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Nov
25
comment What would be a suitable way to model projectiles in an action game?
A good start would be to explain WHY the other question isn't quite suitable for your situation. And why "not quite" suitable, in which way is it suitable? What have you tried so far, and did you actually encounter performance issues, and did you track the issues down to the way you model projectiles? Show relevant code, how you call it, and which language you're using if it's not obvious.
Jul
12
comment Kickstarter “last minute cold feet”
Any reason in particular why you un-accepted my answer?
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".
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.
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
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
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
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
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
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.
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
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.