5,745 reputation
1234
bio website scott-franks.com
location Richmond, VA
age 24
visits member for 3 years, 3 months
seen 1 hour ago

9h
comment How can I avoid having many singletons in my game architecture?
@GameAlchemist My point, which you obviously missed, is that "that the work required to propagate some data/functionality through all the code might be waaay more a bug source than to use a Singleton" is only true if you're having to propagate the data through a mess of spaghetti code. I never said anything about avoiding singletons at all costs.
12h
comment 2D Physics/Game Engine Recommendations?
GDSE is not the place to ask for library recommendations.
12h
comment How can I avoid having many singletons in my game architecture?
This doesn't really help the issue. It's essentially lots of singletons merged into one giant singleton. None of the underlying structural issues are fixed or even addressed, the code still stinks its just prettier now.
13h
comment How can I avoid having many singletons in my game architecture?
@GameAlchemist You have major issues if there is significant amounts of functionality/data that you need throughout all your code. Adequate decoupling of your systems and keeping your code relatively flat (in terms of inheritance and layers of instantiations) and the propagation is fairly easy to manage.
1d
comment How do I maintain game balance while promoting interaction between dead and alive players?
"How do I maintain game balance while promoting interaction between dead and alive players?" Requires an in depth knowledge of the game mechanics and is too specific and should be closed imo. @Crosscounter can you clarify? Additionally the answers seem to be answering the original question not the clarification. I think the question should be edited to focus on motivation and retention part. The balance part that has developed though discussion in the comments dilutes the original question and makes the answers seem off topic.
1d
comment How do I maintain game balance while promoting interaction between dead and alive players?
@Anko Hmm didn't see that. The summary seems to clash with the content of the question though. Personally I think "How do you motivate players to be content with randomly selected roles that are often complex to play and differ drastically in playstyle (AND to stick around till the end of game)?" is a good question since it has a general enough scope and there should be solid psychology and history to draw from to create good answers.
1d
comment How do I maintain game balance while promoting interaction between dead and alive players?
@Anko "How do you motivate players to be content with randomly selected roles that are often complex to play and differ drastically in playstyle (AND to stick around till the end of game)?" Until you changed the title the question seems pretty cut and dry. You seems to have read in a new question from his contextual information.
Sep
28
comment How can I make a swinging rope?
"If I create the rope solely from RopeJoints I get a nice swinging rope." The why not do this? The fact is RevoluteJoint are simply incapable of handling what you are trying to do with them. Each one tries to resolved the forces upon them individually and you get strange non expected behaviors. If you issue is you character acts unexpected when attached to a rope from RopeJoints you should edit your question to make that more clear.
Sep
28
comment Can I have a house carl for hillside
Wrong SE. Try gaming.stackexchange.com.
Sep
28
comment What is the minimal lag a 2 player online iphone game might have?
If you get rid of the hypothetical situation and just ask for statistics into average end to end latency (which seems to be what you want) I believe that would make a sound question.
Sep
27
comment Tiled map editor with support for Cavalier Oblique projection
@Philipp Find me a meta post that proves you correct and I'll vote to reopen.
Sep
26
comment Best language for 2D Games?
@Ascendion Asking which tech to use is still of topic if you rule 1/5 of them out by saying no c++, c, or java.
Sep
26
comment Tiled map editor with support for Cavalier Oblique projection
@Philipp That's not true. Asking for a library is off topic and falls under "which technology to use".
Sep
26
comment Merging geometry/mesh without losing benefits
Very nicely done.
Sep
25
comment Finding a vector perpendicular to a current vector
For this sort of 3d stuff adding a picture of what you are talking about can be very helpful.
Sep
25
comment Finding a vector perpendicular to a current vector
So you understanding of the involved terminology is making it incredibly hard to understand the question. It sounds like you want a vector perpendicular to the vector and the direction of the camera. If so just take the cross product of the vector and camera direction vector.
Sep
25
comment Implementing one-way platforms in Chipmunk
-1 not really an answer. I should be able to read your answer and implement a solution. If you wan't to link to a tutorial or guide please summarize the relevant parts so that the answer is useful if the link is ever broken.
Sep
25
comment For Loop Issues
-1 for a basic programming question with nothing specific to game dev.
Sep
24
comment Are there alternatives to multiple buffering?
Are you asking if there are alternatives that have the same benefits? If you're fine with the graphical glitches you can simply not use a buffer.
Sep
24
comment How common is arachnophobia among gamers?
What about changing the question to ask what's impact in potential audience for excluding players with severe arachnophobia? Available statistics for that and it seems to address you root issue which is that you don't want to exclude too many potential players.