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Bullet Time Ninja

Wednesday, July 18, 2012. Lasers And Player Collision. Previously, I described how lasers collide with the environment. In Bullet Time Ninja. Today, lets talk about how to detect collisions between lasers and the player. The trick I used was to treat the player as a circle, and do a line-circle collision test. Not to say that the circle one isnt. Monday, April 30, 2012. You can now make your own levels to play in Bullet Time Ninja. 1) Download and Install Ogmo Editor 0.917. Wednesday, February 15, 2012.

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Bullet Time Ninja | bullettimeninja.blogspot.com Reviews
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Wednesday, July 18, 2012. Lasers And Player Collision. Previously, I described how lasers collide with the environment. In Bullet Time Ninja. Today, lets talk about how to detect collisions between lasers and the player. The trick I used was to treat the player as a circle, and do a line-circle collision test. Not to say that the circle one isnt. Monday, April 30, 2012. You can now make your own levels to play in Bullet Time Ninja. 1) Download and Install Ogmo Editor 0.917. Wednesday, February 15, 2012.
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Bullet Time Ninja | bullettimeninja.blogspot.com Reviews

https://bullettimeninja.blogspot.com

Wednesday, July 18, 2012. Lasers And Player Collision. Previously, I described how lasers collide with the environment. In Bullet Time Ninja. Today, lets talk about how to detect collisions between lasers and the player. The trick I used was to treat the player as a circle, and do a line-circle collision test. Not to say that the circle one isnt. Monday, April 30, 2012. You can now make your own levels to play in Bullet Time Ninja. 1) Download and Install Ogmo Editor 0.917. Wednesday, February 15, 2012.

INTERNAL PAGES

bullettimeninja.blogspot.com bullettimeninja.blogspot.com
1

Bullet Time Ninja: Level Editor

http://bullettimeninja.blogspot.com/2012/04/level-editor.html

Monday, April 30, 2012. You can now make your own levels to play in Bullet Time Ninja. 1) Download and Install "Ogmo Editor 0.917". If anyone has additional download links to share, please comment). 2) Download the Bullet Time Ninja Editor project. Http:/ www.kwarp.com/downloads/btn level editor.zip. Double-Click on "BulletTimeNinjaEditor.oep" to open the project. 3) Build a simple level. Every level must have a ninja, and a scroll. 4) Save your level to a ".oel" file. Copy all of the text in the file.

2

Bullet Time Ninja: May 2011

http://bullettimeninja.blogspot.com/2011_05_01_archive.html

Sunday, May 29, 2011. Bullet Time Ninja is a super awesome Flash game about an epic ninja that has the power to slow down time and air-kick in any direction. The game is currently under development. More details will arise in Fall 2011. Subscribe to: Posts (Atom). I enjoy programming games and writing about the development process. View my complete profile.

3

Bullet Time Ninja: April 2012

http://bullettimeninja.blogspot.com/2012_04_01_archive.html

Monday, April 30, 2012. You can now make your own levels to play in Bullet Time Ninja. 1) Download and Install Ogmo Editor 0.917. If anyone has additional download links to share, please comment). Subscribe to: Posts (Atom). I enjoy programming games and writing about the development process. View my complete profile.

4

Bullet Time Ninja: September 2011

http://bullettimeninja.blogspot.com/2011_09_01_archive.html

Wednesday, September 28, 2011. Character animation logic is a surprisingly complicated programming problem. Every single condition for making a character animate the correct way, in the correct context, needs to be explicitly defined by the programmer. Without a clear methodology, this kind of code quickly spirals out of control, and becomes a major pain during the game development process. Today, I will walk through how I implemented Character Animation Logic in Bullet Time Ninja. Flixel uses Objects ca...

5

Bullet Time Ninja: November 2011

http://bullettimeninja.blogspot.com/2011_11_01_archive.html

Tuesday, November 15, 2011. Here is how wall-kicking works:. When the player touches a wall, the player should continuously stick to the wall until:. The player touches the ground. The player jumps off the wall. The player presses the DOWN key. The First Frame Problem. Most Platformer games collide the player against the environment every frame. When the player overlaps a piece of the ground, wall, or ceiling, the player is moved to the closest point that is not touching. Subscribe to: Posts (Atom).

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kwarp.blogspot.com kwarp.blogspot.com

Greg Lieberman: June 2011

http://kwarp.blogspot.com/2011_06_01_archive.html

Games, projects, and other distractions. Tuesday, June 14, 2011. A few weeks ago, I received an amazing phone call that would change my life (for a week). I became an IGDA E3 Scholar! What's that you ask? Let's break it down. First, the IGDA. Is an official support group for game developers. Here is their official About statement from IGDA.org:. The Electronic Entertainment Expo, or E3. As an IGDA E3 Scholar, I got a pretty sweet deal:. Pre-paid E3 ticket ($500 value). Some 2nd floor access. During a dev...

kwarp.blogspot.com kwarp.blogspot.com

Greg Lieberman: E3 2011

http://kwarp.blogspot.com/2011/06/e3-2011.html

Games, projects, and other distractions. Tuesday, June 14, 2011. A few weeks ago, I received an amazing phone call that would change my life (for a week). I became an IGDA E3 Scholar! What's that you ask? Let's break it down. First, the IGDA. Is an official support group for game developers. Here is their official About statement from IGDA.org:. The Electronic Entertainment Expo, or E3. As an IGDA E3 Scholar, I got a pretty sweet deal:. Pre-paid E3 ticket ($500 value). Some 2nd floor access. During a dev...

kwarp.blogspot.com kwarp.blogspot.com

Greg Lieberman: September 2011

http://kwarp.blogspot.com/2011_09_01_archive.html

Games, projects, and other distractions. Tuesday, September 20, 2011. I am building a physics engine called Rapid Physics. It is designed to correctly simulate objects that move really fast. This is difficult problem that is commonly known as the tunneling problem. Check out a quick demo here:. Rapid Physics 0.25 Alpha. Friday, September 16, 2011. I'm running a developer blog on Bullet Time Ninja. Subscribe to: Posts (Atom). I enjoy programming games and writing about the development process.

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Bullet Time Ninja

Wednesday, July 18, 2012. Lasers And Player Collision. Previously, I described how lasers collide with the environment. In Bullet Time Ninja. Today, lets talk about how to detect collisions between lasers and the player. The trick I used was to treat the player as a circle, and do a line-circle collision test. Not to say that the circle one isnt. Monday, April 30, 2012. You can now make your own levels to play in Bullet Time Ninja. 1) Download and Install Ogmo Editor 0.917. Wednesday, February 15, 2012.

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