| bio | website | patrickklug.com |
|---|---|---|
| location | Australia | |
| age | ||
| visits | member for | 2 years, 3 months |
| seen | 4 hours ago | |
| stats | profile views | 18 |
Founder at Greenheart Games, creators of Game Dev Tycoon. I also worked extensively on a WPF mind mapping app called NovaMind.
|
Apr 26 |
revised |
How do I implement movement in a WPF Adventure game? added 248 characters in body |
|
Apr 26 |
answered | How do I implement movement in a WPF Adventure game? |
|
Feb 18 |
awarded | Scholar |
|
Feb 18 |
accepted | How do character/object interaction animations work in isometric games? |
|
Jul 2 |
comment |
Should I refer to browser-based games as HTML5 games or Javascript games? calling it a javascript game would be a bit unusual I think. And the logic is not totally convincing. you don't call native Windows games C++ games. |
|
Jul 2 |
comment |
Should I refer to browser-based games as HTML5 games or Javascript games? web games is a bit misleading because you can create ordinary apps using html/js as well. particularly on Windows 8 but also on existing phones/tablets etc. |
|
Apr 2 |
comment |
Good practices when optimizing HTML5/Javascript Game Developement also hustlerinc isn't just asking 'give me best practices' which is too open ended of a question. he is asking to give general guidance of the structure of game projects in html5/js. I don't agree with @Tetrad 's first comment that it's all just about your coding style, seasoned game devs who wrote a game or two in html/js could surely give a good overview and some tips. |
|
Apr 2 |
comment |
Good practices when optimizing HTML5/Javascript Game Developement in essence he is asking what aspects html/javascript game developers have to be aware about (such as game loops, time based game logic, saving/loading and others) and what good practices are. I think this is answerable. there could be a great answer just waiting to be written about this. |
|
Jan 20 |
revised |
How do character/object interaction animations work in isometric games? added 6 characters in body |
|
Jan 20 |
comment |
How do character/object interaction animations work in isometric games? thanks for the additional info. |
|
Jan 20 |
revised |
How do character/object interaction animations work in isometric games? added 276 characters in body |
|
Jan 20 |
comment |
How do character/object interaction animations work in isometric games? I have updated my question with a specific example. I am really interested in how the sprites would look like or what graphic artists are used to provide. GameDev Story's animations are a bit too simplistic for what I have in mind. |
|
Jan 20 |
revised |
How do character/object interaction animations work in isometric games? added 1060 characters in body |
|
Jan 19 |
comment |
How do character/object interaction animations work in isometric games? yes, thanks. I thought so too but I don't understand how the animations would be achieved then. do you know of an example I could look at? that would be best! |
|
Jan 19 |
awarded | Student |
|
Jan 19 |
asked | How do character/object interaction animations work in isometric games? |
|
Jun 7 |
comment |
How do I draw anti-aliased holes in a bitmap unfortunately there doesn't seem to be a better way in GDI+ but the above mentioned technique should work fine. Have used this in production code myself. |
|
Jun 6 |
awarded | Teacher |
|
Jun 6 |
revised |
How do I draw anti-aliased holes in a bitmap added 66 characters in body |
|
Jun 6 |
awarded | Editor |