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location Tehran, Iran
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visits member for 2 years, 8 months
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Applications developer who moonlights as a Game Developer.


Jun
22
comment how to re-use a sprite in cocos2d-x
How did you create your Sprites; CCSprite::create(...) or manually new ?
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 ?
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 =)
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
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
comment Setting a displacement or offset between Snake segements
Yes. It must be clear how to calculate next position according to x/y velocity of snake. you also can handle cross-direction ( for xVelocity=+1 and yVelocity=+1 ). If you need more clarity, I can explain more. but I think you got it. :)
Aug
27
comment Setting a displacement or offset between Snake segements
You haven't mentioned this in question. ok
Aug
19
comment How to handle Gameflow and Progression
I think Graph/FSM is your only choice ! But you "can" implement it in a simple way if you think on it depends on what you need to support in your engine .
May
21
comment UDK: Checking actor type in projectile ProcessTouch
Have you tried casting ? e.g. if( myDesiredClass(Other) != none) .
Nov
12
comment UDK and C++, is it possible?
Maybe it's not possible, because of .dll's raison d'etre.
Oct
31
comment How to correct shooting in touch-screen shooting games?
When you the touch screen at (X,Y), you need to projectile the point to 3D world, and then it gives you an origin point(the cone top) and a vector of direction. And the problem is about this direction vector. You said to check all of some close point to (X,Y) and It's a solution too. But It cost more, because you should do Trace action for more point ( many point needed to get a good result ).
Oct
31
comment How to implement auto-aiming / auto-targeting
Check my specific answer to my real problem