| bio | website | learn-cocos2d.com |
|---|---|---|
| location | Germany | |
| age | 37 | |
| visits | member for | 2 years, 10 months |
| seen | yesterday | |
| stats | profile views | 390 |
Former EA game developer turned Indie. Developing cocos2d iPhone games. Sharing what i know and learn on www.learn-cocos2d.com
I'm the author of the Apress book Learn iPhone and iPad Cocos2D Game Development.
I'm working on an improved version of cocos2d-iphone which includes cocos3d, Lua, and lots of convenience features. It's called Kobold2D and available here: http://www.kobold2d.com
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Sep 27 |
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Version control for game development - issues and solutions? Perforce is well worth the money - if you can spend it. I've worked with other version systems like Git and Subversion, and especially the latter feels like it carries the "Sub" in its name for a reason. |
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Sep 27 |
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How can I write a Save/Load system for my game? keep in mind: if you serialize always store a version number first, and read that back in first. That way you can handle breaking changes to the savegame format gracefully by providing (some) backwards compatibility. |
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Sep 27 |
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How can I design an effective game object interaction scheme with a component-based architecture? don't see the dupe, the question is about how to design a specific game's requirements in code, using a component system (@Christopher: mentioning which one would help though, are you using Unity? Torque? Proprietary?) |
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Sep 23 |
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Component-Based System online resources great stuff! FRP sounds interesting, never heard of that before. Probably a fancy name for something I've been using before but not knowing that people decided to call it FRP. :) |
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Sep 23 |
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Good ways to edit arbitrary collision shapes for 2D physics engine? I was also thinking about drawing just the lines, then turning them into quads by adding two more points along the normal vector and half the angle between connected lines. That way you'd easily turn a series of lines into a series of quads which aren't regular on the inside but that doesn't really matter. Only need to be careful about the direction of line-drawing, but that needs to be done CCW anyway for physics engines. |
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Sep 23 |
awarded | Scholar |
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Sep 23 |
accepted | Good ways to edit arbitrary collision shapes for 2D physics engine? |
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Sep 23 |
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Good ways to edit arbitrary collision shapes for 2D physics engine? That is wonderful! While looking around, I also found ScanFont to turn images into vector fonts: fontlab.com/font-converter/scanfont |
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Sep 22 |
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tile based 2d level editor you're welcome, i was just doing research on these tools to find something that fits my bill ... unfortunately, i came out empty handed |
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Sep 22 |
asked | Good ways to edit arbitrary collision shapes for 2D physics engine? |
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Sep 21 |
answered | Which network engine/library/system to use in a .NET turn-based game? |
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Sep 15 |
answered | Game development Blogs |
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Sep 15 |
answered | What are some common ways to generate revenue from a free game? |
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Sep 13 |
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What are the advantages and disadvantages to using a game engine? +1 for putting documentation prominently up front ... that's where many open source game engines fail |
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Sep 13 |
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How can I implement dialog trees into my game? Exactly, XML is just the container, you can just as well (and definetely more humand-readable and human-editable) implement this using Lua or other scripting languages. |
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Sep 13 |
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Most Needed Open Source Project Those are 3D modellers, not game content editors. They have been, shall I say, abused for editing some games but other than throwing something together real quick they are a pain to make actual game levels/worlds with. |
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Sep 12 |
answered | Most Needed Open Source Project |
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Sep 6 |
answered | Cross-platform independent development |
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Sep 4 |
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Famous quotes from game industry professionals? that's my all-time favorite game dev quote! :) |
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Sep 4 |
answered | Good examples of 'transferable game logic' across genres? |