347 reputation
315
bio website extropicstudios.com
location Seattle, WA
age 26
visits member for 3 years, 10 months
seen Sep 23 at 20:35

Dec
21
comment How to encourage players to level up multiple characters?
You could have accomplishments on any character count towards some kind of total progress. For example, you could have different cutscenes/storylines based on the character's choices, and have a graph showing which cutscenes the player has unlocked across different characters.
Nov
14
comment What is the best way to generate income from mobile games?
What is the reason for the downvotes on this question? Is it not relevant enough to game development?
Oct
22
comment SDL blitting multiple surfaces at once
@Asakeron That was it! I didn't expect where to be modified. You should make your comment an answer!
Oct
22
comment SDL blitting multiple surfaces at once
@ZackTheHuman They are partially offscreen, since the screen is only 300x175 and the map chunks are 512x512. I thought that may have been the problem at first, but whether they are onscreen or not seems to be irrelevant to whether it is rendering correctly or not. I can upload a screenshot to help illustrate the problem.
Oct
7
comment How to use outside int to be used in my class?
It sounds like what you're asking is essentially how to pass data between states. One way to solve this is to create a Player object containing the int that each state has a reference to.
Jul
3
comment How to design a game engine in an object-oriented language?
This is more of a guide to how to program in an object oriented way. What I was asking about was specific designs related to game engines in particular.
Jul
3
comment How to design a game engine in an object-oriented language?
@user712092 Not necessarily. But the question was, if writing in an object oriented language, what would be an example of a good model?
Feb
13
comment How to design a game engine in an object-oriented language?
Also, in regards to your first comment, I'm not expecting anyone to come up with a master plan that fits every game. I just noticed, over the course of developing a few games, that common patterns do tend to come up a lot, so I wondered what other people used in their games.
Feb
13
comment How to design a game engine in an object-oriented language?
The Enginuity link was broken, and googling the articles seemed to show that they are no longer on the web. (?) The books look like good resources though, and I'm always keeping an eye out for more programming books ;)
Feb
13
comment How to design a game engine in an object-oriented language?
@TheCommunistDuck That image was actually really helpful, thanks!
Feb
13
comment How to design a game engine in an object-oriented language?
@TheCommunistDuck It doesn't really come through in the examples I picked, but I do have a lot of problems with this code. The ResourceManager class is one of them, but I have with trouble with states too-- I end up with a huge proliferation of them, and copy a lot of code. Especially in an RPG, where the player has lots of choices at any one time, you can end up with really complex state graphs. Example: casting a spell. Goes from NormalState -> SelectSpellState -> SelectTargetState -> InvalidTargetState (if it failed) -> DoSpellAnimationState -> NormalState. And that's just one action.
Feb
13
comment How to design a game engine in an object-oriented language?
@TheCommunistDuck I got a 403 Forbidden error on that link...
Feb
13
comment How to design a game engine in an object-oriented language?
@TheCommunistDuck Because going on impulse is the approach I've taken in all of my previous projects-- and every single one hits a wall after a few months when I find that any new feature requires monumental effort and complexity to add. Right now I spend more time rewriting my engines than I do writing the game itself, so I'm hoping that by with a little forethough and planning I'll save myself time in the long run.