| bio | website | |
|---|---|---|
| location | San Francisco, CA | |
| age | 34 | |
| visits | member for | 1 year, 11 months |
| seen | Apr 23 at 15:10 | |
| stats | profile views | 19 |
|
Dec 20 |
awarded | Tumbleweed |
|
Dec 13 |
accepted | What are some good examples of exuberant in-game instructions for telling the player to repeatedly smash a button? |
|
Jun 29 |
awarded | Yearling |
|
Jun 28 |
comment |
What are some good examples of exuberant in-game instructions for telling the player to repeatedly smash a button? Indeed. I debated between posting here or there, but decided on gamedev because it felt more like a "game design" question. I think you might be right, though. Maybe I'll try the question over on UX. |
|
Jun 28 |
awarded | Editor |
|
Jun 28 |
revised |
What are some good examples of exuberant in-game instructions for telling the player to repeatedly smash a button? Clarified question |
|
Jun 28 |
comment |
What are some good examples of exuberant in-game instructions for telling the player to repeatedly smash a button? Good point about the community wiki. I'd be happy to see the discussion moved there if that makes more sense. And great example, thanks for sharing! I love those old flashing "Go! >" graphics :) |
|
Jun 28 |
asked | What are some good examples of exuberant in-game instructions for telling the player to repeatedly smash a button? |
|
Mar 2 |
awarded | Commentator |
|
Mar 2 |
comment |
Behavior/Attribute GameComponent Architecture Can you elaborate on how you would change Travis's code? I'm still struggling to understand component-based game design, and the articles you linked to are the same ones I've seen many times before; they're too high level and vague to really help understand the pattern (for me anyway). From my understanding of component-based design, it seems like Travis is on the right track. Can you be more specific about where you think he went wrong and how his code could be improved? |
|
Mar 2 |
comment |
What designs are there for a component based entity system that are user friendly but still flexible? @Tetrad - Can you elaborate briefly on how your proposed GetComponent<Transform> method would work? Would it loop through all of the GameObject's Components and return the first Component of type T? Or is something else going on there? |
|
Feb 29 |
accepted | How are non-repetitive pixel backgrounds created in 2D games? (e.g., Superbrothers: Sword & Sworcery EP) |
|
Feb 27 |
asked | How are non-repetitive pixel backgrounds created in 2D games? (e.g., Superbrothers: Sword & Sworcery EP) |
|
Feb 14 |
comment |
Using component based entity system practically That's a good point @TomsonTom. I'm hoping to just keep my event wiring to a minimum for each level, and then remove all entities and hope everything gets cleaned up nicely. Because this weak event reference stuff gets way too complicated :) |
|
Feb 13 |
comment |
Using component based entity system practically @TomsonTom Thanks for the response. I know about .NET events, I'm just worried about garbage collection, strong references, and memory leaks. You can read more here: codeproject.com/Articles/29922/Weak-Events-in-C |
|
Feb 12 |
comment |
Using component based entity system practically Indeed. I just finished a game using my best attempt at an "everything is a component" solution, and while it accomplished a bunch of things nicely, it certainly had its weaknesses. This attribute/behavior model seems like a subtle but important improvement. Now to figure how the heck to do events correctly with a messaging system in C# without overloading my code with strong references and memory leaks :( |
|
Feb 12 |
comment |
Using component based entity system practically This is a great answer! (as is your pdf) -- When you have a chance, could you elaborate a little on how you handle rendering with this system? This attribute/behavior model is completely new to me, but very intriguing. |
|
Feb 8 |
comment |
What are the drawbacks of this messaging system implementation? Interesting. Can you provide a brief example of how you'd deregister an event in an XNA game? |
|
Jan 31 |
comment |
Farseer engine built for MonoTouch? Did you ever figure this out? I'm also trying to include Farseer in a MonoTouch project, and I'm having loads of problems... |
|
Jan 19 |
accepted | How can I implement a “boost pad” with Farseer/Box2D physics? |