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Jul
3
answered Kickstarter “last minute cold feet”
Jun
10
awarded  Caucus
May
3
comment Has piracy ever resulted in a developer getting shut down?
@Matsemann What do you want a source for? Google "Top 10 reasons why companies fail".
May
2
awarded  Nice Answer
Apr
30
comment Has piracy ever resulted in a developer getting shut down?
And yet they admit that piracy only exposed the flaws. Had they sold all of those copies, they would have had the same problems and would have had to apply the same solution.
Apr
30
answered Has piracy ever resulted in a developer getting shut down?
Mar
31
comment Is C++ necessary to learn if I ever want to get a job in the game industry?
I'd argue the other way around. C++ is a language considered close to the hardware nowadays, and you necessarily learn a few things about computer architecture that you wouldn't learn with a higher level language like C#, mostly about memory allocation and addressing. If you learned C# first and got comfortable with it, you'd probably be alienated by the additional hoops you have to jump through with C++ in comparison.
Mar
29
awarded  Popular Question
Mar
23
comment Scrambling word into least recognizable form
jpdery.com/images/MixedUpSpelling.jpg
Feb
24
comment Alternative to soundeffect.play()?
Are you sure there is an actual performance problem with .play() for your project? Have you confirmed this, or are you asking into the blue?
Feb
21
comment What is the point of caling Draw() as often as possible?
I updated my answer, but most of my findings still stand.
Feb
21
revised What is the point of caling Draw() as often as possible?
added 26 characters in body
Feb
21
comment What is the point of caling Draw() as often as possible?
However, even with fixed time stamp and update less than 60 FPS, Draw is still not called more often than Update, contrary to the MSDN statement. Also, why does the monitor refresh rate affect the Update FPS? With synched graphics and no fixed time stamp, update gets called at only 60 FPS.
Feb
21
comment What is the point of caling Draw() as often as possible?
@dadooGames Thanks, I missed that one.
Feb
21
answered What is the point of caling Draw() as often as possible?
Feb
21
asked What is the point of caling Draw() as often as possible?
Feb
14
comment Where and how to check if game was developed with bought Unity3D licence (not cracked app)?
+1, though the question should be put on commonsense.stackexchange.com instead.
Feb
12
comment How can I solve this animation
I recommend you look through the code and try to understand it. In the animation class, there is a "bool Looping". Unsurprisingly, it determines whether the animation will loop or not. Simply always set it to false and leave it there to get exactly one run. Add another "bool Reverse" that causes to play the animation in reverse. When the user presses space, set active to true. When the user releases the space bar, set reverse to true, play the animation in reverse, then set active to false when the animation is done.
Feb
12
comment How can I solve this animation
I'd recommend having a look at the official MSDN tutorial that covers animations, among other things: xbox.create.msdn.com/en-US/education/tutorial/2dgame/…
Feb
9
comment 8 directional movement - Maintain vertical position
@Jon Then you have 2 conflicting design goals: Making your input responsive (no artificial lag) but also relaxed enough so the diagonal direction can be retained. In that case, I don't see another way other than having an artificial lag between accepting inputs, e.g. run your direction update code only every 2nd, or 3rd, or 4th, etc. frame. You could also implement the keyWentUp method, and delay the update for n frames after such either event fires for either direction key, rather than statically every n frames. You will have to find the best balance by experimentation.