233 reputation
18
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location San Francisco, CA
age 35
visits member for 2 years, 10 months
seen Apr 15 at 18:29

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 :)
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?