245 reputation
210
bio website
location Tehran, Iran
age
visits member for 2 years, 5 months
seen 15 mins ago

Applications developer who moonlights as a Game Developer.


Apr
4
comment what kind of technique is used in android game rendering like Pou
@tigrou Thank you sir. You're right. yes, I meant frame-by-frame sprite. then flexibility will be less, but I guess hard-coding all those shapes should be Time-consuming work (any eternal source for doing it? for example Pou's mouth get many shapes). but again for eyes example, we possibly can separate Eyelid from pupil for rotating pupil alone. and (for double-check) you agree that using animation may be a alternative practical-solution ?
Apr
4
comment what kind of technique is used in android game rendering like Pou
@tigrou Is it possible to do same without drawing in code. ( for eyes for example): Is it possible to use 20 frame for "blink" animation and use it instead of drawing eyes and code the deform of each frame. Is there anything bad with this method ?
Mar
1
awarded  Notable Question
Feb
17
awarded  Yearling
Sep
25
comment How to shoot on direction of touch
I don't know much about your engine but just for getting some inspiration, I think It's not a bad idea to take a short look at my old Q&A : How to correct shooting in touch-screen shooting games?
Sep
1
comment Handling Multiple Items Interaction (in a 2-Players Game)
Can you show how can I implement this system in practice ? You mean I put n^2 condition which cover all possible interaction and call a function for them ?! Write your solution as an answer if you like.
Sep
1
comment Handling Multiple Items Interaction (in a 2-Players Game)
I'm sorry but rules are not in English. Unfortunately you won't find any useful data from my paper. If you have any idea with specific assumption, just tell that.
Sep
1
comment Handling Multiple Items Interaction (in a 2-Players Game)
they both get more damage. more damage than simple-hit. ( because of collision speed). Game's rules are not strange and they are designed to be understandable for players. problem is about handling them in good form in code. rules may change in future so they should be kept simple in code.
Sep
1
comment Handling Multiple Items Interaction (in a 2-Players Game)
I edit my question. answer is yes! but I also look forward to one-to-one item solution =)
Sep
1
revised Handling Multiple Items Interaction (in a 2-Players Game)
added 12 characters in body
Sep
1
revised Handling Multiple Items Interaction (in a 2-Players Game)
added 16 characters in body
Sep
1
revised Handling Multiple Items Interaction (in a 2-Players Game)
omit some extra description
Sep
1
asked Handling Multiple Items Interaction (in a 2-Players Game)
Aug
29
comment Setting a displacement or offset between Snake segements
yeah ! fun ! If you gonna copy that game mechanic your have two state: A) Snake is moving left/right and y_velocity is 0. for this state all I said works for you. but be aware that m_Pos.x+=(x_velocity*(2*R+OFFSET)) in real coding should be integrated with elapse time from last frame trivially. B)Snake 'L' movement when hitting some obstacle. for this state you should manually hard code and change snake's velocity whenever is needed to copy that 'L' movement.
Aug
28
comment Setting a displacement or offset between Snake segements
"let the snake move it self and that's what I do not want" .. ? What do you want ? Normally in a game, we get input event, apply them into game world, and see result in next frame.
Aug
28
comment Setting a displacement or offset between Snake segements
I saw what you write. Did you ask yourself where you used snake's velocity in your code? As I said you must have velocity ( let's call them: x_velocity & y_velocity ). Do you have them? Then you should calculate new place like this: m_Pos.x+=(x_velocity*(2*R+OFFSET)) and m_Pos.y+=(y_velocity*(2*R+OFFSET)). Notice I assume velocity values are [-1,0,or+1].
Aug
27
comment Setting a displacement or offset between Snake segements
I can't get what you mean with your last comment
Aug
27
revised Setting a displacement or offset between Snake segements
added 104 characters in body
Aug
27
comment Setting a displacement or offset between Snake segements
It's up to you how to treat with player input.btw, first you apply player input to your two digital velocity variable (x and y). then you start to calculate new snake('s parts) position ( I guess in each frame loop). First of all you look at x and y velocity. if x velocity is 0 for example you know snake will go upward or downward. if it's 180degree opposite direction you should skip player input at all as a wrong input. else ( for this case) you keep x position value for new position but use y+2*r+y_offset. y-> old y. r-> radius of snake's circle-part . and y_offset->gap value between parts.
Aug
27
revised Setting a displacement or offset between Snake segements
added 16 characters in body