He doesn't make games. We have to make games. I was explaining delta to some of my friends, as they're pretty new to programming, and he chimed in like 'What?'
It depends only on your point of view over the issue. When you see your character from afar, standing in front of a chest, you can think of him in three different ways:
I am standing in front of the chest.
My character is standing in front of the chest.
The character is standing in front of the...
I have an "Achievement" mug at work. "You can do anything you set your mind to when you have vision, determination, and an endless supply of expendable labor."
Is there any live interaction? Because if there isn't then it does not really matter too much. On a really super old shitty computer an animation might take a bit longer but the game itself will work fine
Hmm. Well it really depends. If its his first game running at a fixed timestep should't be an issue as long as he doesn't bog the computer down
ideally for any game I would use a fixed timestep with interpolation, instead of worrying about all the weird effects and edge cases with a dynamic timestep.
I told him, if he wants to make the game at both home and school, it's something he HAS TO HAVE, otherwise performance will be different on both computers.
I don't like it either, but that's just because my day job is webdeving and I work with browsers a lot. I'd be okay with it if it was a browser game again.
I think Bastion, LoZ:OOT, SSB:Brawl, and the first Halo are the only games whose campaign I've beaten more than once, and the last two were only because I did it while cooperating with different people.
@AlexM. yeah I have a pretty good amount of respect for Supergiant. I think they did an AMA once too, and sounded like great people. (hits google for a second) yep, here: reddit.com/r/IAmA/comments/lwljh/…
(reads some of it again) okay, not great, but fairly cool anyway
@Jimmy Brawl does. I don't remember any on the previous games.
Kid reads some of the AMA again. Then he speaks in italic, 'cause of the memories. Memories get distorted by time, you know. Ain't nice when you realize it.
technically, I believe most of memory distortion is caused by remembering it, since your state of mind when remembering it gets applied to the memory. but that just me regurgitating another distorted memory of something I read.
ok, let's talk games. So far I have a simple tiled map, some tiles are solid, sprites collide with solid tiles, everything works. My enemies follow the player using a simple enemy.velocity = (player.position - enemy.position).normalize() * speed * elapsed
now, this simple line does nothing for sliding on a tile, so if the player and an enemy is separated by a tile, the enemy will stop moving. Wondering if there's an accepted method to follow
@Mariano well, this is where proper pathing would work nicely, it would "path" around the obstacle. for dynamic things. locomotion needs to be able to "avoid" things that suddenly block the path.
@Mariano basically, for a simple approach. when there is an obstacle between the enemy and the player. and movement is impossible. you could simply have the enemy check perpendicular motion to see if that is also blocked.
@Mariano and move perpendicularly for a set distance (max) until it is unblocked.
you want perpendicular so it works for vertical blocks as well as horizontal blocks
you could also favour certain directions first to gain some predictability
consider the same problem if the player is able to "create" blocks while escaping enemies. the enemies will be heading towards the player, but now need to avoid the obstacle