931 reputation
2618
bio website
location Ohio
age 23
visits member for 4 years, 1 month
seen Dec 16 at 14:24

You know that college kid who says he wants to make video? He draws up half a design document and tells everyone he knows he's a game designer and all he needs is a team of people and he'll be rich and famous in no time. I'm not that guy. I have a passion for not just experiencing video games but also creating them. I still look like that kid: in school, not making money yet from my games, occasionally slacking, and maybe a bit TOO enthusiastic, but I'm absolutely dedicated.

Check out my silly little company: http://www.detour-games.com


Dec
11
comment Throwing a bomb LibGDX Box2D
All you need is to give the bomb a Box2d body, make sure your sprite updates with that body's position, have gravity, and apply an upward force (like throwing it). Box2D does the rest.
Dec
10
awarded  Excavator
Nov
16
comment Libgdx - gesture dection
No problem :) good luck!
Nov
15
awarded  Yearling
Nov
12
revised Libgdx - gesture dection
added another way of doing it
Nov
12
answered Libgdx - gesture dection
Nov
12
comment Libgdx - gesture dection
Looks much better. I will give an answer now that I can understand the question :)
Nov
11
comment Libgdx - gesture dection
Consider editing your post. I think you have some typos that make it very difficult to understand. For instance, I don't think you meant to lcall sortHandBySuit() twice in a row.
Sep
24
awarded  Autobiographer
Aug
19
comment Why does my code dividing a 2D array into chunks fail?
Have you tried looking into quadtrees? They are an especially useful tool for 2D collision detection and may be just what you are looking for.
Aug
6
revised “Running” against a steep slope on a Box2D Platformer
added another suggestion.
Aug
6
answered “Running” against a steep slope on a Box2D Platformer
Jul
2
awarded  Curious
Jun
10
answered LibGDX - SpriteBatch's .draw() method requiring float[]
May
21
comment Create 2D sprites with libGdx using a shape and a texture separately
Thanks for the good links! A buffer may be how I end up doing it, but I think I may just write my own shaders to do it. Your links led me to this good one: github.com/mattdesl/lwjgl-basics/wiki/Shaders. I'm going to leave the question open for a little while to see what else somebody might say.
May
21
comment Random/procedural generation of puzzle-platform levels
You can add things into your level generation to make sure it does not become impossible. For example don't generate a wall that is higher than a player can jump without anything else around to help. You can also use a pathfinding algorithm to check that the level is not impossible.
May
21
comment Random/procedural generation of puzzle-platform levels
There are a variety of ways to check if a puzzle is solvable. It really depends on the puzzle. If you included more specific information about your game, it would be easier to give you an answer.
May
20
asked Create 2D sprites with libGdx using a shape and a texture separately
Feb
13
awarded  Famous Question
Jan
1
comment In some games, we just let the main() loop be the Player object or Table object?
@DanielWard, excellent question that you linked to. However, please don't be too harsh on my simple design advice and look at the scope of this question. For a card game made by a single, somewhat novice programmer, this simple structure would be enough to finish a functional game. I did not mean to suggest using a "GameManager" was the way that all game engines should be designed. Again, the question you linked to above is a much better resource for someone more interested in proper architecture. Thank you!