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location Germany
age 21
visits member for 2 years, 6 months
seen 19 hours ago

C++ Programmer, Game-Designer and Pixel-Artist.


Apr
14
comment How do I support animation with frames of different sizes?
You already have the best possible solution for a flexible width. You could only simplify it by sacrificing flexibility, for example by saying "All walking frames will be this big and all fighting sprites that big"
Apr
13
comment Is a responsive dimension game worth it?
It really depends on what kind of game you want to make. Extensive cut-scenes could be difficult to make with a dynamic screen size, anything else should be a non-issue.
Apr
13
revised Publish android game only for 800 x 480 resolution in portrait mode
Fix format.
Apr
8
comment How do I right-align text?
what is that magic / 1.9?
Apr
8
comment When should I use color keying vs PNG transparency?
With more complex formats like PNG the file size shouldn't be much different, since it compresses large surfaces of a single color very well. Color keying is more of artifact from the past for when inefficient file formats and paletted images were the norm.
Apr
2
comment Why don't all games permit changing the field of view?
@nwellcome It seems that all the issues he mentioned in the article stem from implementing the FOV slider as a afterthought, after everything depending on the FOV was already implemented.
Mar
25
comment Is there an optimum set of colors for 10 players?
>"I will publish an approximation of the curve formula for use in programs as soon as I find a reasonably good one." Have you found a reasonably good one yet? It's been 2 years.
Mar
25
comment OpenGL - Disable Anti Alias
@KromStern Linear filtering makes the textures blurry, which can be misunderstood as anti aliasing, but I agree a Screenshot is needed.
Mar
24
comment OpenGL - Disable Anti Alias
OpenGL does no Anti Aliasing by itself. What you are looking at might be linear texture filtering.
Mar
22
reviewed Approve Java JscrollPane
Mar
22
reviewed Approve AndEngine Foreground Sprite
Mar
22
comment Why don't we use octogonal maps instead of hexagonal maps?
"The gaps in the octogons make for an unappealing game world." I wouldn't say so, I certainly see usage for a pattern like that for less visible tiling.
Mar
20
revised Client-side dice rolls in turn-based game
added 733 characters in body
Mar
20
comment Client-side dice rolls in turn-based game
You could let both devices send a seed to the other for every time a random number is needed and use the average of both seeds for the calculations. Since both clients don't know what seed they will get they can't influence the outcome reliably.
Mar
19
answered Client-side dice rolls in turn-based game
Mar
17
comment Conceptual - What is the optimal way to combine steering behaviors with rigid body physics?
Not to mention that any rotation would go wild without stabilization, unless actively counter-acted. I don't think realistic space physics are really something you should do for any more action focused games.
Mar
17
comment Conceptual - What is the optimal way to combine steering behaviors with rigid body physics?
Without drag forces it's absolutely impossible to do anything but large orbiting movment, that won't be very fun for the player.
Mar
17
comment Conceptual - What is the optimal way to combine steering behaviors with rigid body physics?
Duplicate of gamedev.stackexchange.com/questions/70128/… ?
Mar
14
comment Player & Level class structure in 2D python console game?
Don't think of classes as "Objects", think of them as "Bundled Functionality."
Mar
13
revised How do some mobile games scale graphics so beautifully?
added 74 characters in body