452 reputation
312
bio website matt.scharley.me
location Australia
age 26
visits member for 3 years, 6 months
seen Jan 25 at 6:00

Email: matt@scharley.me
Website: matt.scharley.me
Twitter: @mattscharley
CV: Stackoverflow Careers


Aug
17
comment Is it worthwhile investing time learning Unreal Script when UDK 4 will be replacing it with C++?
+1 for everything here, though often if you're a year or more down the track with a project, it's usually not such a simple task to just switch technologies especially when there's something as fundamental as a completely new language involved.
Aug
13
comment Resolution Independent
Don't forget about 16:10 which is also a fairly common monitor size as well.
Aug
9
comment Prevent Multiplayer Cheating
@user185812: It's usually a good idea to wait atleast a few hours before marking an accepted answer. While personally I think my answer's pretty great (I'm biased), other's will likely have more input though and seeing an accepted answer is quite often a deterrent to others to answer.
Sep
29
comment How to write AI bots that can autoplay a shoot 'em up game?
Just a technical point: it wouldn't be a 4-dimensional flood-fill. This is a sidescroller, so it's only 3-dimensional (x, y and t) and it may even help to think of it as such. Each frame is a layer in a cube or some similar concept.
Sep
9
comment Going from using XMLSerializer to using the XNA Content Pipeline
This is essentially what I'm doing too. Use XML files for most of the content descriptions: these can be read/written by just about anything. Then add the XML files to the content project and away you go from there. Your tooling doesn't need to output XNB's directly!
Sep
2
comment Optimal Compression for Speech
@ashes999: It's a sound encoding, so I can't imagine so. Depending on what languages you want to use though, I suppose I can see more artifacts being introduced, depending on exactly how they do things... I honestly don't know though. My gut feeling though is no, it doesn't matter.
Sep
2
comment Optimal Compression for Speech
@ashes999: There also seems to be a .NET/Silverlight port too here: nspeex.codeplex.com
Sep
2
comment Optimal Compression for Speech
@ashes999: I don't know about Silverlight, but I know that Mumble has an Android version and uses Speex, so that platform at least is viable.
Sep
2
comment Optimal Compression for Speech
@bummzack I may be wrong, but I interpreted the question as "I have MP3's, how can I encode/compress them to make them smaller." Totally agreed on Speex too. Mumble uses it as a low-bandwidth codec for realtime speech, and it sounds great.
Sep
2
comment Optimal Compression for Speech
Just as an aside, if you use a good codec, attempting to compress further with a generalised compression tool like zip will do little to nothing. It may even make things worse.
Sep
2
comment C# Top down movement limitation
@Byte56: Using a graphic does make sense for the purpose of actually generating the data though. You can just overlay one over the top in your graphics program of choice and work with that visually. Whether you use a texture in memory though, or load the texture, then translate that to the bool array though is something else to decide.
Sep
2
comment XNA: Questions regarding games architecture
As an aside, I still have lots of public properties on the Game object. They just happen to be accessed via interfaces that get pushed into Game.Services which then gets passed around to everything to get what they need out of again.
Sep
2
comment XNA: Questions regarding games architecture
@Andrew: I recently refactored my game so that it was entirely based on services instead of public/static properties. Why? Testability. It's near impossible to switch things out with the property approach, whereas it's trivial if everything is initialised with a IServiceProvider that can be stuffed with anything the class needs by your testing method. It also avoids the need to instantiate the Game object itself in your test, which gets messy very quickly.
Aug
24
comment XNA Webcam video
That tutorial is a bit off, but I used it as the basis for my answer here, which is for 4.0: gamedev.stackexchange.com/questions/16206/… It covers rendering to a RenderTarget2D, then how to to render that to the screen (ie. exactly the same as any texture)
Aug
23
comment Which Database (RDBMS vs NoSQL vs BOTH) to use for a Realtime Multiplayer Game?
I may be misunderstanding what you are suggesting, but as a matter of security, your game shouldn't be connecting directly to your database anyway, so connection count shouldn't matter. If your game can connect, then so can anyone else. You also probably shouldn't be opening a new connection from your game server to the database for every player who connects.
Aug
23
comment Can world depth be achieved in a side scroller?
There was also at least one really early Zelda installment that used a mixed overhead map with a side-scrolling view for dungeon type areas. I forget which one now though, hence no link. I think it was SNES era though. Edit: It was Zelda II for NES: en.wikipedia.org/wiki/…
Aug
21
comment Configuration management in XNA
@Andrew: If you're using the built-in types then yeah, that can be quite easy. If you are doing your own processing/writing/reading from the pipeline though, which is a lot easier/cleaner than trying to handle reading XML in game in my opinion, it'd be a bit harder unless they could hook into that process also. Which is still possible, but significantly harder.
Aug
21
comment How to get map tiles to line up nicely?
It does in fact seem to be something to do with the spritesheet. A fully whited out sprite sheet works perfectly, however if I simply white out a single square, then it goes back to showing lines. No idea what could be causing this, but my solution seems to work, and if the slight overhead of the two-pass rendering gets too much, then I'll address it then.
Aug
20
comment How to get map tiles to line up nicely?
@bobobobo: On a whim, I double checked. There is a tiny amount of transparency on the 80th pixel. I went back in time to before I did my fix and tried patching up those pixels, but still no luck, so the black lines aren't caused by transparency.
Aug
20
comment How to get map tiles to line up nicely?
@bobobobo: Sure, here. I know that the spritesheet is poorly done because I blew up a smaller one to get the size I wanted. There's a little bleed between the squares which explains the vertical lines being shown on both screenshots. It's the horizontal black lines that I'm interested in with this question.