Matthew Smith

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  • in reply to: Ted2Go IDE #15908

    Matthew Smith
    Participant

    Been a while since I last used Monkey – I must say Ted2Go is now very impressive with all its features! Great job nerobot!

    in reply to: SpaceX's Falcon Heavy's first flight = AWESOME! #13560

    Matthew Smith
    Participant

    Yeah the simultaneous relanding of the boosters was amazing – the crowd going crazy!! I always remember the days of getting up early in Australia watching the space shuttles go up in amazement. Hopefully we see much more of this going forward!

    in reply to: Personal stuf… #9753

    Matthew Smith
    Participant

    Take care Mark.

    in reply to: Asteroids remake #4380

    Matthew Smith
    Participant

    Thanks!

    in reply to: Asteroids remake #4356

    Matthew Smith
    Participant

    looking great Adam! How is the data being stored and loaded?

    in reply to: Asteroids remake #4122

    Matthew Smith
    Participant

    nice! you don’t need anything too fancy but looks like it will do a great job! Certainly easier than a manual plot!

    in reply to: Asteroids remake #4119

    Matthew Smith
    Participant

    Adam,

    With the code I used it stored the data in a 2d array which is laid out in grid co-ordinates (x,y) with centre as 0,0.  For example the ship is initialised as follows:

    The one thing you may want to consider is the ability to have multiple start points (I guess you could also overlay multiple vectors as an alternate) which would allow you to construct more detailed vectors – for example with the UFO I did have to draw over the some areas twice to get to the next area I needed to draw:

    The vector code I used is available here if you wanted to take a look:

    https://github.com/chunkypixel/monkey2/blob/master/Asteroids/src/entity/vector.monkey2

    What the code does is initially store the vector in one array and then as scaling or rotation is applied it updates the object into a drawing vector.  Then when drawn a virtual scale is also applied (Asteroids runs under a base 640,480 but a virtual scale is applied when drawn to match the actual screen size ie. 1024,768).

    Hope that gives you a starting point!

    in reply to: Choplifter (de)remake #3666

    Matthew Smith
    Participant

    Very nice!! Plays very well!

    in reply to: Asteroids remake #3226

    Matthew Smith
    Participant

    @wiebow looking forward too seeing it!

    in reply to: Asteroids remake #3210

    Matthew Smith
    Participant

    Updated version (0.6)

    https://1drv.ms/u/s!AgngrULjSty9kJscgMVwpojeo2pn3w

    Added UFOs, extra player every 10,000pts and ability to enter high scores.  Also done a general tidy-up of the game play – plays quite well now.

    The new change follow the reasonably established Asteroids game play – UFOs have a large and small (after 10,000pts).  Large UFO fire randomly whist small UFOs are quite accurate (less accurate initially but get more so the higher you score.

    Now onto the bonus stuff and maybe some color changes.

    in reply to: Another modified version of Ted2 #3163

    Matthew Smith
    Participant

    Nice!

    in reply to: Experimental module manager now online! #3065

    Matthew Smith
    Participant

    I’m getting a similar crashing thing compiling (on Windows) but on different modules. Sometimes works some times doesn’t – trying to think of how to replicate before I log it.

    Note: both ‘external’ modules downloaded ok.

    in reply to: Asteroids remake #2928

    Matthew Smith
    Participant

    Adam,

    Yes certainly sounds interesting! The ability to have some basic editing of a number of file types would enhance a game making application such as Monkey2.  Doing a great job on Ted21 BTW!

    in reply to: Asteroids remake #2920

    Matthew Smith
    Participant

    @gcmartin – quite a comprehensive module! I’ve just done the basic requirements myself to do the job.  Shouldn’t be too hard to convert over.

    in reply to: Asteroids remake #2917

    Matthew Smith
    Participant

    Adam,

    This is my VectorEntity (whilst using Wiebo’s Game2d entity classes)

    Pretty much my objects such as the player, bullets and asteroids are created from this base vector class.  Here is my base ship:

    So what is doing is storing the points as a base [basePoints] and it then re-plots [PlotPoints] that based on scale and rotation [renderPoints] as necessary during an update.  From there it renders (overall scale adjusted by the VirtualResolution object as required as discussed above).

    I’ve had this vector code sitting around for donkeys in my folder collection – unfortunately not sure who created originally!

Viewing 15 posts - 1 through 15 (of 72 total)