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Jun
1
suggested approved edit on How can I easily implement swinging in a platformer game?
May
31
revised How can I easily implement swinging in a platformer game?
added 581 characters in body
May
31
comment How can I easily implement swinging in a platformer game?
you answer was my second try but it moves with much more speed that it should i'll edit my question and add my code maybe you can spot where the problem is.
May
31
comment How can I easily implement swinging in a platformer game?
I can't get what you are trying to say, when I'm calculating next step I have some constant value for delta_time, and use all the parameters I have (like previus speed, previes position, rope length, etc.) to calculate new velocity, and then add this velocity multiplied by delta_time to the last position to generate new position. if you mean anything else please provide full details in your answer.
May
31
comment How can I easily implement swinging in a platformer game?
for all 3 approches length of the rope is one of parameters I've used to calculate swinging speed. But I can't guaranty that I've used it correctly. I've just made some physical calculations and applied their solved version to game.
May
31
asked How can I easily implement swinging in a platformer game?
May
30
answered Who controls my player's movement?
May
29
answered Help implementing virtual d-pad
May
29
answered Observing particular Port for measuring network game performance
May
29
comment Did first generation Pokemon games use event driven input or poll based input?
@The Communist Duck: why short version of my comment had more votes than mine ? :(
May
29
comment Did first generation Pokemon games use event driven input or poll based input?
I think it doesn't matter weather it was written using input state or based on events, the only thing important is to have a good game control and that can be achived with both methods, also they can be very similar and user might not even feel any difference at all if it's implemented good enough.
May
28
comment Best pathfinding algorithm for a tower-defense game?
in addition to hist answer I can add,first you just have to change these directions only when a new tower is placed, and second for just a simple game you can use bfs, and if your game is a bit just more complicated (some pathes are prefered to some other due to any tile properties) you can use dijkstra to create that arrows.
May
28
comment Fastest way to get all adjacent tiles?
I don't realy get what you meant but this might help first create an point ad[8] that has values {{-1,-1},{-1,0},{-1,1},{0,1},{1,1},{1,0},{1,-1},{0,-1}}. then just use one for loop from 1 to 8 to check Tiles[x+ad[i].x][y+ad[i].y]. it'll eliminate that one calculate you are trying to avoid.
May
28
comment Console Text game: Vertical Scroller collision problems
and by the way where didi you find NCurses which works on visual studio?
May
28
comment Console Text game: Vertical Scroller collision problems
since you already published your code, code you please provide your entire project files so that it'll make it easy to debug.
May
27
comment Retrieving latest touch to interrupt another
that means touch at index 0, but when the second touch starts and the first touch not ended yet cocos2d will store it in index 1
May
27
comment Retrieving latest touch to interrupt another
as much as I know all touches keep their numbers until they end. consider the below senario: *touchA begin -> index 0 *touchB begin -> A = 0 , B = 1 *touchA end -> B = 1 *touchC begin -> C = 0 , B = 1 *touchB end -> C = 0 and their index is always the same for each of touchbegin ,touchmoved, and touch end.
May
27
comment What does it really take to make an MMORPG/Where should I go from here?
+/- 1 both for not shareing your idea and expecting us to help!
May
27
comment Making classes available to others
@Maik, in my design there are some classes that have basic functionality for use of every input, there is no limit why you should define base classes that can use trackball or multitouch Screen, and for the second gamepad there are two approches, you can either define your GamePad Controller to provide support for second gamepad or have a array of 2 or more GamePads in your base GamepadReader class.
May
27
comment Making classes available to others
when you say c# doesn't support multiple inheritence it's a fair point, but at least my answer can meet all the question needs, it's not singleton, almost not a global variable, and it doesn't insult encapsulation,