896 reputation
2517
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location Ohio
age 23
visits member for 3 years, 11 months
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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


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!
Nov
15
awarded  Yearling
Jun
25
awarded  Popular Question
Mar
18
comment How can SpriteBatch use a single texture/asset as multiple independent objects/instances
On a side note: beginning and ending a spritebatch with every sprite defeats the purpose of having a spritebatch at all. Call batch.begin() when you start drawing a group of sprite that use the same resources then use batch.draw() for each one. Only call batch.end() after you are done drawing one group and need to either use another texture or end your draw step.
Mar
18
comment How can SpriteBatch use a single texture/asset as multiple independent objects/instances
I didn't realize you had said this before but is is crucial: " the old ship will disappear and the new ship will have all the damage and other characteristics of the old ship." This implies that you are referencing your ships wrongly. Instead of creating a new separate one, you are using an existing one. Look closer at how you create new ships.
Mar
10
answered How can SpriteBatch use a single texture/asset as multiple independent objects/instances
Jan
10
comment Flow/design of steering behaviors implementation
I know what you're talking about but I have no idea specifically what you are asking. Try being more specific with your question. Are you asking how to do vector math? Your forces are 2D (or possibly 3D) vectors and normalizing/multiplying/etc are simple mathematic functions that are usually built into any decent api/engine. These functions are also easy to google. perhaps you are asking something else?
Jan
9
comment Graphics not being displayed on OUYA
So no, @ViteFalcon, I do not mean the emulator.
Jan
9
comment Graphics not being displayed on OUYA
Libgdx is crossplatform. There is a backend for each platform. The application works on all platforms (including Android devices) without errors except OUYA (with the Android backend being used since OUYA is Android). The only thing wrong on the OUYA is my textures are invisible or black (can't tell). The whole screen is black except the Box2D DebugDraw which is how I know the app is still working. There are no errors except the couple in the logcat I posted.