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May
18
comment Time reverse mechanism in games
@StevenStadnicki Maybe, but it's definitely possible. Off the top of my head, C&C Generals does it this way. It has hours-long replays of up to 8 players, weighing in at a few hundred kB at worst, and it's how I guess most if not all RTS games do their multiplayer: You just can't transmit the full game state with potentially hundreds of units every frame, you have to let the engine do the updating. So yeah, it's definitely viable.
May
18
answered Time reverse mechanism in games
May
16
answered Character jumping movement in isometric tile
May
13
comment Player Ranking System
Giving points for merely participating encourages afk farming, which requires a sort of reporting/temp-ban system.
May
12
answered Player Ranking System
May
11
comment repeating 2D world
By the way, and I'm obviously guessing here, you might want to take a look at the "player.x > World.WORLD_WIDTH" and "player.y > World.WORLD_HEIGHT" statements. It looks like the player can move 1 length unit outside of the world, since the largest player.x and player.y should be "WORLD_WIDTH - 1" and "WORLD_HEIGHT - 1", respectively. As you obviously know, coordinates are zero-based, so the largest index in an array is always 1 smaller than the length of that array. Using ">=" in both cases might be correct instead.
May
10
comment repeating 2D world
The term you're looking for is "wrap around". As for your actual problem, if we are supposed to help you with your renderer, why don't you show us the code for it?
May
10
answered C# XNA 4.0 Rectangle Rotation Collision
May
10
comment 3D: How how handle like 500 NPC
@AndroidXTr3meN Yes, exactly like that. By the way, Quad-trees and Oct-trees are basically dynamic chunks. They are a bit more complicated, but have big advantages.
May
10
comment 3D: How how handle like 500 NPC
@AndroidXTr3meN An object is always in exactly one chunk, never on an edge. Note that "chunks" are not visible in the game in any way, it's just a logical partitioning of your game world.
May
10
answered 3D: How how handle like 500 NPC
May
10
comment Promoting a Browser Game?
0. Make the game worth playing. That may sound trivial, but now more than ever, top-down marketing will lose out against bottom-up. Make a good game, and every marketing measure will multiply.
May
9
comment Ball Physics : Bounce height altered by elasticity of ball and bounce surface
re: Ball.Velocity.Y *= -1 * COEFF; -1 only if the ground at the location of impact is parallel to the X-axis. Otherwise, you have to adjust both Velocity.X and Velocity.Y depending on the slope, to get a correctly simulated bounce.
May
9
comment What should I do to prevent my monsters from walking off platforms?
@AlbeyAmakiir Those are good, but different arguments. I was merely responding to your argument that it's hard and error-prone to do manually, because the sensible way to do that, if you wanted to do it that way, is automatically, i.e. the editor does it.
May
8
comment What should I do to prevent my monsters from walking off platforms?
@AlbeyAmakiir That's what a decent level editor should do for you automatically.
May
8
comment What is the technical term for animation of a dead body?
Dance of the Dead would be quite appropriate here.
May
8
answered How do you get a multiplayer-only game to reach critical mass?
Apr
30
awarded  Enthusiast
Apr
28
answered Prototyping a puzzle game for solvability of levels
Apr
27
comment Accuracy vs distance formula
Mathematically, 1/r^2 is pretty much correct, maybe c/r^2 to account for the fact that you don't aim randomly but within a certain corridor of relative size c. You should expand on the question a bit. What factors do you want to simulate? Shooter movement, gravity, recoil, air drag, weapon type/condition, shooter's breath/heartbeat? Is the target movement inherently unpredictable, for example because he's controlled by a human player, or because there is considerable lag?