Thijser
  • Member for 8 years, 7 months
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How can I encourage players to "talk to" to each other in team-based games?
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16 votes

A useful mechanic is to provide each player with only a part of the solution. This works especially well if certain classes can have information others don have. For example there could be a sort of "...

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Validating victory report to PHP leaderboards
4 votes

What you will need to do is replay the entire game on your sever. If you use randomness in your game then store for each player the random seed you send them on your server and then have the server ...

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Can I sell games made with LibGdx on Steam
4 votes

libgdx is under the apache 2.0 license meaning that you can use it freely in both for-profit, non-profit,open-source and closed source games. Selling a game on steam makes it for-profit and likely ...

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Efficiently detecting objects inside multiple radius
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4 votes

You might be interested in a so called quad tree. A quad tree is basically a structure where you divide the area in boxes and put all objects in lists on these boxes. You can then check for collisions ...

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Why do most FPS games have a machine gun, shotgun, and sniper rifle?
4 votes

Aside from Josh's answer you have to keep in mind something else: players know what each of these weapons does. If I pick up a sniper rifle I know what I can probably do with it (shoot long distances, ...

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Good design for skills (heal,dmg etc)
3 votes

I think you are looking in what's called the "Strategy pattern" in OOP. Your skill has something like the following signature(in pseudocode) interface TargetBehaviour{ list<targets> ...

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Defensive statistic mechanics
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3 votes

Strict has the advantage of being easy to understand, every player can easy calculate how much damage his attack will do. Be warned through that this creates a situation in where the higher someone's ...

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Mathematics of difficulty acceleration in endless runners
3 votes

The difficulty of an endless runner is dependent on a few things, first of all the size of the obstacles and different types of obstacles, typically it's best to just hardcode when different obstacles ...

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Can I take a finished game based on a licence to the holding company?
3 votes

To add to Josh Petrie's answer when you want to use someone's copyright you have to negotiate with them, if you already have your game you can't really go back and will have to take whatever deal they ...

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Obstacle spawn constraints in Jetpack Joyride
3 votes

One interesting solution might be to first draw a line which you want the player to follow then draw obstacles between random point in space above and bellow the line. You can then tweak difficulty by ...

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Multiplayer FPS Gameplay: How to encourage players to dispense ammo?
3 votes

There are a few better ways to get players to share ammo, however your your example mechanisms wouldn't work that well, example 1 has the weakness of not really giving any reason towards player B has ...

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How can I synchronize ocean waves over the network?
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3 votes

Have you considered generating the waves from a 3d pearl noise generator? That way you can find the height of each wave using just a simple function call with time and exact position, as long as you ...

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Minesweeper number placement
2 votes

I think the fastest method will be by not generating the numbers at board generation (I know it's almost cheating). It's most likely fastest to only generate the number when the player clicks on a ...

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How do I maintain game balance while promoting interaction between dead and alive players?
2 votes

The main problem is see is the fact that only 2 roles have any method of influencing your death characters. I think you should strive to more interesting death character roles. Why not assign various ...

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map/world "decorator" algorithms/patterns
2 votes

There are multiple ways to do this: When you want to place such an object you instead place a cluster centre, you then place a given number (random or pre chosen) number of decorator objects around ...

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How do I make collision detection more effective?
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2 votes

Your problem is that you are checking for a collision and then stopping, this means that if your frame places you to far into an object you are now stuck. To solve this you have to solve the equation ...

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Problems with Obstacle Avoidance steering behavior
2 votes

One good solution is to send 2 rays from the upper and lower bound of the object rather then in the middle. You can then use the algorithm you were using before but use collisions for both rays rather ...

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How do I make A* agents avoid other agents?
2 votes

If you have a turn based/tick based movement system than you could create a 3D graph where each transition moves the agent into how the map would look in the future. Then have each agent claim the ...

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What is wrong with my specular phong shading
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2 votes

I have found the answer (and now I feel stupid) int DotOfNormalAndLight = Vec3Df::dotProduct(normal,relativeLightPos); should have been float DotOfNormalAndLight = Vec3Df::dotProduct(normal,...

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How to generate interresting procedural terrain
1 votes

It's all about adding more features and doing some processing on your output. You are currently generating a heightmap but what seems to be missing? First off there are no rivers or trees. To ...

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making a monster encounter method
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1 votes

Long term it might be better to create either monster classes that all inherit from a single monster class that contains all methods you need. Then each class can simply override these methods (make ...

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Consistent Space Gravity Simulation
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1 votes

The problem is that bodies only ever move towards stable orbits in 3D. In 2D they will not tent to move towards stable orbits using "realistic" physics. If you do want to get a stable orbit you will ...

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Is it possible to create 3d games with good performance in java?
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1 votes

Java is a bit slower then c++ however this effect is less then people tend to think. There are several points on which it matters: 1 Calls towards openGL will have to take another extra step this ...

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Work flow for modelling a city(open world)
1 votes

It depends, if you want to build a city you can either do so procedurally (which also allows endless regeneration) or you can do so manually. But even if you do so manually you will likely want to ...

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How to gain visibility on the Play Store?
1 votes

You need to find players somehow, the first obvious step is to tell your friends, if they like it enough to also tell their friends this can be a good start. A second point is to post about it on some ...

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How can randomly paired players fairly select a map?
1 votes

You can also weight the maps based on a number of factors, first of all you can look at maps with a low level of quits (quits per started game) and use that for how "fun" maps are. Secondly you can ...

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Can I put real people in my game?
1 votes

Depends largely on local laws and don't rely on the Internet for legal advice but here are some guidelines: Basically you can't unless they fit the following conditions: They are historical figures,...

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match 3 Shuffling
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1 votes

Check: Loop over all tiles and check for matches (first loop over all rows horizontally and check for 3 in a row then check vertically same way). If no matches found - shuffle, else - exit. Shuffle: ...

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How can I let new players effectively compete with long-time players?
0 votes

There are multiple ways to deal with this: Resetting the game: If you have a browser strategy game then the players that have been playing since the start will always have a resource advantage, ...

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Detect which object conceals another one
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0 votes

This is easily accomplished by giving each object a Z value, a single value that determines how far away from the screen it is, if you want to look determine what object is in front of the other you ...

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