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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.
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?