Search found 65 matches

by BulbaMander
Fri Nov 03, 2023 2:09 pm
Forum: General
Topic: Scalable Approaches to Collision Resolution.
Replies: 6
Views: 12445

Re: Scalable Approaches to Collision Resolution.

Do you have any time today to chat about our lord and savior entity component system? :neko: In short I'm also a fan of this approach: function collide(object1, object2) However, the way I do it is a little bit different. Basically I abstract out collision, but I also abstract out the effects of tha...
by BulbaMander
Fri Nov 03, 2023 1:04 pm
Forum: General
Topic: How to manage scenes?
Replies: 11
Views: 14310

Re: How to manage scenes?

It has been a long time. Sorry for necroposting but some people in the discord said it would be ok! In the past I've given every object that needed to move it's own polynomial, and it kept track of it's own time. I really appreciate this concept of abstracting that into an animation track, and bindi...
by BulbaMander
Fri Nov 03, 2023 12:37 am
Forum: General
Topic: How to manage scenes?
Replies: 11
Views: 14310

Re: How to manage scenes?

@BulbaMander under that component abstraction, how would you handle this case: you click/press a menu button, and all other buttons and UI elements animate out of the screen + new elements appear, forming a new menu screen. Say, like going from a title screen to a settings screen but with a smooth ...
by BulbaMander
Tue Oct 12, 2021 4:47 pm
Forum: General
Topic: How to manage scenes?
Replies: 11
Views: 14310

Re: How to manage scenes?

More recently, I've been organizing my "scenes" as "components", inspired by web frameworks like angular and react. I've found it much simpler to have a tree of components, each component maintaining it's own state and knowing when and which of it's child components to draw. Ther...
by BulbaMander
Thu Feb 18, 2021 3:45 am
Forum: General
Topic: How to Form a Development Team
Replies: 6
Views: 5709

Re: How to Form a Development Team

Thanks you guys, some more good advice. I'm definitely going to checkout tigsource.

I've done a few game jams in the past, and like Ross some went well and some went less than well. No partnerships that I was interested in continuing though, which maybe you have to be lucky to find.
by BulbaMander
Mon Feb 08, 2021 10:19 pm
Forum: General
Topic: How to Form a Development Team
Replies: 6
Views: 5709

Re: How to Form a Development Team

Stop wishing to deliver something you can't make, and start delivering things you can. People will notice your skills. Look at other people's work, and find someone who's good at what you like. Then ask them, personally, if they want to collaborate. Your biggest asset is having something to display...
by BulbaMander
Mon Feb 08, 2021 9:13 pm
Forum: General
Topic: How to Form a Development Team
Replies: 6
Views: 5709

How to Form a Development Team

I love programming, and making games has always been a creative outlet of mine. I don't have any friends with the skillsets needed to assist me with creating game assets though; as a result my games look like trash if they have artwork at all. Most of my ideas rot away as markdown in my ideas folder...
by BulbaMander
Wed Feb 26, 2014 10:33 pm
Forum: General
Topic: Hacking/Modding Love Games
Replies: 6
Views: 4156

Re: Hacking/Modding Love Games

So you executed a love app from within your own love app, and copied out the global environment? Assuming Flappy Love is not compiled to bytecode, then that exercise is a bit pointless since you already have full access to the source. You should try this on a love app that IS compiled and see if yo...
by BulbaMander
Wed Feb 26, 2014 1:58 am
Forum: Games and Creations
Topic: Hotdog Adventures
Replies: 0
Views: 1665

Hotdog Adventures

Hahahahaha, yea so this isn't much... It's a game about a hotdog and it's adventures. I made it in my spare time at school, for the purpose of having something to play in my spare time at school, which is a great example as to why programing comes in handy in many different faucets of life. Have fun...
by BulbaMander
Fri Aug 23, 2013 3:11 am
Forum: Libraries and Tools
Topic: Tile-Based Physics
Replies: 2
Views: 2403

Re: Tile-Based Physics

You can tap the jump button really fast and your man will fly up. Set a bool in your code, and only apply upward force to the player when the bool is true. When you press the jump button, it's set to false, and won't be true again until the player collides with a tile. That will make me unable to pr...