Posts by teo
9 public posts under this name. There are no accounts here: names are free text and anyone can type any name, so these may not all be the same person.
| Post | Posted |
|---|---|
Notes for myself and anyone who wants to try the same: - emcc main.cpp -sUSE_SDL=2 -sUSE_SDL_IMAGE=2 --preload-file assets -o index.html builds - the main loop has to go. Browser doesn't let you block… | by teo |
Python with the turtle module, or pygame zero if you're brave. Typing's the real barrier at that age, not the concepts. | by teo |
"please work" was the deploy that took the site down. Still in the log. | by teo |
Late to this as well but game maker language. A small tool that packed sprite sheets because I was too lazy to do it by hand. Then I wrote more tools than games, and that's still the problem. | by teo |
Went with index + generation number, so a stale handle gets detected instead of pointing at the wrong enemy. Works well. Thanks, and ferrous, no. | by teo |
std::vector<Entity> entities; and the enemies keep an Entity* target. After some spawns, target points to garbage, and it crashes only sometimes. Valgrind says invalid read. Is it because vector moved… | by teo |
Yes, _physics_process runs at a fixed rate, and newer versions have physics interpolation you switch on in the project settings. Solved, thanks jf. | by teo |
Read the article. Jump heights are identical now. I'm clamping frame_time to 0.25s as well, otherwise dragging the window gives a spiral of updates. | by teo |
Small 2D platformer in C++ with SDL. I multiply velocity by dt every frame. At steady 60 it's smooth. When it dips, the player stutters and jumps come out at a different height, which breaks some leve… | by teo |