170 reputation
6
bio website NA
location London
age 33
visits member for 2 years, 1 month
seen Sep 25 at 14:15

I'm interested in things!


Dec
31
comment Game design and SoC
I think for this game, I'll go with the conformist approach and do it the Cocos2D way. It has so far saved me a lot of time getting the game up and running which has been vital as working full time and being married leaves not much time for hobby coding.
Dec
31
comment How to execute AI in Cocos2d (replacing the Update method)
Haha, stop reminding me :) While it is restrictive, I still want to give it a go as it has saved me a lot of time pumping out the UI side of things (despite this current Conundrum)
Dec
31
comment How to execute AI in Cocos2d (replacing the Update method)
Thanks for your answer. I'm actually using Cocos2d-xna, but was assuming the approach would be the same for any platform. I'll look into the Update scheduling you mentioned. It sounds pretty much what I was hoping for, as I feel a bit uneasy using Actions for everything.
Sep
25
comment Pattern for performing game actions
That looks like a very nice solution. Out of curiosity, how then do you let the UI know what to draw? Do your game objects (like characters) contain state which is used to identify what happened for rendering purposes, or is it the action itself that does that?
Sep
25
comment Pattern for performing game actions
Good point. There is no queue. It just needs to know if is busy, and if not, execute action.