| bio | website | vectorstorm.org |
|---|---|---|
| location | Melbourne, Australia | |
| age | ||
| visits | member for | 1 year, 11 months |
| seen | 2 hours ago | |
| stats | profile views | 747 |
Mobygames Profile (not entirely accurate): http://www.mobygames.com/developer/sheet/view/developerId,80048/
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10h |
comment |
Converting hexagon grid coordinate system +1; I came into this question with the intention of posting a link to your guide. You've saved me the trouble! (Except that I've done it anyway, now.) |
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1d |
comment |
Perfect FPS camera angle In a commercial PS2 game I worked on, when the user toggled into first-person view, the gun model we drew was about twelve meters long (and nowhere near where the gun would actually have been located in space if it was being held in the hands of the character model), because that's what it took to make it look right on screen. When you're making a game, the goal is usually to make it look right, rather than to make it be right. |
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May 16 |
answered | How to prevent the “Too awesome to use” syndrome |
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May 11 |
comment |
Why is my XInput gamepad press stamp not working? What values can "button" have, specifically? |
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May 6 |
comment |
OpenGL 2D Screen to 3D World For a voxel-based game, I imagine that you could probably get away with just using Bresenham, extended into three dimensions. |
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May 6 |
comment |
Creative Commons Share-Alike/No-Derive - what constitutes an adaptation, if the asset is not altered? I'm pretty sure that a game is a moving image set to music. Or at least, it is if it's playing music and showing visuals. I mean, a video game is not a collection -- it doesn't say "here is a collection of unrelated pieces of music which I have collected together, please enjoy them" -- it's a stand-alone work combining many pieces of art into a single whole -- a whole which is intended to be experienced as a single work, and which incorporates the music as a part of that work. |
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May 5 |
comment |
Creative Commons Share-Alike/No-Derive - what constitutes an adaptation, if the asset is not altered? @Attackfarm There is no "between" in license terms. If you don't fully qualify to be treated as a Collective Work (under the definition used in those license terms), then you are not covered by the special exceptions provided for Collective Works. A video game is clearly not a Collective Work under the definition used in the license text, so the portions of the license relevant to Collective Works are not applicable to our discussion here. |
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May 3 |
revised |
Creative Commons Share-Alike/No-Derive - what constitutes an adaptation, if the asset is not altered? Whoops. That's a quote, not source code! |
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May 3 |
revised |
Creative Commons Share-Alike/No-Derive - what constitutes an adaptation, if the asset is not altered? added 116 characters in body |
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May 3 |
answered | Creative Commons Share-Alike/No-Derive - what constitutes an adaptation, if the asset is not altered? |
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May 3 |
comment |
Stronger Hack-proof MMO Game Comparison: Game Client Based Vs. Via Web Browser What have you tried so far? |
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May 2 |
comment |
Pac-Man - Public Domain? It was, alas, a natural confusion, as I wrote this response whilst sitting comfortably within the decadent confines of my time machine, ten years hence. ;) |
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May 2 |
revised |
Pac-Man - Public Domain? I blame wolfram alpha. |
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May 2 |
comment |
How scanline rendering finds an intersection with an object What is your actual question? |
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May 2 |
reviewed | Reject suggested edit on new way to get user name |
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May 2 |
answered | Pac-Man - Public Domain? |
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May 1 |
reviewed | Close XNA/MonoGame and Game Studio/MonoDevelop |
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May 1 |
reviewed | Close How to prevent the player from clicking too fast |
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May 1 |
reviewed | Close Should I negate a variable or use absolute value? |
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May 1 |
reviewed | Close How to implement deceleration and stopping over a certain distance |