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Nov
27
comment Converting a hipoly model to a lowpoly model
What program did you use to make the original model? Some tools have this sort of generation built in.
Nov
21
comment Efficient Algorithm for Recording gameplay's objects positions
What about deterministic NPC behavior? Like, say, the output of a script? You may be able to reduce some things a bit better that way.
Nov
12
comment How to create a reasonably sized urban area manually but efficiently
At least around where I live, there's a bunch of houses that are all based on the same plan (or parts of plans, which allowed for some customization). I mean, down to window sizes, etc; including my parent's place. Which means that, without any modifications, the houses literally look like re-colored versions of each other, as if on a memory-limited system... It can be fun to find the 'look alikes' in other neighborhoods.
Sep
6
comment P2P synchronization: can a player update fields of other players?
Unfortunately, without a (trusted, independent) 3rd party, stopping the other party from cheating is impossible. The design of your game may limit the extent of cheating; however, in any situation where either party can be (and is equally likely to be) hostile, you need somebody they both will trust.
Jun
22
comment Bejewelled Next Best jewel selection
Sorry, no, I was thinking of Hexic. But, with sufficient different gems, it would be possible to enter a situation where the engine would have to generate a matching trio every single time to allow continuous play (because nothing else would score). Which might be interesting to see, but not very playable.
Jun
22
comment Bejewelled Next Best jewel selection
It only rotates 120 degrees at a time, right? So what happens if you display a board that (due to previous moves) has scoreable distributions elsewhere in the board, requiring 5 moves from a newly placed block, and the player clicks something wrong first?
Jun
15
comment How should I track real-time resource generation in a client-server scenario?
For these battles, what happens if they lose? Do they lose all those units? What happens if they're disconnected during a battle?
Jun
14
comment How should I track real-time resource generation in a client-server scenario?
What's the time resolution that needs to be saved - what if the player unexpectedly looses connection? What type of game - is this like the 'player cities' in Age of Empires online, or like the individual battles players engage in?
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?