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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.
Feb
9
revised 8 directional movement - Maintain vertical position
added 451 characters in body
Feb
9
answered 8 directional movement - Maintain vertical position
Feb
8
comment How are old games levels made?
@dennmat So? Obviously the engine has to know what to do with the data it gets. The question was about editors, all I'm saying is that even pretty old games had editors. BTW I was not quite correct about Lemmings. They did create their own level editor, but made its UI like everyone's familiar paint program.
Feb
8
comment How are old games levels made?
@dennmat Don't underestimate paint.exe or similar programs as level editors. For example, all levels of the original Lemmings have been created in a simple paint program.
Jan
30
awarded  Nice Answer
Jan
29
answered Online card games: game loop or event based?
Jan
16
comment How can I make a falling down effect in 2D - Birds Eye View
I am thoroughly confused by what you really want. Do you want an endless fall or not? Do you want birds eye view or side view? Maybe I'm just having a brain fart, but your question reads like a stream of consciousness rather than a clearly defined question.
Dec
27
awarded  Enlightened
Dec
27
awarded  Nice Answer
Nov
14
comment Simple Multiplayer CCG System
You aer asking way too much for a single question. Focus your question on actual, objectively answerable problems. What you are asking is a complete design document, or at least for substantial parts of one.
Sep
29
comment How long to display each sentence?
This seems an ideal question for testing and player feedback.
Sep
25
answered WPF or WinForms for Game Development and learning resources?
Sep
18
comment Do I really need to “learn” C# for XNA if I know Java?
Don't leave it at jumping in and doing it though. While you're doing it and solve day-to-day problems, also read up on the new language to learn how to do do things better with features you wouldn't find out by trial and error, such as LINQ.
Sep
17
answered How do I retain previously drawn graphics?
Sep
12
awarded  Yearling
Sep
11
comment How to decompose sprite sheet
@RaymondHolmboe Then you need to provide more detail. Is there any way that a program could distinguish one texture map from another automatically, or do all sub-textures have the same size, or whatever? If you have more info, please add it to your question, otherwise I don't see how you can solve it other than with Paint.
Sep
11
comment animate a drawn 2D image to move
Also, you provide very little detail on what you're trying to achieve. If a player can draw a character, it's just a different, if more potent kind of character builder, and the more freedom you want to give to the player, the more work you have to do. Giving a computer nothing but a totally free-form drawing and having it crank out a playable character model would be indistinguishable from magic nowadays. Start simple, with a pre-defined model and let players paint the textures or something like that.