491 reputation
212
bio website jamornh.com
location Bangkok, Thailand
age 29
visits member for 3 years
seen Oct 14 at 9:20

Jan
15
awarded  Revival
Jan
13
comment How can I distribute powerups “fairly”?
I actually like this answer. The power-ups should be placed as far from every player as possible, or have a way to grade a tile in terms of difficulty and place it on the most difficult one for every player to get, so that all players must compete to get the power-up. That forces players to confront each other to get the goodies and that's always a great dynamic.
Dec
16
comment Can I create cocos2d animations without using Xcode?
I didn't know if that was exactly what you were asking for, so I didn't post it as a direct answer. I've cleaned up the comment and bit and posted it as the answer now below. Glad I could help!
Dec
16
answered Can I create cocos2d animations without using Xcode?
Dec
1
accepted What is the standard way to synchronize sound effects with sprite animations?
Dec
1
comment What is the standard way to synchronize sound effects with sprite animations?
bobobobo and @akaltar, I see, with this method I could even flag the frame that a sound should play within a file (i.e. XML or JSON) that basically says that for animation X, play sound Y1 at frame 20, play sound Y2 at frame 30, play sound Y3 at frame 40, then have my engine, read that in when that animation is called and schedule the sounds accordingly using the callback. Hopefully I've interpreted that correctly. Thanks for your help!
Dec
1
comment What is the standard way to synchronize sound effects with sprite animations?
@akaltar Does that not mean that I would have to slice up each meteor and animate each meteorite separately and activate the sound for each piece of meteorite? This does give a more modular animation so I can add more meteorite or remove them or adjust the timing for each meteorite individually. However, if each component is only used once (like we only have 1 animation that would use meteors) would this be spending too much time modularizing the animation engine when it's not needed? Breaking the animation down to its pieces like that does take quite a bit of work.
Dec
1
comment What is the standard way to synchronize sound effects with sprite animations?
Could you elaborate on how you would count a sound "frame"? Do you mean counting the number of miliseconds that has passed since the sound started and perform a count per each predefined interval?
Dec
1
comment What is the standard way to synchronize sound effects with sprite animations?
I think you may have misinterpreted the question slightly. Your method would work for short sounds meant for "punch", "hit", "kick", "shoot" type that lasts no more than a split second where synchronization isn't an issue (you can just play the sound effect "on event" as you suggested.) However with a long animation + sound (i.e. armageddon, where 5-6 meteors fall from the sky and hit the ground at different frames, but are part of 1 sprite animation [like how final fantasy does them] will only have 1 start event, not one per meteorite) this method won't ensure synch right?
Nov
30
revised What is the standard way to synchronize sound effects with sprite animations?
added 340 characters in body
Nov
30
awarded  Yearling
Nov
30
comment What is the standard way to synchronize sound effects with sprite animations?
@ratchetfreak I believe cocos2d will manage the timing of the animation correctly. If I create an animation and tell cocos2d that I want exactly 1/30th of a second between frames, it will ensure this and skip frames if the performance isn't good enough. This ensures that the animation is completed at the right timing (i.e. in constant time.) Given that, are you saying that the method I outlined above is the right way to go?
Nov
30
asked What is the standard way to synchronize sound effects with sprite animations?
Nov
21
comment What should the data structure of a flexible ability system look like?
@JoshPetrie The linked question deals with a problem which is quite structurally similar, I will give it a look and see if it answers parts of the question or require me to elaborate this question further, thank you!
Nov
21
revised What should the data structure of a flexible ability system look like?
added 114 characters in body
Nov
21
revised What should the data structure of a flexible ability system look like?
added 114 characters in body
Nov
21
asked What should the data structure of a flexible ability system look like?
Nov
16
comment Can I create cocos2d animations without using Xcode?
If you only need sprite animations then the person can create the sprite animation using flash or some such software. If you want him to script animation for you that works with cocos2d and he does not have xCode then he can definitely write the code in a text file and pass that over to you... but he will not be able to check whether those scripts or code works since he cannot compile them.
Sep
10
comment Cocos2d how to correctly preload a spritesheet before the scene start?
Pluvius' answer is correct, and for more details on the different approaches that you can use to pre-load your textures, you can refer to this answer I gave to a related question: gamedev.stackexchange.com/questions/47247/…
Sep
9
answered How to define axis of Sprites in a CCAnimation?