647 reputation
510
bio website greencod.com
location Vancouver, Canada
age 41
visits member for 4 years, 3 months
seen yesterday

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:


Oct
30
accepted How to measure skill in a pinball game?
Oct
30
comment How to measure skill in a pinball game?
to your first point: the score/points are already balanced with the difficulties of objectives. Also, using data from actual plays would be used to calculated the thresholds. I like the idea of factoring the time taken to get to those threshold as well.
Oct
30
comment How to measure skill in a pinball game?
Two facets: showing it to the user and trying to figure out how player of different skill level play through the game.
Oct
30
awarded  Curious
Oct
29
asked How to measure skill in a pinball game?
Sep
22
comment Why is my custom Texture2D blurry?
I know that textures loaded in the editor can be blurry if MipMapping is on. It should be OFF for 2d textures. Not sure how that relates to loaded from code.
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