886 reputation
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location Ohio
age 23
visits member for 3 years, 8 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


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.
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!
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.
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.
Jan
8
comment Graphics not being displayed on OUYA
@Sidar, I have been posting on their forums (bit.ly/XFVpnP) and even emailed their dev support team to no avail. The only suggestion I've heard is create a test app with Libgdx and go from there. However, I have seen others getting libgdx to work, so I don't understand why mine won't.
Jan
7
comment Graphics not being displayed on OUYA
I have just updated to LibGDX v0.9.7 to no avail. I assumed that some updated libraries/drivers would do the trick, but no dice.
Jan
2
comment Graphics not being displayed on OUYA
Yeah, I'm not sure how to do that. I'm using Libgdx and there are no errors, everything is running smoothly.
Dec
30
comment How can I produce heatmaps based off of player reported data?
gamasutra.com/view/feature/134526/…
Nov
27
comment How to Make Objects Fall Faster in a Physics Simulation
@DavidDimalanta Can't tell if troll... I've set it around 10 before.
Nov
26
comment How to Make Objects Fall Faster in a Physics Simulation
It would be nice if you explain what object_specific_constant and how to find it. I suppose sketch is the wrong choice of words.
Nov
26
comment How to Make Objects Fall Faster in a Physics Simulation
Also, make sure your world's gravity is high enough to make your objects fall as fast as you want them to. Real world gravity is -9.8, but you may want to go higher.
Nov
26
comment How to Make Objects Fall Faster in a Physics Simulation
I agree with what you say about inertia, but this is not how it should be handled in Box2d. Firstly, if you want any kind of realism in your physics, NEVER manually set the velocity as you suggest in point 1. Applying vertical forces and impulses may get you closer to what you are trying to achieve (especially forces) but again, are the incorrect way of handling this and will not give the effect you are looking for.
Nov
26
comment How to Make Objects Fall Faster in a Physics Simulation
Although everything about this answer is correct, adding a drag force would be the incorrect way to handle the problem. Box2D already has built-in functionality for this. Not to mention, the equation you provide is pretty sketch.
Nov
7
comment Moving CW or CCW?
A much simpler solution, and also my first thought.
Oct
25
comment How to determine which thrusters to turn on to rotate the ship?
You are headed in the right direction with force vectors. Try looking up formulas for ANGULAR velocity since you are trying to rotate the ship around center of mass.