1,490 reputation
1821
bio website liquidfyre.com
location Illinois
age 27
visits member for 3 years, 9 months
seen Feb 22 at 7:44
I enjoy writing games to improve my coding skills. I also make Facebook games as a hobby.

Apr
6
accepted Correct order of operations in a platformer game loop
Apr
5
comment Correct order of operations in a platformer game loop
Right, it works fine. You just have to remember it every time you create such a platform.
Apr
5
comment Correct order of operations in a platformer game loop
well the one way I've got it to work so far, I used a hitbox to communicate between the two. So it seems at the moment that there's no simple solution that doesn't create at least a small other object in each case.
Apr
4
comment Correct order of operations in a platformer game loop
Thanks. I think that's a novel approach. The game entities are defined externally, and the biggest reason I wanted it to work without some kind of special connection between them is so that any other falling platforms don't need the same special treatment in order to work. But maybe I can use this type of approach to make it easier to make such platforms.
Apr
3
comment Correct order of operations in a platformer game loop
That article seems to be entirely about how to make the game loop time correctly with the hardware speed. But your suggestion seems to suggest my order is correct. The way you have it I think the problem would still exist. I think I have to do some kind of magic binding the two together.
Apr
3
comment Correct order of operations in a platformer game loop
@Blecki - That may or may not work for me - my system is customizable, so it would be a pretty generic change. Anyway, I'm still interested if anyone knows the "correct" game loop ordering.
Apr
2
asked Correct order of operations in a platformer game loop
Feb
25
comment How to implement behavior in a component-based game architecture?
@ghostonline That works fine for the things that have fixed rules like "can't walk while swinging" but what about transitions between stand and walk? If standing is in control, how will it know to try walking? The standing logic may want to choose either walk or swing, which is affected by the total absence of a walking ability - it should always choose to swing in that case. But I do think you're on the right track.
Feb
25
comment How to implement behavior in a component-based game architecture?
@ghostonline As far as the idea goes, sort of. In implementation, not really. AIComponent would be separate, as in the second diagram. It wouldn't contain the other components. The more important question for your second situation is, if the designer just chooses components without a programmer, how does the Entity know when to change state? Different states imply different state transitions - someone still needs to specify those.
Feb
23
answered How to implement behavior in a component-based game architecture?
Feb
19
awarded  Good Answer
Feb
18
awarded  Nice Answer
Feb
18
answered Starting from Scratch - Is it a Mistake if I re-invent the wheel?
Jan
24
comment Reasons to disable game save during combat (e.g. Mass Effect 2)
@Lo'oris Yep I've seen those. I love them. Especially the quadruple Mega Man.
Jan
24
answered Reasons to disable game save during combat (e.g. Mass Effect 2)
Dec
30
awarded  Commentator
Dec
30
comment Playing NSF music in FMOD.net
also note about file size: I can't use smaller formats like mp3 because they have buffers that prevent smooth looping from ever working properly.
Dec
30
comment Playing NSF music in FMOD.net
no, I explicitly want to play nsf files. I am making a game, and right now it does use wav files. The issue with that is that 1. wav files are much much larger in file size, so distribution is a pain, and 2. looping properly requires the wav files to be edited just right so it sounds clean. An NSF has neither of these problems, and also doesn't require conversion (the musicians in the project write NSF).
Dec
30
asked Playing NSF music in FMOD.net
Dec
16
comment Forcing one projectile to follow close behind an initial projectile
@meds It should work. Do you mean that the second one should follow the exact path that the first one took? In that case it's much more complicated. If you just want the second to follow the first like a homing missile, then this solution works. But it would probably follow a different path than the first.