Posts Tagged ‘ben’

LD36 – We’re IN!

Posted by (twitter: @ToastedGames)
Friday, August 26th, 2016 5:25 pm

Jesse, Justin, and I (Ben) will be participating in this Ludum Dare! You all ready to get pwn’d? (wow, that’s OLD, what am I doing???)

Good luck to you all!

 

Programs:

Gamemaker Studio

Paint.net

Photoshop

Famitracker

Notepad++

The INTERNET

Obstruction, a game by Toasted Games!

Posted by (twitter: @ToastedGames)
Thursday, June 23rd, 2016 7:17 pm

Hey all, my name is Ben and I’m a member of a team of three friends that we call Toasted Games! If you haven’t heard about us before, here’s our info. Anyway, the reason I made this post was because I made a huge post on our website about my personal creation, Obstruction! Obstruction is a game about creating courses and maneuvering through them, and sharing those courses with your friends! The game will likely be released this year, and we’d love it if you could check it out. If you’re interested, start by reading the post I just made!

CLICK TO READ POST!

We hope to see you around! ^_^

  • Ben

Pre Calculus 10…

Posted by (twitter: @ToastedGames)
Friday, May 27th, 2016 11:36 am

PreCalculus’ symbols really grind my gears sometimes…

This image shows my course telling me that '||' means parallel lines.

Why???

Oh I get it.

if (!place_meeting(obj_collision) || keyboard_check(ord('P')))

means if you’re not meeting collision AND IT’S PARALLEL TO THE ‘P’ KEY ON YOUR KEYBOARD.

Yep.

A tip for Platformer Developers!

Posted by (twitter: @ToastedGames)
Sunday, April 3rd, 2016 3:26 pm

Platformers have been a fairly difficult genre for beginner programmers to design. Most of the problems I’ve encountered come from the physics engine that has to be built. Generally, people don’t know how to program collisions with tilesĀ and end up with players hovering over the ground, falling through the ground, or some other equally annoying glitch. I want to show you how to issues like this, with a script I made. Well, I won’t give you the exact script, because you won’t be using the same program as me, but here’s the basics:


(make 'i' equal 'velocity', if 'i' is greater than 0, repeat this loop until it equals 0, subtracting 1 every time)

//Run the script below for every pixel the player would move.
{
if there's an object at 'x', 'y'+'i' and it's a platform,
subtract 1 from 'velocity' //Lower how far down to go.
}
'y' = 'y' + 'velocity' //Go to the new velocity.

Well, that’s all for now. Hope this helps! Bye :)

(This post was a snip from my post on the Toasted Games website. Here’s the full post.)
-Ben

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