Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Darth Mandarb

#1262
<< Completed Games Release Thread >>

Rhythm is Life!!
#1263
[grinch]
Okay... let's stay on target here folks!!!
[/grinch]
#1264
General Discussion / Re: XP Liberation Front.
Wed 30/11/2011 18:12:10
I no longer use XP (windows 7 on my laptop, desktop and htpc).

Interesting side-note (maybe):

I was at Disney World (Orlando FL USA) a few months ago and was waiting to ride one of their newest rides (the Toy Story 3D shooter thing) and some kid puked in one of the cars so they were swapping it out for a 'backup' car ... as they were moving the backup into place a technician hit the power button (I guess) and when the screen loaded up it was Windows XP.  So the software in the newest Disney ride uses Windows XP.

I thought it was interesting :)
#1265
It's funny 'cause I said to myself "the wings look more like a corsair and I think the p51 had four props..." but yes, I could still tell the main inspiration :)
#1266
The P51 Mustang is my all time favorite plane!  Lookin' good!
#1267
When you have read the FORUM RULES send me a PM with the necessary information and I'll unlock this.
#1268
AGS Games in Production / Re: ** Money Cab
Wed 23/11/2011 14:42:29
I think he meant (and I'd be curious too) not "how many questions you are asked" but "how many total questions are in the question pool" like how many possible questions are there in the entire game?

I think this is a very interesting idea!  I used to love Cash Cab (before I canceled my cable tv).
#1269
Bummer to hear it!  I liked the look of this.

I'm going to lock this since it's not "in production" at the moment.  If you decide to resume it in the future let me know and I'll unlock it.
#1270
That's a pity man!  Let me know if you pick it back up and I'll unlock this.
Unlocked
#1271
General Discussion / Re: Flash - no more
Mon 14/11/2011 18:16:05
I loved flash in the past.  Haven't used it at all in years though 'cause integrating it with coldfusion was a pain in the butt, updating was a hassle, and many other reasons.

I realized about 4 years ago that Flash was doomed when the HTML5/CSS3 standards were being finalized.

Adobe has Edge in Beta (which is essentially going to be their Flash replacement going to HTML5).  I'd wager there will be ways to "import" your FLA files and Edge will HTML5-ify them for you.  And it's Adobe so the dev environment will probably resemble Flash's anyway.

HTML5 (as a standard) is a much better way to go (in my mind) just for the sheer "everybody will adopt it" and you need not worry about whether or not flash is installed.  I've been doing a LOT of work lately with CSS3 and HTML5 ... it is seriously cool shit. 

So while I won't really "miss" Flash ... I do feel a slight pang of, "the end of an era" type feeling about it's demise :)
#1272
Please read the forum rules and update your post or I will have to lock this!

Edit - okay, please send me a PM when you have the necessary screenshots and I'll unlock this!

Screenshots coming (PM)...


Thanks
#1273
Sorry to hear it... if you decide to pick it back up let me know and I'll unlock it!
#1274
Congrats on finishing!

Here is the link to the completed games thread: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=44761.0

You might want to edit your first post with that link as well!

Good job!
#1275
AGS Games in Production / Re: Bolt Action
Mon 31/10/2011 13:59:51
Thanks for the update!

Could you please update the first post to fix the dead/missing screenshots?

Thanks!
#1276
Davostros - please read the forum rules before posting and do not dig up any more threads.

As this was very close to the 'old thread' cut-off I'm not going to lock it, but Jackpumpkinhead it would be nice if you could provide an update since was dug-up.
#1277
I humbly thank you kind sir!

I guessed it was something simple, but damn... that really is simple!

Works perfectly man, thanks a million!
#1278
Okay, here's the deal; I suck at math.  I don't know if it's a mental block or if I'm just not smart enough but either way, I suck at it.  I have a problem ... it's a bit long-winded so bear with me here:

I'm working on a little project that involves making a clock in HTML/CSS3.  For the sake of this question I'm going to focus solely on the seconds hand of the clock.  I set the seconds hand's starting rotation by grabbing the current time, stripping the seconds from it, and multiplying that by 6.  Since there are 60 seconds in a minute, divide 360 by 60 and you get 6.

So if the current seconds are 10, the rotation is 60 degrees.  Simple (even I can do that!).  Then I just call that same javascript function every 1000ms and it works a charm and the seconds hand just works its way around the clock in 1 second increments!

However...

I have added in some CSS3 transitions on the movement so it's 'animated' smoother (it still ticks each second but rather than just blinking from point A to point B with no 'tweening' it actually moves the distance smoothly).  Don't worry about this if you don't know CSS transitions it's not really all that important to the over-all question which I am getting to :)

The problem with the transitions is that when it gets back to 360 degrees it spins all the way around COUNTER clockwise to get back to the start of the clock rather than just continuing smoothly into the next minute.  I have tested and confirmed it is definitely the transitions doing this.  If I remove them, it just works as it should (without the smoother animation).

So...

To fix this I stopped setting the rotation based on the TIME and, instead, pass the function the current rotation which I then just add 6 degrees to.  This works perfectly so instead of going back to 6 degrees for the first second it would rotate to 366 degrees.  (I calculated, based on javascript's highest allowed integer that it would take approximately 47 million years to crash when it reaches a number that js can't handle).

Here is (finally) the problem:

Because the rotation is no longer being based off the actual time, I want to be able to check (after X amount of time) that the time is being kept accurately and, if not, just re-init the clock.  I am wanting to say:

current passed in rotation value = X;
rotation value based off current time = Y;

And then somehow discover if they are equal, meaning X is the same rotational value as Y!  So like if X = 366 and Y = 6 those are the same!  It's easy on the second time around but when you get up higher it's a jumbled mess!

I have a suspicion is has something to do with the current 'second' ... like if it's the 10th second that would be 60degrees so I have to do something with 420degrees and 10 ... but I'm just not seeing it :(

Is there a formula or something?  I'm guessing this is something REALLY simple and I'm just not mathematically gifted enough to grasp it!  Any and all help, advice, ideas are much appreciated!

I did have an idea about setting a global variable in the init function but I wanted to focus on the above first!
#1279
There is a missing second screenshot... please post it promptly 'cause I don't want to have to lock a bake-sale thread!!

Thank you sir!
#1280
Quote from: qptain Nemo on Tue 25/10/2011 21:52:44Surely there's also an option of the developers themselves getting the well-deserved money and thus self-funding their serious and noble goal of indie game making just like it happens in Humble Indie Bundle?

Haha yes on the surface that is excellent!  However it's in opposition to why the Bake Sale was started in the first place!  We wanted to do something for the betterment of the community and we want to stick to that initiative!  Not a bad idea, just not the "vibe" we were looking for :)

(I am speaking generally but I think the rest of the bakers agree)
SMF spam blocked by CleanTalk