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seen Oct 8 at 13:21

Oct
6
asked Intersection issue with box2d in iOS
Jul
2
awarded  Curious
Feb
10
awarded  Notable Question
Jan
23
awarded  Popular Question
Sep
24
awarded  Popular Question
Sep
17
comment Fair spawning of players on a 2D grid
@Anko Thanks for the edit. The game I'm working on is a fantasy/strategy resource game similar to CoC/Throne wars.
Sep
17
revised Fair spawning of players on a 2D grid
added 60 characters in body
Sep
17
comment Fair spawning of players on a 2D grid
It's an asynchronous game, the players can be added in at any time.
Sep
17
asked Fair spawning of players on a 2D grid
Aug
30
comment What should I use for the event name when logging metrics with Flurry?
Thanks for that, 200 isn't really that many at all.
Aug
29
comment What should I use for the event name when logging metrics with Flurry?
Can you point me to where Flurry states 200 events per session? I've not been able to verify this.
Aug
29
comment What should I use for the event name when logging metrics with Flurry?
Thanks I'll look into that.
Aug
26
awarded  Promoter
Aug
24
asked What should I use for the event name when logging metrics with Flurry?
Aug
2
awarded  Popular Question
Jun
28
comment How to manage a multiplayer asynchronous environment in a game
Thanks for the info, in the end I've decided to just go with the CoC approach where you can't attack players which are offline.
Jun
28
revised How to manage a multiplayer asynchronous environment in a game
added 294 characters in body
Jun
28
revised How to manage a multiplayer asynchronous environment in a game
added 398 characters in body
Jun
28
comment How to manage a multiplayer asynchronous environment in a game
The problem is that as soon as an enemy is attacking the village, the units can be effected, the only way without changing things a lot is the player has to be informed by the unit being changed to pending mode or something that it's been attacked, the problem with that is then the player can try to do something (or might want to even if they can't) to stop the current attack and now it's become a real time battle game :) It would seem that the only way out of this problem is to not allow attackers to attack units, they can only attack buildings. Which I think is how CoC does it.
Jun
27
comment How to manage a multiplayer asynchronous environment in a game
I've removed the turn-based tag. Battles are explained as above.