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visits member for 3 years, 3 months
seen Apr 16 at 9:17

Oct
22
awarded  Notable Question
Mar
8
awarded  Necromancer
Dec
28
awarded  Yearling
Aug
24
awarded  Nice Question
Aug
21
comment Fades in older games. Need some help figuring out how the algorithm was derived
The game must have had 16-bit color, and the artists probably wanted to squeeze more color out of their game at the expense of transparency, giving an RGBA 5551 color scheme.
Aug
21
accepted Fades in older games. Need some help figuring out how the algorithm was derived
Aug
21
comment Fades in older games. Need some help figuring out how the algorithm was derived
That's brilliant! It all makes sense now. Thank you!
Aug
21
comment Fades in older games. Need some help figuring out how the algorithm was derived
I'm not trying to replicate the algorithm in my own code, just trying to figure out how it was derived.
Aug
21
asked Fades in older games. Need some help figuring out how the algorithm was derived
Aug
15
awarded  Popular Question
Jul
20
awarded  Popular Question
Apr
11
awarded  Commentator
Apr
11
comment 2D game collision response: SAT & minimum displacement along a given axis?
Unfortunately, no.
Mar
7
awarded  Self-Learner
Feb
28
comment A game engine like unity but for 2d
Trivial?! I've yet to find a 2D collision scheme that's "trivial", especially if you've never done it before.
Feb
28
comment How are non-repetitive pixel backgrounds created in 2D games? (e.g., Superbrothers: Sword & Sworcery EP)
S&S took years to develop, and this is probably one of the reasons why.
Feb
27
awarded  Supporter
Feb
27
awarded  Scholar
Feb
27
accepted Real-time UDP multiplayer games: ping measurement?
Feb
27
comment Real-time UDP multiplayer games: ping measurement?
Thank you! In retrospect, this seems really obvious, but I'm really new to all this. :)