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Hardest things you programed
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Hardest things you programed
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Hardest things you programed
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Hardest things you programed
Canada Mariotroid
Blooper
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#1
05-14-2020, 03:03 AM
What are the toughest things you have programmed? Like a specific thing that really got your brain going? For me, probabaly circular planetary movement for Mario Holidays. It was tough to move Mario around on a circle and have him shoot fire pucks that went in the same direction. I'd like to hear your thoughts.

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SuperSledgeBro
Hammer Bro
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#2
05-14-2020, 01:52 PM
Not too long ago I made a 2D Sonic Engine in Game Maker using the "Sonic Physics Guide" as reference. I had no idea I would actually be able get the basic things working! Idea

I had the 360 angle rotation and dynamic slopes, but it was far from perfect. The player would start to go through the solids after their speed value was higher than 25. And the way I made the player stick their to the floor and collide with walls caused the FPS to drop very easily. I was using "while" and "for" loops too many times in my code.

Now I'm trying to get a new slope and platform system working using algebra instead, which causes less FPS drops and possibly less bugs as well! Buuuuut all this math is giving me headaches, and I think I'm not getting anywhere. Sick
[+]Spoiler
[Image: V4bzhla.gif]

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China Hyper
Ambitious but too burnt out
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#3
05-14-2020, 01:55 PM
I made a freakn music maker from scratch using Game Maker. Unfortunately it's not really good due to too much latency in Game Maker.

[Image: Hyper86-Camry.png]

Main Site | YouTube | Bluesky | My OC


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GeneSu730
Wannabe Hacker
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Egg Hunter
#4
05-14-2020, 02:48 PM
I am trying to program the entire Super Mario algorithm in my game. I am using Super Mario Bros 4 and Super Mario World as my model. Every time I add a new feature (swimming, Yoshi), I find Mario getting stuck in a wall.

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United States VinnyVideo
Can't have an avatar without a Shy-Guy
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#5
05-14-2020, 05:09 PM
As for personal projects, probably the pathfinding algorithm used for both playable characters and enemies in MFGG Emblem. That was a big headache (and it's still a bit buggy).

As for things I've done at work, cleaning large datasets and finding a single bad record in hundreds of megabytes of data was a whole heap of fun.
Course clear! You got a card.

[Image: CourseClear.gif]


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Canada Mariotroid
Blooper
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#6
05-14-2020, 06:49 PM (This post was last modified: 05-14-2020, 06:50 PM by Mariotroid.)
(05-14-2020, 05:09 PM)VinnyVideo Wrote: As for personal projects, probably the pathfinding algorithm used for both playable characters and enemies in MFGG Emblem. That was a big headache (and it's still a bit buggy).

As for things I've done at work, cleaning large datasets and finding a single bad record in hundreds of megabytes of data was a whole heap of fun.
That seems tedious more than technically difficult.

@hypernova that is insane! Seems like quite the project!

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