ApoorvaJ
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 Mar 20 awarded Curious Feb 6 awarded Popular Question Sep 24 awarded Autobiographer Aug 5 awarded Notable Question Feb 18 revised Creating UI using Flixel Changed the title. User UI is redundant. Feb 18 suggested approved edit on Creating UI using Flixel Jan 16 comment Keeping Aspect Screen Ratio While Stays in Center @DavidDimalanta Yes. Scale to fit and then crop the rest. Dec 16 awarded Nice Question Sep 16 accepted What percentage of development time should I spend in balancing? Sep 12 awarded Yearling Aug 30 awarded Notable Question Jul 17 awarded Popular Question Mar 18 awarded Popular Question Feb 8 comment Keeping Aspect Screen Ratio While Stays in Center @TredeciesNocturne , I think this deserves a separate question. The short answer is viewers (at least on mobile platforms) want an aspect ratio that their device has. This means no visible black bars or offset margins. This is perfectly possible to do on most kinds of games. In summary, the implementation can vary. The most important thing is to keep the scaling process unnoticable to the user. Dec 20 awarded Good Question Dec 11 comment Rendering scaled-down card images @user1065145 The old style windows card you linked to has been done in pixel art. That's the best way to get detail in small resolutions, one pixel at a time. Dec 9 revised 2D Smooth Turning in a Tile-Based Game Corrected the second formula Dec 9 suggested approved edit on 2D Smooth Turning in a Tile-Based Game Dec 9 comment 2D Smooth Turning in a Tile-Based Game And also change the (ball_position - circle_center) to its reverse. That way the acceleration vector points to the turn corner and not away from it. Dec 9 comment 2D Smooth Turning in a Tile-Based Game I do use a physics engine and hence went for method 2. There are a few mistakes in your equation, but it pointed me in the right direction (Uniform Circular Motion). The correct equation would be: `acceleration = (circle_center - ball_position).Normalize() * (ball_velocity.Length() ^ 2) / circle_radius`. This code is derived from the equation for centripetal acceleration whose magnitude is given by: a = v^2 / r, and direction is from the object to the center of circular motion.