| bio | website | greencod.com |
|---|---|---|
| location | Vancouver, Canada | |
| age | 39 | |
| visits | member for | 2 years, 9 months |
| seen | May 11 at 19:24 | |
| stats | profile views | 84 |
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:
- My company: www.greencod.com
- One of the games: Pinball Deluxe
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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. |
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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. |
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Jan 20 |
awarded | Popular Question |
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Nov 17 |
answered | Need game development sandbox like Etoys to do 2D games prototyping |
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Nov 17 |
comment |
Testing on Device Other Than the Known Brand Question (Local and Imported Phone Question) Most phones simply work with ADB when plugged in your computer. If not (examples being Nook around here), then you have to add a device ID in the .ini file. You can check with you local provider, they probably have steps to do enable it. |
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Nov 17 |
answered | Unity scaling instantiated GameObject at Start() doesn't “keep” |
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Oct 26 |
answered | How to update entity states and animations in a component-based game |
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Oct 26 |
answered | Ignore collisions with some objects in certain contexts |
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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... |
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Oct 26 |
asked | How to get a good picture of the health of a level-based game from analytics? |
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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 |
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Sep 25 |
revised |
returning correct multiTouch id modified the original poster's code |
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Sep 24 |
comment |
returning correct multiTouch id @Max: I don't know about the warning unfortunately. Can you tell us which one it is? |
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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 |
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Sep 24 |
answered | Easy to use cross-platform 3D engines for C++ game development? |
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Sep 24 |
awarded | Yearling |
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Sep 24 |
answered | returning correct multiTouch id |
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Jul 30 |
answered | Number of Impressions on Admob for revenue |
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Apr 23 |
comment |
What kind of questions should I ask players in a survey after the game? Never use an odd number of possible answer in a survey. In this case 5 was mentioned. Use 4 or 6 or 10 instead. The reason is that by not having a middle ground choice, you force the person answering the question to pick a side: bad or good. Otherwise you get a bunch of 'I don't want to think about this too much' answers, which is the middle one. |
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Mar 26 |
comment |
Dropping multiple objects using an array in Actionscript? " && fireBalls[0] " should be " && fireBalls[i] " |