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Change your thought process from "Moving 7 units" to "Applying a velocity of 7 units" and you can come up with something like: velocity.Y = -7; position.Y += velocity.Y; Now if we take this and we want to apply acceleration every frame we can simply update the velocity every frame. accelerationRate = 2; //arbitrarily picked - no significance velocity.Y = ...


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If a game is relying on static values such as fixed player/enemy stats, allowed moves or frequency and effect of power-ups, those are usually refined through extensive beta / play testing until a good balance is found (those values might be adjusted for different difficulty levels within a game). One thing to take into account when defining "good" starting ...


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From my knowledge using the Serializable language feature for realtime game networking thats running at 40+ FPS is very bad. I would send data in a plain binary stream for example Ive got to send the following variable in a class... (String) player name, (Integer) player health, (Integer) player model id, (Integer) player x, (Integer) player y I would ...


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This is simply a design decision that you, as the developer, will need to make on your own terms. There isn't a correct answer to the question. Some paths you could consider: Poll the users on an established game's forums and determine what their communities prefer. Implement different difficulty levels in your game: Easy lets you rotate, Hard does not. ...


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It depends a lot of how your game actually works, but in most games it is not necessary to send all positions of all objects after every frame. In most cases, most of the information will either not change right now or will be changing in very predictable ways (like an object moving in a straight line). It is often a lot more bandwidth-economic to only ...


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I'll let someone with actual experience on Google's retention stats for popular games and so on answer your first question. As for the second question, the short answer is to design your game with retention in mind. Your goal is to make the player come back to your game and your game should try to make him come back as part of its core. Things you might ...


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I agree with your sentiment that the "punishment" in games are sometimes a bit harsh, especially when having to restart a game in order to fix one or two simple mistakes. Even in games that aim for realism, they are still a form of entertainment and as such I think they should avoid frustration as much as possible. To that end, some ways to solve your ...


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position.y -= 7f; change 7f to a variable var fallspeed = 7.0f; position.y -= fallspeed; increase the fallspeed every update var fallspeed = 7.0f; var gravity = 5.0f; position.y -= fallspeed; fallspeed += gravity; This creates a linear acceleration. Gravity on the other hand isnt linear, so you might wanna try something like this var fallspeed = ...



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