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 31 
 on: 2014-09-14 19:57:53 
Started by DarkCart - Last post by DarkCart
I had some time over the weekend, and I decided to revisit Mazer and improve on it. The result was Mazer 1.3. A change log is below:

New Features:

- Better Graphics (Re-did the grass texture, as well as the zombie cow and spikes texture)

- If your player touches the spikes or zombie cow, you now go back to the start.

Removed Features:

- All those useless blocks. I mean, what was I thinking? (You know, dirt, water, stone...)

Download: https://www.dropbox.com/s/juuckzz221y52us/Mazer1.3.zip?dl=0

 32 
 on: 2014-09-14 19:56:48 
Started by tyeeeee1 - Last post by Riven
Threads in the [shared code] board must contain shared code, not references to it.

 33 
 on: 2014-09-14 19:53:54 
Started by Rayvolution - Last post by ags1
Seriously, keep the scope down!

 34 
 on: 2014-09-14 19:53:02 
Started by Rayvolution - Last post by Riven
Adding roads and rails (especially the curvy kind) with vehicles using them, is enough to be a full project all by itself.

Even the backburner sounds like a dangerous place. Pointing

 35 
 on: 2014-09-14 19:42:33 
Started by shpen - Last post by shpen
I am trying to create a 2d RPG in LibGDX and I am using Box2D to handle interactions between the player, enemies, loot, etc.

My player currently has two bodies, one for his movement, and another for melee attack collisions. When the player presses attack, I want the attack body to become active for only one step so that it can interact with enemies for the first iteration and then become inactive until the player presses the attack button again. Specifically I do not want the body to stay active while the user holds down the attack button.

In Actor.act() I set the body to active when I first detect that the user is pressing attack, but I am not able to find a proper point to set the body inactive. I have tried disabling it in the second Actor.act(), but when I try that I get no collisions, I'm assuming because the Box2D and LibGDX time steps are not perfectly synced. I have also tried setting the body inactive after World.step(), but I also get no collisions there. Does a body need to be active for two steps to cause collisions?

I just tried adding a counter to the method that makes the body inactive after World.step(). If I require World.step() to be called 2 times before setting the body inactive, I seem to get collisions roughly 10% of the time. As I increase the step count, this probability becomes higher, but even at 10 steps, I still am not getting a collision 100% of the time. I need to be sure that World allows my body to collide for one iteration, otherwise the player will be frustrated that some of his attack have no effect.

 36 
 on: 2014-09-14 19:37:02 
Started by Rayvolution - Last post by lcass
would be a cool feature , you could have units that try to attack the railways             .

 37 
 on: 2014-09-14 19:25:59 
Started by Rayvolution - Last post by Rayvolution
I noticed in the derelict building you had a rail track, maybe that could have some further implementation into transportation?

I have some plans for roads/pathways, but thats really far back on the backburner Wink

 38 
 on: 2014-09-14 19:21:30 
Started by rwatson462 - Last post by rwatson462
Awesome, you make it sound so easy!   To be fair though, everything about using Java 2d graphics seems fairly straight forward once you know the commands to use Smiley

 39 
 on: 2014-09-14 18:36:06 
Started by cubemaster21 - Last post by UprightPath
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.

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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'.
        }
      }
   }
}

 40 
 on: 2014-09-14 18:30:36 
Started by tyeeeee1 - Last post by tyeeeee1
Hey,

I've been working on/playing around with this particle system for quite some time now and I figured someone might be able to find a use for it. You can view the effects I've already created using it to see how it works. Other than that it's pretty self-explanatory, but if you have any questions or suggestions just comment.

https://github.com/Valkryst/Particle-System/tree/master/Particles/src

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