1,711 reputation
1227
bio website pekalicious.com
location New York, United States
age 30
visits member for 3 years, 9 months
seen Apr 13 at 20:35

I love solving problems; even if there is none, I pretend I'm solving one anyway.

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Mar
30
comment Can animation parameters only be changed in scripts?
Have you tried creating a state that you transition to every time Shooting is set to true?
Mar
28
comment techniques for an AI for a highly cramped turn-based tactics game
I see. I'll do some research during the weekend too and come back with some ideas.
Mar
27
comment Unity objects not rotating around pivot point
@Blue could you make your comment into an answer so this question can be flagged as answered after David has accepted it? Thanks.
Mar
27
comment How do I add a Rigid body and a box collider component to a Texture2D?
@gamenewdev I have a feeling that did not answer your question..
Mar
27
comment unity rts on mobile : how can units find each other as simple as possible
Silly question: Does it matter whether a tile has 1 or 1000 enemy units? Because if not, then you can create a model of the map that contains a list of players in each tile and then check against that. So, no matter how many units of player 1 are in a tile, it's still only player 1 in the new map model.
Mar
13
comment How to create a new GameObject, without adding it to the scene?
Sorry, didn't catch that. Curious to see the solution to this.
Mar
13
comment How to create a new GameObject, without adding it to the scene?
Are you doing this in Editor or at runtime? I think there is a way to create a game object that's not added in the scene, but can only be executed in editor scripts.
Mar
11
comment Play video from StreamingAssets folder in Windows Media Player?(Unity 3D)
It should be somewhere in the registry. This question comes close but is not exactly what you are looking for: stackoverflow.com/questions/19181676/…
Mar
11
comment Skeletal animation with Unity2D?
When you say "I used to use skeletal systems", do you mean in non-Unity projects? Because Unity does have some 2D skeleton animation tools in the Asset Store. Have you looked at them?
Jun
26
comment Procedural… house with rooms generator
@Byte56 Done. Just to be clear, I did that because I didn't want to get credit since I only did what other people suggested. I understand though why that isn't ideal for the site's format, so, I added my answer.
Jun
7
comment Game state and input handling in component-based entity systems
@Coyote I hate to bother you about this (and really wish SO had private messages), but do you, by any chance, have written any documentation on your implementation? Even a rough diagram would be helpful. Thanks!
May
14
comment Game state and input handling in component-based entity systems
@Coyote That'll be great! Thank you so much!
May
14
comment Game state and input handling in component-based entity systems
Oh, sorry, I deleted it because I didn't articulated my question good enough. Anyway, I was basically looking for more information about the system you are describing here. Do you have any articles/books/blog posts that might contain a more detailed description of this system? The closest thing I could find was this: gamedev.net/blog/355/…
May
10
comment Game state and input handling in component-based entity systems
Hey @Coyote, this system sounds very interesting. Could you maybe provide some more information by answering this question? Thanks!
Jan
27
comment Procedural… house with rooms generator
yeah, I was hoping that I was missing something. My first approach was with using A* to figure out how to fit the rooms in a given space, but it was lacking logic for the halls. Now I am thinking that I can use BSP to place halls, and then use A* to the blocks. The thing I'm mostly worried about is that it might be too expensive and not always produce a result. But I'll have to test this first. Maybe it won't be as bad?
Jan
27
comment Procedural… house with rooms generator
That's where my research resulted, in space partitioning. Your example with code gave me a very very good start. I'm currently reading on algorithms. One question though: one of my requirements is that rooms are predefined (i.e. there are 2x2 rooms with one door, 1x1 with two doors, but no 2x2 with three doors), so I cannot start partitioning and then decide on where I will place doors. I think I have to keep in mind my limitations while I'm partitioning. Do you have a suggest for how I would go about this? In any case, thank you very much for your answer and effort!
Oct
19
comment How do I organize my game into multiple classes in C#?
Could you maybe be more clear about the difference between Input and InputHandler? Maybe show some pseudocode. This seems very interesting.
Oct
19
comment How do I prevent flickering when drawing to a JPanel?
+1 I too manually wrote double buffering.
Oct
3
comment How do I create an installer for my XNA demo?
Here is another installer tool that you might want to add for completeness: Advanced Installer (advancedinstaller.com). A lot of things can be done with the user interface and for simple projects it's enough. Haven't used it for anything complex. The freeware edition has almost anything a simple project needs, so I was fine with that.
Oct
3
comment What path finding algorithms are there?
I think the link is broken. Maybe this is the correct one: scalablegamedesign.cs.colorado.edu/gamewiki/index.php/…