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broadysmile (at) gmail.com


Dec
9
comment Player rewards in games where you normally have nothing to purchase
@Anko it depends, most games aren't that popular for it to be a problem; also for some hackers it will be easier to finish the game than to hack into it (again, depends on a game).
Dec
9
comment Player rewards in games where you normally have nothing to purchase
@KromStern this fits into "new content unblocked"
Dec
31
comment How can I plot a radius of all reachable points with pathfinding for a Mob?
@AlexStone Sorry! Maybe you could share your codez?
Dec
8
comment Staggered Isometric Map: Calculate map coordinates for point on screen
It does the transformation, just the other way around, so you need to reverse it.
Dec
7
comment Staggered Isometric Map: Calculate map coordinates for point on screen
Check this out: jsfiddle.net/Sd4ZP/18
Nov
30
comment What would be a good way to implement/render a 2D tiled map for a browser game?
There are only 10 lines involving Canvas. The rest is JS code that will stay the same or almost the same when you switch to HTML DOM elements + CSS, because it's game logic, not rendering code. Also, I could make a bet that these 10 lines can't be replaced with smaller, or even nearly same number of lines with the "html+css". Offsetting a <div> layer and storing model (tile array) as view (DOM elements) or using two separate arrays wouldn't be simpler at all. 90 lines is an extremely small number, far from being an over-complication.
Nov
27
comment What would be a good way to implement/render a 2D tiled map for a browser game?
I gave you a ready code, how much more specific can I be?
Nov
13
comment Collision test solution for hack&slash game
collisions must be very accurate, or don't have to? Hard to tell from your current sentence.
Nov
13
comment 2D Collision detection for Pinball Game
@John I imagine a good pinball as a 3D game with ramps etc. You could program these ramps in 2D, and scale the ball up when it goes over the ramp and down when it falls back yourself, but in this case it's still a 3D game, you just add Z dimension by yourself.
Nov
13
comment How to avoid circular dependencies between Player and World?
Ah, you mean the world has no reference to the player, it just has an array of objects implementing ICollidable interface, together with the player if needed.
Nov
13
comment How to avoid circular dependencies between Player and World?
You say that the world doesn't know what a player is, but it handles collision detection that may need to know properties of the player, if it is one of the objects colliding.
Nov
13
comment Making a perfect map (not tile-based)
And here is a way of using resized bitmaps as a quadTree: gamedev.stackexchange.com/questions/38481/…
Nov
13
comment Making a perfect map (not tile-based)
If your collision detection method is so fast it works on tens of thousands of objects, just use it, save all collided objects in an Array and in isObjectCollisionFree check if the object is in the Array. But I'm afraid your collision detection isn't so fast as You think and that's where the problem lies.
Nov
13
comment How to limit click'n'drag movement to an area?
I implemented it in real project, and I must say some problems emerged. Basically, you need to make a list of grid cells, where you take the closest grid cell named closest, and check for the distance to furthest point in the closest - let's name the distance furthest_dist. Now you need to remove from the list all cells which have their nearest point further than the furthest_dist and go level deeper. So instead of something like this: i.imgur.com/4UuFo.png It's something like this: i.imgur.com/dyTT3.png
Nov
13
comment Making a perfect map (not tile-based)
Hello, instead of saying "I need to implement [method name] because it's slow" tell us what you have problems with. It's confusing, because a sentence before you stated that your quad tree detection is fine with 30000 objects (i.e. is very fast, not slow). You should also remember that on this site we solve repeatable problems, and fixing bugs or low-level implementation issues is rarely considered repeatable. gamedev.stackexchange.com/faq
Nov
12
comment In-Game Encyclopedias
Not only Civilization, but also Colonization (Colonizopedia) and probably many other games by Sid Meier had an encyclopedia. Also, sometimes, e.g. in Mass Effects, encyclopedia is pure boring. I would love for ME and Dragon Age Origins to have 10 times less codex entries, but also 10 times more interesting.
Nov
10
comment How to do pre-loading
I would also add, that if you have a fixed time_step (time between frames rendered) you shouldn't call load() method just once in each frame, but rather use something along end = now () + 10; while ( now () < end ) load (); otherwise, if chunks of loaded data are too small, loading process may consist mostly of waiting between frames.
Nov
8
comment Collision Detection Game Design and Architecture
There are many approaches, one would be to check every entity against every other entity and instead of calculating if they already collided, calculate when they will collide (if at all), and add the collision event to some array. Next sort the array by the collision time, take the first element, apply post-collision effects (change their positions and velocities) and either recalculate the rest of the array or do some advanced stuff on calculating which entities can be affected by this collision resolution and recalculate collision times only for them.
Nov
8
comment How can I plot a radius of all reachable points with pathfinding for a Mob?
@PugWrath 1.4142... But in some games it's just 1
Nov
8
comment Making a Photo Hunt Game using Javascript and HTML5
@bummzack As I understand it, the question is about not a game as a whole, but main algorithm of dealing with images differences. For example how would one define the place of a difference in XML, as a group of pixels, a path around the place, or just a point in center? This question is definitely answerable, though it's form is not best.