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Aug
17
awarded  Yearling
May
23
comment Java - Best Implementation KeyListener For Games
Exactly. If the game does not use some kind of timer, how could there even be a fluent motion? Key events are not a replacement for a timer. (Note: use javax.swing.Timer, not java.util.Timer, so you don't have to write code for synchronizing with Swing.)
Apr
29
comment How to do branching dialogue in javascript
Yes, {...} is an object. In JavaScript, object is a key-value associative array (with some extra functionality, not used in this example), similar to array in PHP, or Map in Java. For more info, see Wikipedia articles on JavaScript and ECMAScript, and the documentation linked from there, especially the official ECMAScript documentation.
Apr
22
awarded  Editor
Apr
22
revised How to do branching dialogue in javascript
added 180 characters in body
Apr
22
answered How to do branching dialogue in javascript
Feb
18
awarded  Critic
Jan
10
awarded  Tag Editor
Jan
10
revised ouya wiki excerpt
added 102 characters in body
Jan
10
wiki created ouya excerpt
Jan
10
suggested suggested edit on ouya tag wiki excerpt
Oct
8
answered Can these game be fully coded in html5/javascript?
Sep
26
awarded  Teacher
Sep
26
awarded  Supporter
Sep
26
answered Platformer Enemy AI
Aug
22
comment Passive skills and items
If you want to write any kind of crazy effect (e.g. "add 2 to WIS if INT is a prime number"), you probably need to write those effects in PHP code, and in the database store their names and parameters. So in the database you would have e.g. EffectName=AddIfPrime, EffectParam1=2, EffectParam2=WIS, EffectParam3=INT. Then in PHP you make EffectFactory with function createEffect(name, parameters). This function contains a long if-else chain, and for name=="AddIfPrime" it produces an object with given integer priority (hardcoded there) and a function that applies the effect.
Aug
17
answered Passive skills and items