Posts Tagged ‘math’

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.


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.


Early Gameplay

Posted by
Saturday, December 12th, 2015 7:23 pm

Nobody can tell what is going on in this game. Here are the basic rules.

  • Your enemies defense grows every turn.
  • You can play up to 3 cards each turn.
  • If you drop a card on the friendly unit it will gain +attack.
  • If you drop a card on the enemy unit it will gain +defense.
  • If your attack is = to your enemy’s defense at the end of the turn you will not take a counter attack.
  • If you go over your enemies defense during your turn you will loop back around with your attack and take a 2 damage penalty.

Does that make sense? I’ve also started adding other cards but it might not be a good idea because the game is already complicated enough to teach haha. Here is a gif.

Early GamePlay

Fibonacci Grid – Post Compo

Posted by (twitter: @andyjamesadams)
Monday, January 5th, 2015 11:42 am

Yippee! I’ve finished the post-compo version of Fibonacci Grid.
1. Added Main Menu (Now that I’m not restricted to 1 screen)
2. Added In game menu w/ restart – quit – and music option
3. Added stats tracking to main menu
4. Added level adjustment to increase over times the game is played.
5. Added 2 new game modes!
-TIMED MODE – race against the clock and not a move count
-ZEN MODE – no limits on your math skills… just click until you hit the goal… or have to reset.

6. I ADDED A TUTORIAL!!! (Most requested improvement)

The post compo is up on GameJolt HERE.

You can play the original LD entry HERE.

Fibonacci Grid iOS

Fibonacci Grid – It’s maths.

Posted by (twitter: @andyjamesadams)
Monday, December 15th, 2014 11:06 am


So I decided to make a game focused on one of my favorite math things, the Fibonacci sequence. I had fun and I’m fairly happy with how it turned out. So to the nit and grit of a postmortem post (the good, bad, and confusing?).

The good:
-I learned A LOT!
-the game is well received by most that play it.
-I actually finished this time, and I like the game I made.
-the animations and time I put into them paid off
-I designed the game with mobile in mind and have something I can take to market (maybe)


The Bad:
– I suck at writing music
– I thought the core mechanic was simple enough to understand and it wasn’t
– I should have added a tutorial
– I had some crash bugs on release
– I completely misspelled Fibonacci the entire time I was developing (corrected since)


The confusing:
I made a concious effort to have people playtest my game, and was under the impression that the”adding” mechanic was simple. While some folks are getting the idea either right away, or shortly there after, most are confused.

MORAL: Dont assume everyone reads the description on the page, and if it is needed that much then put it inside the game.

We Accept The October Challenge!

Posted by (twitter: @Dixumgames)
Thursday, October 3rd, 2013 12:18 pm

Hey guys!

We, Dixum has decided to join the October challenge. As we are a new game dev company  we see great potential in this opportunity. We are at the moment two persons at the company, me and my friend. I have participated in Ludum Dare challenges many times and I really love it.


Progressing and getting inspired

Posted by
Saturday, April 27th, 2013 7:09 am

Nothing better then getting inspired from incredible D&D monster book drawings to draw my own minimalistic…. eeee… pixels! -_-

2013-04-27 17


Actually just drawing to help me understand conversions from one space to another when zooming in weird engine I am building :)

Alright, time for me to get to work.

Friday, April 20th, 2012 7:21 pm

I was just about to regret up-voting this theme, but now I’m totally psyched about it.

Since my last entry was so offbeat, I am going to go for an all-too-familiar tower defense type game this time around.

Are you asking yourself right now if it will be jam-packed with trigonometry? You better believe it is! (I am assuming everyone who voted this theme specifically is as big a fan of it as I am)

Timelapse Reference

Posted by
Friday, December 16th, 2011 10:35 pm

Here’s a quick reference for those of you making timelapse videos this year.

Hungry Derivatives Advancing Collapse :: LD14 :: by jph/2009

Posted by
Sunday, April 19th, 2009 6:31 pm

Hungry Derivatives Advancing Collapse :: LD14 :: by jph/2009

here is the title sceen in the ZGE editor,. .

title screen in editor,. .

Well that was fun!  My first LD!

This game is not at all what I had in mind at the start,. but I tend to wander as new ideas come in,. . sotra’ cool, very odd.  What you think?

(win xp/vist ver. 47kb)  osX and linux possible if wanted,. .

I had some fun working with the Implicit mesh procedures to build the block head character,. something I have not used so much in the ZGE till now,. :)  I just was not able to get the sort of collision reactions I indended working in this time line,. my lazy math/logic skills,. and without resorting to my normal method of asking my friends for help with math and logic,. so this is me solo., I will likely do a game that I did have in mind later with that help,. .

This is a weird game!  I am not sure many people will enjoy it,. but give ‘er a go and let me know your thoughts,. I do enjoy feedback.  there is a simple score and it is currently a player vs environment with no bad guys as I had inended,. but 48 hours is not that much time and it was only the time in that window I could actualy use working on it so much less ,. . I’m sure that is true for most here.  so the level just gets less dense and you will eventually miss a jump and fall,.  .  so get as much shiny befor that as you can.

Re: Distractions Deluxe

Posted by
Saturday, April 19th, 2008 1:14 pm

My solution:

So the problem is to figure out the direction a player (moving in 3-d) has to shoot to hit an enemy (also moving in 3-d) given their positions, velocities, and the speed of the bullet.

The approach I used was to solve the equation

time it takes the enemy to reach a position = time it takes the bullet to reach the position

for the time.

First, redefine the vectors so that they are all relative to the player. This
leaves you with only bullet speed, enemy velocity, and enemy position. The
points in question are the points along the enemy’s trajectory, so express the
above equation in terms of t:


This can be solved with the quadratic equation:


Note that there may be zero, one, or two solutions. Negative solutions reflect hits in the past. If there are no positive solutions it is not possible for the player to hit the enemy.

Once you have t, it is simple to calculate the position.

Edit: forgot the exponent on the bottom of the final answer.

Distractions Deluxe

Posted by
Saturday, April 19th, 2008 12:45 pm

Someone (partly me) derailed the IRC into wild discussion of a math problem. I think some 5-6 people were involved at some points, and we still haven’t arrived at a conclusion as far as I can tell.

Here’s an image I cooked up to help visualize the problem:


The problem is deceptively simple: Determine what angle to fire a bullet in, if it is to hit a target that’s moving past you at a constant velocity. In other words, both objects are moving at a fixed speed, and you just have to figure out in what direction to launch the bullet so that it’ll hit the target perfectly. Iterative solutions need not apply. Good luck with interpreting the image, it’s pretty confus(ed/ing).

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