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visits member for 2 years, 9 months
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Jun
8
comment Android Game Development problem with Speed = Distance / Time
This isn't the issue, and you've missed something even more important - because Java passes by value, Math.round() can't change the value: you have to use the return value of the function.
Jun
5
comment Can I run into legal issues with random names?
Besides the possibility of legal notices, you may want to be able to exclude randomly generated names that turn out to be... 'unfortunate'... regardless.
May
30
comment Serverside memory efficiency and threading for a turn based game
If it is turn based, I'd probably do this as a webservice, and provide a 'default' client. Make it easier for porting to other platforms, too...
May
18
comment Detecting wins in peer to peer RTS games like Starcraft
Actually, it gets even more fun. As @Nicol mentioned, as long as the two players agree, the server's not going to bother arguing. You could use this as a basline for establishing a player's basic skill level, as well as their trustworthyness, which could be used to determine the likelyhood of who the disputed win actually belongs to. The server may also ask for replay data, although since you could also lie about that...
May
1
comment Model in Maya looks strange, what went wrong?
Random wierd issues (or me just not catching something immediately) is why I turned on the incremental saves feature. I've currently got it limited to the previous 5, but unless the model is huge, you could probably set it to infinity. I think it also saves camera state, although if it doesn't, the fact that you would know you had a 'good' model should help.
Apr
30
comment How do you prevent inflation in a virtual economy?
Actually, in reference to EVE, it was possible at one point to commit insurance fraud - I'd found a source that was selling starting ships for less than the 'complete replacement' value (I think they must have been using some sort of 'average for class' value or something). I never took advantage of it, though...
Feb
22
comment Animation Systems
There's nothing preventing 2D animations from being rigged and animated like 3D models usually are - In fact, unless you're using pre-rendered sprites, that's what flash animations do... I believe .svg files can be animated in this fashion, although I don't know if it can be changed/blended that way.
Feb
1
comment How can I represent and collide with interior boundaries in a maze?
I think for your note on number 4 you mean 'serially', not 'seperatedly', which would still imply being able to use multiple threads for the calculation.
Dec
30
awarded  Commentator
Dec
30
comment How to create solid human characters in MAYA, so that their hands do not cut into bodies while signaling hand sign?
Especially because you're essentially asking for (really complex) self-collisions that conflict with the animation.
Dec
30
comment Is character movement with an animated sprite controlled by the animation itself or moved manually?
Please note that this question (and the answers) largely applies to all game animations (vector 2d, 3d models), not just sprites
Dec
15
comment How to create a 2D region where sprites are automatically wrapped?
What's supposed to happen in a sprite is larger than the 'wrapBox'? Especially if the two new 'ends' aren't the same dimensions?
Dec
8
awarded  Supporter
Dec
8
comment Making abilities (Programming FFG's boardgame Descent)
+1 - Agreed, the Strategy pattern is the way to go here.
Dec
8
comment Gluing Model and View Data Together But Separating Concerns
@ashes999 - BeastAnimation isn't a view - it's another model; specifically, one containing view-related data (so, a model of the view). If I've done the rest of the work right, I can change from 2d to 3d (or vice versa) simply by switching out the view and whatever the various Animations contain - no other part of my code has to change (supposing that gameplay doesn't change...). Every (non-trivial) view is going to be backed by models specifically for the view of some sort. This potentially includes text-based adventures...
Dec
6
answered Gluing Model and View Data Together But Separating Concerns
Dec
6
comment Gluing Model and View Data Together But Separating Concerns
Potentially (dependant on language and engine), you have two models - one for the Player's state (position, lives, and so on), and one for the Sprite state (frame, image offset, etc). The two models don't really have much to do with each other; wire them together with a controller as normal, and wire a controller for the Sprite-model to view translation.
Nov
25
comment Calculating missile trajectory around orbits before shooting
@Onofrio - Sorry, I don't have the relevant equations... and it looks like you need multi-variable calculus to do this 'properly'.
Nov
25
comment Calculating missile trajectory around orbits before shooting
@John - If a shot is completely impossible (discounting a poor input power choice), there's a serious problem with your playfield. With these types of games, any one of the players should be replaceable with an AI. Granted, the equations get more complicated (and with multiple bodies, very quickly), but it should still be possible.
Nov
25
answered Calculating missile trajectory around orbits before shooting