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I dwell in caves.


Sep
23
comment How can I convert a 3ds Max .max to a Cinema 4D .c4d and maintain the animation?
Just because some Indians on Elance claim to be able to solve it for 60 bucks, it doesn't mean they can actually do it. See the "prove p = np" project on GetACoder. Many people "can do it" for 300-350 USD. getacoder.com/projects/solve%20p%20vs%20np_132036.html
Aug
19
comment Collision Issues
You should do some debugging. Create an obvious "hit" scenario, and see if the bounding sphere positions are right. I think the transformations might not be correct.
Jun
17
comment What are the pros and cons of skill trees versus skill lists in RPGs?
In a skill tree, if you have to change some values of a skill (the DPS of the fireball skill, for example), you might have to adjust the whole path leading up to that skill. Or the change might 'ruin' a character build that was totally viable before the changes. I think MMORPG's use skill trees to distinguish the different character roles by 'forcing' the players to stick to one path (or their character build will be too weak at later levels).
Jun
17
comment Drawing line from sprite with a touch
@Kaizer Sounds like the right way. Why don't you try it?
Apr
12
comment Where can I find the full game list of Game Design Challenge on GDC?
GameCareerGuide also had (has?) a very nice game design challenge series going on. Here's their list: gamecareerguide.com/forums/showthread.php?t=1543
Apr
10
comment Problem of saturation of ram on XNA?
@MehdiBugnard You're welcome!
Apr
10
comment Problem of saturation of ram on XNA?
@MehdiBugnard Unfortunately, delaying or eliminating garbage collection wouldn't solve any issues (it would just create more). See the memory profile you just attached. If the line doesn't ever fall down (because of the GC), it will just fill the memory. Then you'll have serious issues creating new references. The best practice is to not create any garbage in the game loop. Then the GC won't kick in. You'll need to refactor your source code. I had to go through this in my first XNA game project, and it's a real pain. But this is how you learn :-)
Apr
8
comment Level editors compatible with MonoGame?
A generic level editor that works with all kinds of games which can be made using MonoGame is just as feasible as a universal language translator (aka babelfish). In other words: you have to create your own level editor for your own game.
Apr
3
comment How can I move an enemy towards a player in AndEngine?
What did you try? How do you move single units?
Mar
27
comment Changing game controls using .txt file
@ToddersLegrande Yes, you're right, I'll edit the names of the Up and Down variables.
Mar
27
comment Changing game controls using .txt file
@MatthewMorgan Ah, okay, I guess the wording of the question confused me. As a long-term solution, you should still consider using some kind of built-in serialization to store your settings.
Mar
27
comment Rule of thumb for enemy art design in 2D platformer
We usually try to avoid duplicate questions, not duplicates of valid answers. Also, a single link is rarely acceptable as an answer. In cases like these, you should write an extract of the article you're referring to, which is relevant to the question.
Mar
27
comment Rule of thumb for enemy art design in 2D platformer
-1: You linked to an "answer" that contains only a link.
Mar
25
comment Jittery effects with collisions
Yes, it happens because of that. But if you do the collision detection (and the position reset) before drawing the sprite, this won't happen.
Mar
25
comment Jittery effects with collisions
Resetting the position and the velocity of the player is OK, but I would do it before drawing the sprite.
Mar
22
comment Travelling in a 2D grid
So if I understand your question correctly, you would like to "move" a geometrical shape on the screen?
Mar
15
comment How do you parameterize turn based AI?
@MattKlein Well, an example would be something like this for a Blackjack game AI: const byte AI_PULLCARD_MAX= 17; /*...*/ bool AI_ShouldPullAnotherCard(byte currentTotal){if (currentTotal <= AI_PULLCARD_MAX){return true;} return false;} You do practically do the same with a very complex game AI too, but you have more methods, more parameters and a more complex decision logic (if-else blocks, switches etc.).
Mar
14
comment How do you parameterize turn based AI?
@MattKlein This is a very generic question. In essence, the AI should have access to certain properties of the game space and all of its objects. The AI's actions should be decided by reading and processing those properties values.
Feb
27
comment Shooting Bullets Around a Sphere
You are in the right direction. When the bullet reaches its half-life, You should take the current position and speed of the bullet (actually, the current velocity vector is also good, if you can get that from somewhere), and stop the rotation. I don't know Unity, but maybe stopping the RotateAround and/or setting the bullet's acceleration to zero will stop it from going around a circle. Once the centripetal acceleration is zero, the bullet will shoot out in a straight line.
Feb
23
comment What to consider when evaluating libraries/engines for making a game?
@Byte56 Because this question comes up always, when someone wants to begin game development. There are already lots of frameworks / engines out there, and such a generic "what to consider" Wiki entry would be really helpful. I think it would answer many "which engine should I use" questions that are going to appear on this site. The latter phrasing would actually make such questions 'not constructive'.