| bio | website | thegamecoder.com/blog |
|---|---|---|
| location | India | |
| age | ||
| visits | member for | 1 year, 8 months |
| seen | 14 hours ago | |
| stats | profile views | 24 |
Twitter: @ApoorvaJ
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Mar 18 |
awarded | Popular Question |
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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. |
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Dec 20 |
awarded | Good Question |
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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. |
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Dec 9 |
revised |
2D Smooth Turning in a Tile-Based Game Corrected the second formula |
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Dec 9 |
suggested | suggested edit on 2D Smooth Turning in a Tile-Based Game |
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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. |
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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. |
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Dec 9 |
accepted | 2D Smooth Turning in a Tile-Based Game |
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Dec 8 |
asked | 2D Smooth Turning in a Tile-Based Game |
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Dec 7 |
answered | Input/Output console window in XNA |
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Dec 5 |
comment |
Keeping Aspect Screen Ratio While Stays in Center This method scales the sprites uniformly by the float "Scale", which I've indicated in the answer. Thus no distortion of proportion occurs. I suggest you take a look at my original blog post and try a basic implementation. Also, I don't understand what you mean by "spacer". I use Android.Graphics instead of OpenGL, but I think there will be a way to do this in OpenGL too. |
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Dec 5 |
comment |
Keeping Aspect Screen Ratio While Stays in Center Touch input is another, different matter. It can also be handled efficiently via this system. What the "virtual screen" does, is the decoupling of the "game space" with the "screen space". This will allow you to scale the game from 1920x1080 to 240x320 and everything in between. |
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Dec 5 |
comment |
Keeping Aspect Screen Ratio While Stays in Center If you implement this properly, you will see no black borders. That is why you design the game for 4:3, keeping in mind that wider screens will cull off the top and bottom offsets. |
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Dec 5 |
answered | Keeping Aspect Screen Ratio While Stays in Center |
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Dec 5 |
accepted | Why do GPUs require game specific drivers? |
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Dec 5 |
awarded | Nice Question |
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Dec 4 |
asked | Why do GPUs require game specific drivers? |
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Oct 16 |
awarded | Quorum |
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Sep 12 |
awarded | Yearling |