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  • 0 posts edited
  • 2 helpful flags
  • 7 votes cast
Jan
21
comment How to give the player the feeling of being chased by enemies and force him/her to rush
I would disagree with the random jump length. It needs to be consistent; you need to strike a balance between the game being scary and the game being fair. You will make the user feel like the game is unfair if you add random jump lengths.
Dec
8
comment How can I create borders in an open-world game that don't feel artificial?
@caseif when I last played, they existed, but thank you for the correction
Dec
4
comment How do I correctly use singletons in C++ engine programming?
I'm a religious singleton hater and I don't consider a global a solution either. :S
Dec
2
awarded  Critic
Dec
2
awarded  Citizen Patrol
Dec
2
comment How can I create borders in an open-world game that don't feel artificial?
World of Warcraft has an implementation where the world itself is completely open but there is a fatigue bar and if you swim out too far, the fatigue bar will start draining. After it is completely drained, you will lose health and eventually die. This ends up with funny scenarios where players who move fast enough can get to restricted areas (GM Island). Also worth noting that while Minecraft has an open world, the distance from the center to the 'far lands' (the 'edge' of the universe in Minecraft) is so large it's impractical to get there with normal means (i.e, without cheating).
Dec
2
awarded  Supporter
Oct
2
comment Will unlocking the framerate in XNA/MonoGame tell me how efficient my code is?
Not really. Other answers answer this well, but the main point is that most of the heavy lifting will be done by your graphics card using hardware acceleration. Unless you're doing work in the same thread as the graphics (you shouldn't be), then there's no reason for for FPS to be impacted by your code - within reason - at all.
Sep
29
comment Changing game variables through network in run time for debugging
This doesn't really have much to do with web development, however you would be required to build in a miniature http server into your game that responds correctly to requests for this to function correctly.. It may very well be cheaper to just recompile/rerun because this is not a simple task :) Never mind the fact that a constant connection like web sockets may also have an affect on performance
Sep
21
comment Separating Game Engine from game code in similar games, with versioning
What language is your engine in? Some languages have dedicated package managers that might make more sense than using git submodules. For example, NodeJS has npm (which can target Git repos as sources).
Apr
28
comment How to detect and prevent abuse (botting) of online game API?
What if a power player decides to bot? I don't think 'marking' the player as something makes much sense, it's very exploitable. Just play a lot for a few days then once you get the flag, fire up the bot and never be caught
Mar
26
revised Looking for some insight on programming design for attacking and attack types in a game
added 1210 characters in body
Mar
26
answered Looking for some insight on programming design for attacking and attack types in a game
Sep
2
awarded  Autobiographer
Apr
27
accepted 16-bit PNGs in Slick2D
Apr
10
awarded  Popular Question
Jan
1
awarded  Teacher
Dec
2
answered 16-bit PNGs in Slick2D
Dec
2
revised 16-bit PNGs in Slick2D
added 235 characters in body
Dec
2
comment 16-bit PNGs in Slick2D
16-bit total per for all channels. I managed to fix the issue though (well, hack-fix) by disabling the pure java png loader in slick2d