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1  Game Development / Game Play & Game Design / Is it too flat? on: 2013-11-13 20:01:56
I don't how to tell if my game is enough, but anything I make make me keep playing my own simple game.

I am trying this shoot em up prototype, where the player shoots meteors falling from above. Destroying adds to score which lets player add more guns using space bar which deducts the score.



Wish I could have uploaded an applet but here's a JAR to my prototype. I would appreciate your advices and feedback. Thanks.
2  Game Development / Newbie & Debugging Questions / Do vector math with MTV [libGDX] on: 2013-10-19 07:52:18
So far I have this.



Trying to use Intersector.overlapConvexPolygons to get the Minimum Translation Vector, but it has no vector methods/properties. I need to do some addition & dot product on it.

Or someway I can convert it to a Vector2 object.
3  Game Development / Newbie & Debugging Questions / Re: Libgdx Tiled objects colision on: 2013-10-16 14:07:51
I pretty much figure everything out. Setting the scale to map renderer's unitScale turned it into camera coordinates.

setScale method is in polygons only.  I can't find one in Rectangles.
(I could turn rectangles in polygons)

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float unitScale = 1 / 16f;
renderer = new OrthogonalTiledMapRenderer(map, unitScale);

MapObjects objects = ((MapLayer) map.getLayers().get("3")).getObjects();

poly = ((PolygonMapObject) objects.get(0)).getPolygon();
poly.setScale(1/16f, 1/16f);
poly.setPosition(1, 1);

rect1 = ((RectangleMapObject) objects.get(1)).getRectangle();
rect2 = ((RectangleMapObject) objects.get(2)).getRectangle();

sr = new ShapeRenderer();

// rendering
sr.setProjectionMatrix(camera.combined);
sr.begin(ShapeType.Line);
sr.setColor(Color.BLUE);
sr.polygon(poly.getTransformedVertices());


Just need to scale those two rectangle ledges and work on hit testing.
Any difference between 4 sided polygon vs a rectangle?
4  Game Development / Newbie & Debugging Questions / Libgdx Tiled objects collision on: 2013-10-16 08:27:12
I searched the forums with no luck.

I was reading this article 2d platformer guide, scroll down to type 4: vectorial. This approach seems very versatile and approachable when I saw TileD objects and Libgdx's math package.

So I use the object layer in TileD to provide bounds and extract the polygon & rectangle objects and tried using the Intersector class to determine collision and etc.

The problem is how do i transform the object's vertices to my TiledMapRenderer/OrthographicCamera's scale.
The object is too big and not in my camera coordinates so all the math doesn't work. I tried rendering the object with/without projection matrix but it never showed up.

Should I post my map and code?
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