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visits member for 2 years, 3 months
seen Sep 2 at 22:02

Jul
17
accepted How do I make my camera follow a Box2D object?
May
1
awarded  Popular Question
Mar
22
awarded  Commentator
Mar
22
comment How can I introduce time pressure on the player's decisions?
Maybe besides time-based decisions, if the player does "failure moves," or does not make moves that actively help him solve the puzzle, events are triggered that make the game more difficult.
Jul
18
answered How do I make my camera follow a Box2D object?
Jul
16
comment How do I make my camera follow a Box2D object?
I'm not teleporting anything. Like I said, I'm just drawing it relative to the screen. This is a camera object. Nothing is being moved, the graphical representation is simply being adjusted so that it is in the middle of the screen.
Jul
16
revised How do I make my camera follow a Box2D object?
Edited tags.
Jul
16
asked How do I make my camera follow a Box2D object?
Dec
24
awarded  Teacher
Dec
22
comment Movement in RPG
I added comments. Hopefully this will be more useful to future visitors.
Dec
22
revised Movement in RPG
I added comments to my code and edited a line or two for the reader's simplicity.
Dec
22
accepted Movement in RPG
Aug
15
asked Game Engine Collision Handler
Aug
6
comment Managing Game States
Does every state have handle its own input, or is that done by the State Manager? For example, if I have HUD that is clickable, like "Pause," but my game involves clicking on tiles to move, how can I be sure that my State Manager will know to pause the game instead of move my player?
Aug
6
accepted Managing Game States
Aug
6
asked Managing Game States
Jul
13
accepted Collision Detection/Map Management in RPG
Jul
12
comment Collision Detection/Map Management in RPG
So lets say that my player's position is something like this: TileX = Grid[GridX][GridY].Tiles[0] and TileY = Grid[GridX][GridY].Tiles[0]. I move left. Should i just say something like: Player.setGrid(Grid[GridX][GridY-1].Tiles[getLargestTile()]?
Jul
11
comment Collision Detection/Map Management in RPG
The way I do things is a combination of both. The player in reality only occupies one tile. However, when you press a directional button, the player's position is incremented over a short period of time to reach the position of the tile.
Jul
11
comment Collision Detection/Map Management in RPG
Chunking is exactly what I'm doing. Is this the best way to do it?/Is this way the only way to do it?