630 reputation
59
bio website greencod.com
location Vancouver, Canada
age 40
visits member for 3 years, 11 months
seen Jul 22 at 0:07

Programming addict since 1985. Got started on basic for the vic-20, transcribing code from magazine and getting the dreadful "Syntax Error". Unfortunately, typing accuracy has not improved much since then :p.

Now working for my own company on indie games. The technologies we use include: Java on Android, C#, Unity, Flash/AS3 and multiple web services (Parse.com is worth mentioning: good stuff)

Some links:


Jul
24
awarded  Yearling
Jul
21
answered Grow first, Ads later for mobile games?
May
26
answered Create a trailing, ghosting effect of a sprite
Jan
21
awarded  Notable Question
Oct
1
awarded  Yearling
Sep
30
answered Is there a better way to handle a large amount of organized game data in Character Creation?
Aug
27
awarded  Necromancer
Apr
15
comment Design to handle logic within a state
There are some things that are useful to most of the component. It make sense to put those at the entity level: position, active/inactive, etc.
Feb
4
comment Game state and input handling in component-based entity systems
Something else to take into account that have been an annoyance to my component-based systems in the past: multi-layer UI. Dialog poping on top of world or multi-level screens. It has come up so far in every game I've made so I'd say to make sure to consider an approoach that can solve that problem.
Jan
20
awarded  Popular Question
Nov
17
answered Need game development sandbox like Etoys to do 2D games prototyping
Nov
17
answered Unity scaling instantiated GameObject at Start() doesn't “keep”
Oct
26
answered How to update entity states and animations in a component-based game
Oct
26
answered Ignore collisions with some objects in certain contexts
Oct
26
comment How to update entity states and animations in a component-based game
When you talk about dependency, do you mean data dependency or execution order dependency? Also, in your propose solution, the MovementSystem now has to implement all the different ways something can move? This looks like it is breaking the idea of the component-based system...
Oct
26
asked How to get a good picture of the health of a level-based game from analytics?
Sep
25
comment returning correct multiTouch id
That warning is because I was using a deprecated constant. Instead of ACTION_POINTER_ID_SHIFT it should be ACTION_POINTER_INDEX_SHIFT. I have update the answer to use the proper constant
Sep
25
revised returning correct multiTouch id
modified the original poster's code
Sep
24
comment returning correct multiTouch id
@Max: I don't know about the warning unfortunately. Can you tell us which one it is?
Sep
24
comment returning correct multiTouch id
@Max: the sendTouchToGameEngine is simply a call to add this event to my game engine queue to be processed during the next update. If you don't use a queue to poll your input event, you run the risk of your calling function messing with the state of the game engine in unexpected ways, since the TouchEvent comes from the UI thread and, presumably, your game engine update runs in a different thread