294 reputation
1312
bio website blackolivegames.com
location Poreč
age 29
visits member for 3 years, 4 months
seen Nov 19 at 19:35

May the source be with you


Jun
18
awarded  Caucus
Jun
18
awarded  Constituent
Nov
15
revised Problem with Ogmo Editor (is Tiled Editor a solution?)
solved one of my own questions
Nov
12
comment Problem with Ogmo Editor (is Tiled Editor a solution?)
20-30% was the CPU usage for only the Ogmo editor process, not the whole CPU. Firefox sometimes uses more than that, but I thought it strange for a "lightweight" application like Ogmo...
Nov
12
asked Problem with Ogmo Editor (is Tiled Editor a solution?)
Aug
22
awarded  Yearling
Jul
7
comment Building a Flash Platformer
I tought Citrus engine was a commecial engine. Now I see it's open source for some time. Thanks for the info about Citrus being open source!
Jul
7
answered Building a Flash Platformer
Jul
6
answered 2D Tile-Based Concept Art App
Jul
1
awarded  Fanatic
Jun
1
comment Optimizing graphics for an iOS flash game
I'm also a Flash developer for a couple of years, but this is my first project for iOS devices. As some of you suggested, we tried both approaches and for now we use 1GR3's method. But now you made me think of alpha blending for dynamic objects...we thought to implement that for moving tiles, but if it'll be too CPU intensive, maybe we'll stay with non-transparent colored bitmaps.
May
25
comment 2D Animation Smoothness - Delta time vs. Kinematics
@knight666 Great article! Thanks!
May
25
answered 2D Animation Smoothness - Delta time vs. Kinematics
May
25
answered XNA server client model
May
2
comment jMonkey Quest Database
One big file is slower to parse, uses more memory and it's harder to maintain, but a lot of small ones is slower to access. The strategy depends on your game and the way you use the quests in your game. It's a "chatty or chunky" approach decision.
May
2
awarded  Commentator
May
2
comment jMonkey Quest Database
I'm not sure about jMonkey, but I think it's generally better to use some file format like XML or JSON for texts like dialogues and quest text.
Apr
6
revised Optimizing graphics for an iOS flash game
fited the definition of my job
Apr
6
suggested approved edit on Optimizing graphics for an iOS flash game
Apr
6
comment Optimizing graphics for an iOS flash game
I think he means to put both images one on top of the other and then change the alpha value of 100x100 rectangles. But this way I have two 960x640 images in memory and I'm trying to have two 100x100 images. Bear in mind that this is only for the background, the game also holds images for interactive object, "special" tiles, starting and ending objects. Or it's better to draw a separate background for each level in photoshop and import each separate background?