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9h
comment how to simulate tank tracks(something that is around all wheels, dont know what is called)
Just the visuals, or physics also?
10h
comment how to simulate tank tracks(something that is around all wheels, dont know what is called)
2D or 3D? To what level of detail?
10h
comment How do I structure code that triggers story events at certain places?
Not super clear from your description, but if your game is so story-driven that it's basically a visual novel, consider the Ren'py VN engine.
10h
comment How do I structure code that triggers story events at certain places?
I edited to clarify what I could. Suggestion for improvement: Be more specific! When the guy walks up and says hello, is that a cutscene, or does the player still retain control? What sort of actions are triggered by these hitboxes—how complex can they be?
1d
comment How to make the interaction of sensors is in box2d?
Whoa, hold on. Over 100 lines of code, no comments, and only 3 sentences to explain? Please try to come up with a minimal example and explain clearly what you intended.
1d
comment Could triangles be used for swept-AABB checks between positions?
I made a big edit based on your illustration and the additional details. Feel free to edit further, or poke me if I missed anything.
2d
comment Could triangles be used for swept-AABB checks between positions?
I don't understand the question. It is very common to check 2 AABBs against each other, and to compose more complex polygons from triangle primitives. What's that about traveling between updates and what does it have to do with the rest?
2d
comment How does one structure a Player GUI
Do you mean your question in terms of code structure, interactivity, or the graphical look of an in-game UI system? It sounds like an entire book could be written on this as it stands.
2d
comment Why does my world generation code perform poorly on large inputs?
Narrow it down more. How many times do those nested for loops execute?
Apr
21
comment How do I handle objects with a width and height in grid-based pathfinding?
@Julian The Jumper library already does the pathfinding for you. I'm suggesting a way to construct a map with the right sizes of obstacle, so it could be passed to Jumper. Did I misunderstand? Maybe it would help to edit the question with further details.
Apr
21
comment How do I handle objects with a width and height in grid-based pathfinding?
I think anyone using any grid-based pathfinding library might face the same problem, so I edited with that in mind. I hope that's OK!
Apr
19
comment Storing Card List for TCG
This question could be improved later by explaining what specific feature you'd like your card-deck data structure to have but doesn't. (As Philipp says above, without knowing more about your use-case, it's hard to recommend anything.)
Apr
19
comment Exception in thread “Thread-0” java.lang.IllegalArgumentException: input == null!
Consider narrowing the issue down further, ideally to an MCVE.
Apr
19
comment Are there definitive, unambiguous terms for hexagon tile orientations?
@DMGregory Make it an answer. I'd definitely consider Amit an authority on the matter, and those terms sound clear to me.
Apr
19
comment Making ships shoot bullets
I agree with moonshine. It sounds like you have multiple questions. Which one first?
Apr
19
comment How do I create a custom collision map for clickable areas on a map?
Related: if you're already using a physics engine for collision detection, you could do some image processing to turn them into physics objects.
Apr
16
comment Bike game - following a road path
Is this top-down or side-view?
Apr
16
comment 3D Game Ready Models
I don't understand the question. Improvement suggestions: share your research, and ask about 1 thing at a time.
Mar
27
comment In Processing, why does this call to image() cause an error?
Null Pointer Exception sounds like the variable left doesn't have a value (its value is null) when you're calling image(). Perhaps you forgot to call robinHood.setup() to initialise it?
Mar
13
comment building timers in strategy games
Just please be careful when doing this, because it's a slippery slope from this kind of optimisation to totally Skinner-boxing your players, exploiting their psychology to make them stay, instead of making a good game. More such reasoning in this Extra Credits video.