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awarded  Notable Question
Jan
27
comment Question about save games format
btw, you may (or may not) find libraries that support saving object data into a Json format possibly. This format is very human readable and could help with debugging.
Jan
26
comment What are some ways of making a game engine centered around the idea of drawing vector lines and polygons only?
Hi, you don't need to do it. OpenFL already does it beautifully, using the GPU. If you want to redraw everything in software, it will simply not work for you (most likely). You can use OpenFL, draw the needed elements in advance and position them on the screen as needed.
Jan
26
comment Question about save games format
@Riptide An object is a bunch of data clamped up together. It can be health (hp), position, stats, level, inventory contents etc..
Jan
25
revised Question about save games format
added 794 characters in body
Jan
25
answered Question about save games format
Jan
25
answered How do I let a game support different rule sets?
Jan
15
awarded  Generalist
Jan
11
asked Design pattern for level editor modes?
Jan
10
comment Are sockets required when developing a browser based MMOG?
@Robert - Sure thing, making indie games is a lot like building a camp fire, you want enough logs to keep the flame alive but you don't want too many logs to stifle the fire. Think about the fun factor, make the fun things that are important for your enjoyment as a player. Leave the boring stuff for tomorrow.
Jan
10
comment Are sockets required when developing a browser based MMOG?
@Robert This could work, you might consider Google App Engine for scalibility. Single player is not demanding. The heavy lifting with multiplayer is making sure everyone is experiencing the same world at the same time. This is pretty hard. Think about some of the MMO you know and realize a lot of them let most of the action occur within an instanced zone so they only need to keep a few player synchronized and that enables them to cut back on resources and improve responsiveness.
Jan
10
answered Are sockets required when developing a browser based MMOG?
Jan
10
comment Are sockets required when developing a browser based MMOG?
I am adding an answer to point out some important differences Phil didn't mention in his answer.
Jan
9
comment Are sockets required when developing a browser based MMOG?
@Robert PHP is not used with sockets, it's for http requests. How were you planning to develop the game server?
Jan
9
comment Are sockets required when developing a browser based MMOG?
Do you know what language and framework you are going to use?
Jan
9
answered Do I really need a render() method in the game loop if the view subscribes to the models?
Jan
9
comment Do I really need a render() method in the game loop if the view subscribes to the models?
Is this a turn based game? Does the game just sit still until input is provided? Does getUserInput receive null when the user does nothing? What happens inside getUserInput, can the rendering function fire off multiple times each frames because there are many changes?
Jan
9
comment Lockstep dealing with lag
Wait, do you mean lcokstep protocol? As in the protocol used to prevent look ahead cheating in online peer2peer games? If this is the case, the model has nothing to do with dealing with lag. It has to do with cheating by waiting for other player actions before you choose an action. What kind of game are you working on where this model is relevant and also how does that has anything to do with lag? You know you are lagging when you don't get frequent updates... You should be getting frequent updates if your connection is working, right?
Jan
9
comment How can I manage the deceleration of units so that they arrive on-target?
If you are dealing with rotation, you need to define an angular rotation speed and then use something like this: gamedev.stackexchange.com/questions/73046/…
Jan
6
answered Prevent movement cheating in MP games