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

Twitter: @API_Beast


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
8
comment How do I right-align text?
what is that magic / 1.9?
Apr
8
comment When to 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
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
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
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
comment How do some mobile games scale graphics so beautifully?
Ah, fonts, that's a very special case, since every single character is so small.
Mar
12
comment How to accurately count 1 second within my logic update?
time += 1000000000; instead of time = system.nanoTime(); else you are skipping a few milliseconds each time.
Mar
11
comment Why is my gameloop logic not being restricted to 60 per second?
VSync is waiting with processing of the next frame until the last frame is send to the monitor. The GPU sends frames in a fixed interval (which is typically 60Hz, e.g. 60 times per second). So by activating VSync your frame rate will be limited to the refresh rate of the display. Without VSync some unfortunate frames might be rendered but never displayed. How you activate VSync differs from framework to framework.
Mar
11
comment Why is my gameloop logic not being restricted to 60 per second?
Though you probably want VSync instead of manually limiting the frame-rate.
Mar
3
comment Modify random distribution functions :: Make it less likely to get multiple similar values in a sequence
Wow, that function is pretty damn cool. Didn't know that a function like that is actually that simple :) Link for the lazy: bit.ly/1pWOZMJ
Mar
3
comment Modify random distribution functions :: Make it less likely to get multiple similar values in a sequence
Could you go a bit more in-depth about defining the distribution function? The rest should be pretty clear.