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4

I wouldn't do the turn-based gameplay in a separate loop. Instead, just have the one main game loop like any other game, and that loop checks if it's time to advance a turn yet.


1

I think you should break this up into multiple questions and try again. Offhand, I see 3 questions that all warrant their own detailed answers, but there are probably more that you can ask to get the detailed answers you wish for: Using 3D to generate 2D Sprites You can just use 3D as a way to render Sprites, i.e. by creating your animations, then ...


1

I would suggest zooming in your game screen so that the pieces are slightly larger, it's extremely frustrating when a game has a bunch of tiny pieces that are hard to see and hard to drag. However, if you don't want to do that, there's a common approach that can be used so that the item can still be seen as it is being dragged. So to Crazyrems list of ...


2

If you move elements smaller than your finger, there's something wrong with your game design. I see several solutions to this: Make your elements bigger so you can see that you hold and where you put them, possibly enabling a Zoom gesture. Use another method of move, like a two tap movement mode, you tap from and to positions. Constraint your moves on one ...


2

I think the approach you are probably looking for is to trigger damage based on some event, which is keyed to a particular time or frame in the animation. I'm not sure exactly how you can set this up in your case as I'm not familiar with the specific tools etc. but the general concept would be: For each attack animation, define at which frame / time offset ...


0

I can see several issues: You should probably deal the damage at the end of the animation. That way, if the damage causes the opponent to die, the animation is done and doesn't keep waving the sword over a dead body. If you can, break your animation up into several steps and deal the damage in several smaller increments, and just stop dishing out damage ...


0

assert is your friend, if you get NullPointerExceptions that originates in your code (and not deeper into nested calls) then one of your objects is null, no matter how unlikely or impossible it seems. You have to assume that all assumptions are wrong and either step through the code and checking variables as you go, or - if that is hard due to the program - ...


0

Like you said, the card is just a thin line when centered on the screen in the x-axis at 90 degrees, at any other position (including the above case) the card will be a thin line when it aligns with the normal from the camera to the card's centre. Using the dot product between two angles you can figure out the angle between them, so from the cameras ...


0

Finally fixed by naming the parent joint of any model I have by the model's name then I get to read from the file I need by getting the name of the first bone in my mesh and excluding the extra '1' in the end of the string. Now each model will know which file to load for the animations without any fuzz.


2

One simple options is to just draw everything twice. Consider a screenful of your background clouds and other stuff that you want to scroll: +------+ | CC | | RR| +------+ (Assume that CC represents a cloud, and maybe RR represents a rock or some other background object.) If you have a "second copy" (logically or physically) of this background ...


0

Minecraft block models are actually not hardcoded into the game as of 1.8 and can be edited using resource packs. The JSON modeling system is fairly easy to understand and models exist at /models/block. You can then look at the code to see how it interprets the JSON models.


0

I ended up doing something that might seem stupid and costly that I loop at all the files till I find the right one and ignoring the exception that I get if the animations doesn't match the model. foreach (string file in Directory.EnumerateFiles(@"F:\Education\Animations", "*.txt")) { try { animationClips = ...



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