238 reputation
29
bio website
location Wisconsin
age 35
visits member for 3 years, 5 months
seen Nov 13 at 18:06

Nov
11
comment Achieving 1 pixel outline around sprites which changes colour depending on the background?
Doh, I misunderstood. Re-reading your question and looking at the screenshot again, I completely agree with @DMGregory. Those sprites just have a border with alpha less than 100%. Piece of cake.
Nov
11
comment Achieving 1 pixel outline around sprites which changes colour depending on the background?
You're both right. You can achieve this with a pixel shader and a cleverly designed source sprite. You draw a border color around your sprite that you won't use anywhere else in your sprite (e.g., bright red #ff0000), and then in your pixel shader, you replace that color with the appropriate color.
Jul
2
awarded  Curious
Jun
26
awarded  Notable Question
Jun
18
awarded  Caucus
Jun
12
awarded  Popular Question
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 :)