783 reputation
29
bio website gamealchemist.wordpress.com
location France
age 39
visits member for 2 years, 1 month
seen 2 hours ago

Hi,

I'm a french independent developer coding in Javascript.

I hire my services as Javascript Consultant, i already solved problems ranging from small debug issues to more important architectural design advices.

Do not hesitate to contact me for more informations.

I Have a small blog talking about Javascript and video games here :

http://gamealchemist.wordpress.com/

And i published some of my libs here :

https://github.com/gamealchemist/


3h
revised Touch drawing in the dirt
added 67 characters in body
6h
answered Touch drawing in the dirt
8h
comment Touch drawing in the dirt
Just some simple particles with like 3 layers of particle already looks quite good, i wrote a quick demo here : jsfiddle.net/gamealchemist/4gfx1L2e
Nov
20
comment Pathfinding in an one-dimensional array?
To know how you should change the heuristic, it would be useful to know the current heuristic. Explain it and/or put a link on the method used.
Nov
18
answered How to access bottom canvas layer in HTML?
Oct
22
comment Balancing fight script in Text Based Javascript Game
This is the kind of issue i would solve by re-designing the code : Have clear objects with defined responsabilities, and de-correlate the codes handling 1) the input / 2) the game / 3) and especially the output.!! Clarify !! I started a bit here : jsfiddle.net/vxbp7fxL/6
Oct
12
comment How do I procedurally create a directional light cone with an HTML canvas?
Then you might use the 'ligther' globalCompositeOperation an either a solid fill or a gradient, playing on globalAlpha. You'll have to tweak the color/gradient/alpha to make it nice. Obviously, real shadow need more work (to stop on walls), but you can already improve that with some clipping. Small example with colors/gradient/clipping here : jsfiddle.net/gamealchemist/pgb3bhxj
Oct
12
comment How do I procedurally create a directional light cone with an HTML canvas?
Are you using webGL or the context2d ?
Oct
11
comment How can I tint a Texture2D with a gradient?
Just use a regular texture that you draw on the whole screen. Have it completely black, and play on the alpha value to have more or less shadow in corresponding areas (0 -> no shadow 1-> pure black). Use linear interpolation to have smooth shadows, and you're done.
Oct
7
comment How do I make A* agents avoid other agents?
A few comments 1) i think i'm not alone considering 100% ok that two foes can somehow overlap when crossing. Only if you choose a very realistic style that would be odd, but at the other side it's ok with a Zelda. 2) you might consider allowing path with a (*2,*2) map resolution, so two foes can cross in a 1-unit-wide path. 3) You might also design your maps so several paths are always available (maybe an interesting constraint, who knows ? :-) ).
Oct
6
comment How to properly do top-down aRPG melee attacks?
What about launching a few virtual bullets (like 4) that would have a circular move ?
Oct
6
comment Timing in fighting game using animations time?
Just a small idea about parametrization : You might set all correct times for a default fighter, then only use relative settings for the others. The other times would be defined by a factor (0.9 means 10% slower...) and/or a constant ( +20 ms). It would be easier to balance, because strong / weak character can be spotted easily.
Oct
4
answered How do I procedurally animate a cell eating another cell?
Oct
4
awarded  Custodian
Oct
4
reviewed Edit suggested edit on Why is it bad to hard-code content?
Oct
4
revised Why is it bad to hard-code content?
Copy edited.
Sep
30
comment Why is it bad to hard-code content?
Sure : maybe i wasn't clear enough, i meant it's only after a few iteration you know what is the shape of your dialogs (from a plain straight line to a complex tree or state machine). In the first steps a few (most easy) ifs + some hard coded string are ok imho. Then when you can clearly forsee your needs, make a choice, after evaluating the cost/benefits of each solution.
Sep
30
answered Why is it bad to hard-code content?
Sep
30
comment How can I avoid having many singletons in my game architecture?
It's just a Singleton pattern implemented at the game level. So basically its most interesting aspect is to allow you to pretend you're not using Singleton. Useful if your boss is from the anti-pattern church.
Sep
30
comment How can I avoid having many singletons in my game architecture?
Shouldn't the game services be instantiated only once ? If so, it's just a singleton pattern not enforced at the class level, which is worst than a properly implemented singleton.