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1  Discussions / General Discussions / Re: Ludum Dare 35: April 15th to 18th on: 2016-04-15 23:52:57

I'm likely going to be joining in. Been preparing some non-gameplay backend stuff all day today (setting up some asset managers, some screens and stuff.)
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-10-01 00:29:05
I finished a utility for the place I work at and got to take a look at some... Well, mythic (In the 'Once upon a time there was a terrible dragon that killed everyone. The end.') C# code.
3  Discussions / Miscellaneous Topics / Re: Whays the story behind your name on: 2014-09-21 22:50:52
Mine's got to do with books and algorithms. There's a series of fantasy books where the crime boss of one of the major cities as called things like "The Upright Man" and the like (Raymond E. Feist's Riftwar Saga and the others in that LONG series.) And then I enjoy writing pathfinding algorithms and the like. So I crammed 'em together to become UprightPath (Linkin' my love for fantasy and for pathing.)
4  Game Development / Newbie & Debugging Questions / Re: Entity Collision on: 2014-09-21 20:01:27
Some information about the actual code in question (Whether it's completely written out by you, whether you're using some sort of library, etc.) would be useful. Asking people to watch an entire video to try to spot the error's a bit difficult, especially for those answering on a mobile device. Further, due to the speed of the video it's a bit hard to see anything beyond your 'Writing it out on the grid pad' part.
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-09-21 00:20:38
I... Broke my water heater. I'd had my bag for coke cans hanging off the exposed, insulated power cord. It wasn't a problem until I started crushing cans again instead of just tossing them in uncrumpled. The weight was finally enough to cause the power to disconnect some how (When I moved the cans and shifted the cord it powered back up. Which makes me think it was badly wired. >.>). It was brilliant. I spent the day without hot water because of it. xD

Also, reinstalled ADK and other stuff on my desktop in preparation of using it as a development computer again (After my laptop keeps continuously crashing badly on me.)

And messed around with Blender. Productive destructive day.

Downloaded ArtFlow to my tablet and learnt to use it. It's a great little tool, it may be all I need for 2D art, I'm using it to make some new art for my Verbal word game.
I've got several issues with it (Haven't used it in about two months though. >.>):
1) Even with the settings at max opacity the pen tools tend to need layering to put down a clear specific color.
2) No real selection tools.
3) Paint tool glitches out at times on larger image sizes and doesn't completely cover the screen (Like, it selects a diagonal line across the image and paints everything to one side of it.) It seems like it's an issue with how the layers are stored in memory.
6  Game Development / Game Mechanics / Re: Detecting islands on a 2d map? on: 2014-09-20 20:15:10
So, my thought is to use a combination of a flood-fill and a grid style 2d iterator~

Takes care of the currently listed cases, I believe, and does it without the whole recursive thing. The only issue is that it does 'create' a bunch of Coordinate objects (Local only), but if you're creating a map then the bit of overhead there shouldn't be too bad.
7  Game Development / Artificial Intelligence / Re: A* Pathfinding seems to give up before target on: 2014-09-18 22:53:21
Print out your actual path, in order, and see if it's making any sense at all. I think that it's currently just all of the items that have been 'active', not the ones that act actually part of the path.

Then do a 'backtrack' through your node.parent fields and see if that path makes any more sense.
8  Game Development / Artificial Intelligence / Re: A* Pathfinding seems to give up before target on: 2014-09-18 22:26:16
You're getting a bit closer! And don't worry, it's a common mistake and all part of learning how to do these things. :3

Basically, now, you need to change your list such that it's a sorted list (Have your Tile extend Comparable<Tile> and have your comparable return the difference between the computed Fs of the tiles) and then at the start of each iteration set active = open.get(0) (That'll ensure that you're computing the best past).

The issue with the path that you have right now is that you're adding each explored tile to the path (Your Path will look VERY similar to your closed list at current). You should be creating the path by backtracking down tile.parent once you've found your goal.

As a separate, but related note, you might also being having issues with your computation of F. Currently, the weight of the tile is being applied to the entire path when F is computed, rather than to the single node (That is to say that after it will consider a path that's taken '100' steps to get to better if the next step has a weight of 10, than a path that's taken 50 step to get to but has a weight of 25.

Also, what BurntPizza provided in a rather good start!
9  Game Development / Artificial Intelligence / Re: A* Pathfinding seems to give up before target on: 2014-09-18 19:41:32
Also, what you're currently doing is not an A* Search algorithm. It's a heuristic Depth First Search. The difference being you're only checking the children of your current not to see which should be next to be visited. In an A* (Or other list-based algorithms) you make use of the 'open list' (A list sorted based off of the node's F value) to find your next candidate for expansion.

Further, your path's going to be very wonky because it's not actually keeping track of the best path. It's just keeping track of expansion order.

As for the current issue? Print out the expansion order and check of tx and ty are ever reached. It might be that this call: check(min, tile) && available(tile) is either failing or being overwritten by a subsequent call (IE- the tile that would get you to [tx, ty] is NOT the last expansion node (bottomRight) but the bottomRight evaluates that call to true.)
10  Game Development / Artificial Intelligence / Re: A* Pathfinding seems to give up before target on: 2014-09-18 19:30:41
It's a very simple issue to do with your 'while' loop.

Take a look at the documentation (And especially practice your truth tables), but basically you're loop is saying:

ax != tx && ay != ty which is equivalent to !(ax == tx || ay == ty). This causes it to stop too soon.
!(ax == tx && ay == ty) is what you wanted.

Edit: Basically, notting a composite statement ( X && Y) is not the same as doing !X && !Y.
11  Game Development / Newbie & Debugging Questions / Re: LibGDX Problems Loading Skins on: 2014-09-15 17:12:21
Which IDE are you using? (And what IDE? Because that makes a difference for the loading in Desktop but not Android.) It's likely an issue of you only editing the file-system and the IDE not knowing that there was a change (Eclipse is terrible at this.)

As for the other errors? It's because you've download the HTML version of the documents which the .json parser and the .pack parser can't read. It's basically getting an HTML document and going "What is this!?" Anyway, you can solve THAT problem by cloning the repo and copy/pasting directly from it, or viewing the files in their raw form and making sure that they're saving as the right type of document.

Edited because I had a thought two seconds later. xD
12  Game Development / Newbie & Debugging Questions / Re: LibGDX Problems Loading Skins on: 2014-09-15 01:38:53
Some actual code would be useful (Or even the actual error output). If you'd like a working example I can point you towards one of my projects that has one in there.
13  Game Development / Game Mechanics / Re: LIBGDX - Xbox360 Controller joystick conversion on: 2014-09-14 18:36:06
By 'Need only recognize one direction at a time' do you mean that it literally needs just one, so there are no diagonals? If so, then you can use the code that follows (Or something like it). Basically, you have to keep track of both axis that you're worried about and then make decisions off of both of them. In this case, the code ensures a 0 value when it's less than the deadzone to make computations easier. Also, when the joystick's at a perfect 45 it'll always favor the X axis.

public class SomethingController {
   private Vector2 lastPosition = new Vector2();
   // Other garbage
   public boolean axisMoved(Controller controllerN, int axisCode, float value) {
      if(axisCode == X_AXIS_CODE) {
         lastPosition.x = Math.abs(value) > joystickDeadZone ? value : 0;
      } else if (axisCode == Y_AXIS_CODE) {
         lastPosition.y = Math.abs(value) > joystickDeadZone ? value : 0;
      if(lastPosition.x == 0 && lastPosition.y == 0) {
         // Handle the 'returned to neutral position'.
      } else if(Math.abs(lastPosition.x) > Math.abs(lastPosition.y)) {
         if(x > 0) {
            // Handle the 'direction left'.
         } else {
            // Handle the 'direction right'.
      } else {
         if(y > 0) {
            // Handle the 'direction up'.
         } else {
            // Handle the 'direction up'.
14  Game Development / Newbie & Debugging Questions / Re: Generate map[][] (xTiles&yTiles) vs hard-coding map[][] on: 2014-09-09 01:49:03
Nested loop: for i, for j create cell (i, j, ...)

Do look up looping thingers.
15  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [LibGDX] Memory leaks are killing me...... on: 2014-09-08 19:07:20
It's dispose() that LibGDX uses. That releases the texture contexts and everything.
16  Discussions / General Discussions / Re: Performance Test for the Voxel Thing on: 2014-08-31 21:27:31
About 180-225.
17  Discussions / General Discussions / Re: Performance Test for the Voxel Thing on: 2014-08-30 17:38:44
Mine were about 116 to 130.

As for my system:
Processor: Intel(R) Core(TM) i7-3537U CPU @ 2.00GHz
GFX: AMD Radeon (TM) HD 8500M/8700M (2.1 GB)
Ram: 8.1 GB
18  Discussions / General Discussions / Re: Performance Test for the Voxel Thing on: 2014-08-29 22:12:51
I went from 56-60 to 60-61. It might just be that I have a fresh install on my computer though. Stupid thing. :\
19  Discussions / General Discussions / Re: Performance Test for the Voxel Thing on: 2014-08-28 14:46:01
I had 58-60 FPS most of the time. However, I also had this happen. I walked 'up' once then 'left' a step at a time until I was close to the building:

Spec will come up after-- Oh, my AMD video driver crashed. Fantastic. xD
20  Discussions / General Discussions / Re: Errors When Setting Up libGDX Project on: 2014-08-26 23:19:39
If you're using an AV try to add your 'C:\Users\_Valkryst\.gradle' file to its exclusion list.

On a side note, its calling the creation method with --no-daemon and it's the daemon that's crashing. It might be some issue there. Which version of the creation app are you using?
21  Games Center / Contests / Re: Ludum Dare 30 (Connected Worlds) on: 2014-08-25 19:03:04
You linked the screen shot, not the game itself! And with a name like 'Dragon' how do you expect us to find you!? We want to play!
22  Games Center / Contests / Re: Ludum Dare 30 (Connected Worlds) on: 2014-08-25 18:49:41
Oh, yes! I participated:
23  Games Center / Contests / Re: Ludum Dare 30 (Connected Worlds) on: 2014-08-24 06:56:53
I'm doing pretty well. Honestly, this time I feel considerably better about the state of what I have than any of the previous competitions.
24  Game Development / Game Mechanics / Re: [LibGDX] Edges on 3D models on: 2014-08-18 08:17:08
This is done through a custom shader. LibGDX allows you to specify these. If you look for cel shading online you can find a lot about it.
25  Discussions / Miscellaneous Topics / Re: Abusing the use of letter salutations. on: 2014-08-08 22:20:28
It depends on who the recipient is to you/your organization and the tone of the letter.

If it's a general "I'm sending this out as information to several different people" then the "To whom it may concern" is certainly fine.

If it's a more guided/specific thing like "I'm sending this to inform you about something" then the 'Dear X' or just 'X' would probably be better.

If it's somewhat informal then 'Hi' or 'Hello' would probably work as well.
26  Discussions / General Discussions / Re: If you sell your entire identity to an anonymous buyer for a high price... on: 2014-06-16 05:44:39
So, in my mind this can go two ways:

1) Your name is suddenly in use in a way you weren't expecting it. What follows is you running and attempting to figure out what the person who now legally uses your name is doing. Sort of like an odd, confused identity thing going on.

2) Perhaps something like attempting to track down the person-- after some years-- in an attempt to get your name back? I mean, it depends on what the setting would be, I s'pose.
27  Game Development / Game Play & Game Design / Re: Game control interface for Android phone/tablet games on: 2014-06-01 04:58:48
In libGDX there is also a UI Widget called a TouchPad. It acts like a Joystick.
28  Game Development / Newbie & Debugging Questions / Re: [Libgdx] Screen coordinates -> Isometric world coordinates on: 2014-05-31 19:36:08
Also, if you just need to know which of the tiles, and perhaps which of the objects, has been touched you can do something like give each tile a bounding box and check which the screen ray passes through first. You can also give your entities their own bounding boxes for this. There are many optimizations, such as if you know which tiles are being shown (Such as if you track which of your tiles are being culled during projection).

What you get? If you rotate your screen you use the same method of checking. If you make it a 2.5d game where there is a Z component for objects (Such as hills) you will get the 'higher' tiles if you click on them rather than the tiles behind them.

public Tile getTileTouched(float screenX, float screenY) {
   Ray pickRay = camera.getPickRay(screenX, screenY);
   Vector3 intersection = new Vector3();
   Tile closestTile = null;
   boolean distance = Float.MAX_NUMBER;
   for(int i = 0; i < tiles.size; i++) {
      if(Intersector.intersectRayBounds(pickRay, tile.get(i).boundingBox, intersection)) {
         if(intersection.dst2(ray.origin) < distance) {
            distance = intersection.dst2(ray.origin);
            closestTile = tile.get(i);
   return closestTile;
29  Game Development / Newbie & Debugging Questions / Re: I can no longer get Eclipse to run anymore. on: 2014-05-19 03:25:33
Have you tried turning your computer off and then on?
30  Discussions / Community & Volunteer Projects / Re: game idea: "space wars" on Klein bottle surface? on: 2014-05-18 06:23:06
Okay, let's say you define the world to have two axises. You have the Y axis which is basically the length of the Klein bottle; The part that goes from the inner surface to the outer surface. This axis is basically infinite in that it has no edges. However, it has some length Y0 such that if you travel along for Y0 distance you arrive back at the same spot you started.

Knowing this, then for some object traveling this axis there is some point on the horizon, both in front and behind, where an object on the same axis will appear to be on the surface below the object.

Now, we look at the X axis which is basically the circumference of a cylinder. When two objects are at similar Ys they will have similar Xs (Two objects at the same Y will be able to move on the same X). Objects that are 1/2 Y0 away from each other will be on opposite sides of the surface and inhabit the same X, save being on opposite sides of the Surface.
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