| bio | website | |
|---|---|---|
| location | Brazil | |
| age | ||
| visits | member for | 5 months |
| seen | 8 hours ago | |
| stats | profile views | 35 |
|
11h |
comment |
Damage indicator screen overlay You can make it so that a red image with alpha transparency simply is rended over, whenever you take a hit. |
|
May 17 |
comment |
Spritebatch drawing sprite with jagged borders @SethBattin In the third to last excerpt of code in my question, you can see in the Update method implemented there that ToDraw adds the drawable variables to it in every loop. The problem is that, with every loop that comes, if I don't clear ToDraw the variable will keep being added over and over. After a little while, it is being drawn over and over itself, which dampens the quality of the image. This was all just me being tangled in my own logic, and blaming the tools. |
|
Apr 24 |
awarded | Nice Question |
|
Apr 10 |
accepted | Implementing a homing missile |
|
Apr 9 |
comment |
Implementing a homing missile Alright here's what I understood: Let the Vrt vector be the target's speed - the rocket's speed; I create an acceleration towards the target; I estimate the time it'd take to arrive at the target with the rocket's speed being -Vrt and the aforementioned acceleration; I estimate the location of the target after the elapsed time with target's speed being Vrt; I aim my acceleration towards this location. I hope I got your writing right! c: |
|
Apr 3 |
comment |
Whats an elegant implementation for 2D collision detection in a block based game? I think I got it now. Check out my edit, and determine wether it's what you meant or not. (y) |
|
Apr 3 |
revised |
Whats an elegant implementation for 2D collision detection in a block based game? Corrected answer |
|
Apr 1 |
answered | Whats an elegant implementation for 2D collision detection in a block based game? |
|
Apr 1 |
comment |
How can I make it so that my player object doesn't penetrate world collision when I'm holding down movement keys in that direction? I find this excerpt of code pretty weird: player.position.X = platform.position.X - player.width; Shouldn't it be player.position.X = platform.position.X - platform.width;? |
|
Mar 29 |
comment |
Implementing a homing missile By Hunt, would you rather mean Pursuing? red3d.com/cwr/steer/PursueEvade.html |
|
Mar 29 |
comment |
Implementing a homing missile I tried all matching combinations of increasing turn speed and slowing the missile based on flight time and distance, but it still doesn't work. "[...] but I've found that if I slow the missile, if it's going to miss, as it approaches the target, it effectively tracks and turns quicker and can hit the target" I wish I actually knew how he finds out whether it's 'going to miss', I'm almost certain this is the missing puzzle piece. |
|
Mar 29 |
asked | Implementing a homing missile |
|
Feb 23 |
suggested | suggested edit on Pixelated Normal Generation |
|
Feb 22 |
revised |
Bullets Spawning in same direction Organized code; put image in post |
|
Feb 22 |
suggested | suggested edit on Bullets Spawning in same direction |
|
Feb 19 |
revised |
how to rotate enemy to face player? deleted 19 characters in body |
|
Feb 19 |
revised |
how to rotate enemy to face player? Corrected code |
|
Feb 18 |
answered | how to rotate enemy to face player? |
|
Feb 18 |
comment |
How To Create Scrolling Menu in Xna? -1; There are many, many ways to do so. It's up to you to try finding or developing one that best works with your project. |
|
Feb 14 |
answered | Sharing the XNA executable of my game on dropbox |