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Dec
4
revised How can I create borders in an open-world game that don't feel artificial?
TLoZ: Wind Waker takes place on a series of islands (and has invisible wall boundaries for the world map). I think the poster meant Skyward Sword, which has a hubworld in the sky.
Dec
4
suggested approved edit on How can I create borders in an open-world game that don't feel artificial?
Oct
28
awarded  Editor
Oct
28
revised How can I calculate current level from total XP, when each level requires proportionally more XP?
"binomial formula" -> "quadratic formula"
Oct
28
suggested approved edit on How can I calculate current level from total XP, when each level requires proportionally more XP?
Sep
14
comment Is there a practical reason for saving game data in %UserProfile%\Documents instead of %AppData%?
@ORMapper Unfortunately, no. Terraria only looks for saves in the one hardcoded location.
Sep
14
comment Is there a practical reason for saving game data in %UserProfile%\Documents instead of %AppData%?
One notable positive example is that Terraria stores its save files in Documents, but users very regularly edit their save files. While playing the game without cheating is respected, there are many legitimate reasons for creating custom worlds and characters that the Terraria community also respects, and making the save files easily accessible helps with that.
May
29
comment track how far player is from finish line
I like how this process is easily completed manually without having to add entities to the map manually. The caveat, of course, is that the dev who drives the canonical lap needs to be very good at the game! Going off the course or "spinning out" will mess the system up.
May
13
comment Determine whether a shape formed from a series of other shapes is 'unbroken'
+1 for mentioning the type of algorithm to use (graph traversal) instead of only giving a solution for the OP's specific situation.
Apr
16
awarded  Commentator
Apr
16
comment How to determine if character has fallen into the gap in an infinite runner/jumper?
I don't like this answer as much because it ties the camera directly to level boundaries. mklingen's answer works even if the bounds of the level are more than one screen height in size. The camera can move up and down to focus on the character, but there's no risk that the character will fall faster than the camera, stay in the level, but still collide with the boundary box attached directly to the camera.
Feb
25
comment How can I make a “random” generator that is biased by prior events?
If you want a highly nuanced or sophisticated answer, you might have more luck asking at Mathematics.SE. The mathematicians there are comfortable answering complicated questions about probability. math.stackexchange.com
Feb
14
comment Should I use one thread per game object?
This question: gamedev.stackexchange.com/questions/94058/… is a duplicate of your question (not visa-versa). But it also received some good answers that compliment the excellent answers here.
Feb
14
answered Is it a good idea to make most actions in a game driven by simple tiny threads (in Java)?
Jan
12
awarded  Critic
Jan
10
comment How can I mark levels as “complete” in a way that prevents cheating?
If you're interested in how Candy Crush in particular handles this problem, you might have more luck asking on gaming.stackexchange.com
Nov
17
comment How do you move a sprite in sub-pixel increments?
In big-budget games, I typically see 3 as an option listed in the graphics settings as anti-aliasing.
Aug
28
awarded  Nice Question
Jul
18
comment What things should an indie game developer never do?
@Bob I think that's par for the course in any discipline. I write music and abandon about half of my projects.
Jul
8
awarded  Autobiographer