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Apr
14
awarded  Yearling
Apr
13
answered Cannot find declaration of element nifty JME
Apr
6
comment How to convert a mouse's “On screen” position to “World” position C# Monogame
Alternatively you can set break points and use the debugger to watch the values of each variable. Put one break point in Update and one in Draw. Watch the coordinates, one is wrong.
Apr
6
comment How to convert a mouse's “On screen” position to “World” position C# Monogame
Use Console.WriteLine to output PreviousMouse, Camera.Position, Unit1.Position and Unit1.Position translated to screen space in the draw method. I would produce such output each frame, put the code in the Update of the whole game or in Unit1.Update, you will need one in Draw too to capture the translation to screen space. Run the game, move the camera 1 pixel to the left (or the less precision your game allows), do not let it run a lot of frames or the console output will be a mess. Then pause the process. Look at the console output. Try to identify the problem, update your question.
Apr
6
comment How to convert a mouse's “On screen” position to “World” position C# Monogame
I assume PreviousMouse = (Mouse.Position + Camera.Position). You probably already tried this but: if you are adding, try subtracting, if you are subtracting try adding. Other than that... maybe the bug is in your drawing code, I have coded such bugs myself, for example: maybe you think the code to translate from world space to screen space before drawing a frame is doing the right thing, but It may not. We will need some debug output to help you.
Apr
6
comment AS3/Flash Develop - Radial Gravity (character on planet simulation)
Please clarify: player position + 5 and planet position + 50 mean that your coordinates are the top left corner of the object sprite and then you need to add the half extent to move to the center of the sprite, right? Newton should be the answer here even if you are considering only a single planet in the system.
Mar
31
answered RPG Data (Skills, Monsters, Items, Equippables)
Feb
24
comment How can I draw my shapes based on their Z order value?
This kind of scene should be easily renderable by the painter algorithm, the complexity of 3D is not needed here. As other commentors have noted, the ordering is not present in the code, at leas I missed It. Add It in the proper place and your particles will render in the correct order. If I get to test it myself I will post as answer. I don't see where the particles are inserted into the list, but that method is the perfect place to do the ordering. As already noted, an insertion sort algorithm is the most optimal for this case as list is expected to be already ordered.
Feb
23
comment My GameMaker exe installs and runs but just shows a black screen
If it ran the first time then is not something like assets missing. This is only an idea I just had: If it ran the first time (maybe launched by the Installer process? By clicking a launch now checkbox?) then It may be a permissions issue, unlikely because assets loading only needs read access to files, but try this anyway: launch game with admin rights.
Feb
23
comment My GameMaker exe installs and runs but just shows a black screen
Add info about the machine that shows the black screen. It's of special interest the GPU. Also look if the work machine has the GPU drivers installed or if it is operating with the Windows default VGA Adapter. Tell if you need help finding this information.
Jan
26
comment Where can I find fonts for my game?
Can those fonts be used in non XNA games? The site is not clear about it.
Jan
3
comment Difference between sprite and texture?
The question is worded as If asking for a general definition. But the tags "unity" and "unity5" are present so I think this is a duplicate.
Dec
29
comment What methods do game hacks use to counter anti hack systems?
It sounds like a good idea. They sure have their good reasons, maybe a hidden cost that we cannot see.
Dec
29
comment What methods do game hacks use to counter anti hack systems?
Similar question had been asked in this site before. I remember asking for editing game memory, some of the answers apply to your question too. While ideal, It's not cost wise (time and money) to make everything happening in the server and then inform the clients. Real world games place as much as they can in the clients, then synchronize between all clients in the same zone, some times only including visible parts of a zone. Link to my related question: gamedev.stackexchange.com/questions/103367/…
Dec
28
comment Custom game loop entirely in the Update method
If you would go all the way to do such thing then just hack into the Monogame main class. Just download the code then search for the call to Update() and Draw() in its main loop. I think that having Updates and Draws separated is the right thing to do, and Monogame already do it for you, but if for some reason you need everything to happen in the same method, maybe because you design needs exactly one draw and one update per iteration, having an empty Draw() implementation should suffice. Consider adapt what you have to separated Draw and Update if it's not to late. Also I'm fan of fixed FPS.
Dec
6
answered Can I use feature creep to my advantage?
Nov
14
comment What is a quaternion?
Quaternions are a commodity to use and a pain to implement. You can get along without them if you are aware of the gimbal-lock.
Nov
14
comment Why doesn't Array.Copy to mesh.verticies work in Unity?
If I correctly understood Unity docs, when you create a Mesh from scratch Its vertex array and Its uv array, etc, start empty. To copy an array both arrays, source and destination, need to have the same length. If you want to use Array.Copy, first set Mesh.vertices to something that have enough length. If you think in it, at the end you get the same performance hit because of the extra array initialization before using Array.Copy.
Nov
12
awarded  Curious
Nov
11
revised glTextImage2D with GL_UNSIGNED_BYTE giving weird results while with GL_FLOAT just works, driver bug?
Added related info