end
if(CS.Input.IsButtonDown("Mouse3")) then
end
fov = math.clamp(fov,44,60)
local tempfov = lerp(self.gameObject.camera:GetFOV(),fov ,self.timer*2)
self.gameObject.camera:SetFOV(tempfov)