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HappyCoder

Member Since 28 Apr 2007
Offline Last Active Today, 01:09 AM
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Topics I've Started

3rd person camera

25 October 2013 - 12:57 PM

So I am prototyping a 3rd person camera this week as part of a game project I am on and I wanted to see if anybody who has done one before knows of what pitfalls and problems I can expect so I can avoid problems and come up with solutions.

I want the camera to follow a Legend of Zelda type camera and allow for me to specify points of interest in the scene. If the camera is near a point of interest it should gravitate towards it, but not necessarily look right at it.

I would also like the camera to apply the Rule of Thirds if possible.

I would just like to know if there are any gotchas that I may be overlooking, and any possible solutions. Thanks.

Inline try/catch

01 August 2013 - 10:57 AM

So I just wanted to share an idea I have been juggling around in my head and wondered what you thought of it, if there is a language that implements this, and if you would use it.

I call it inline try catch. It is like the blend between try/catch and the ternary ? operator. An example of how to use it.

//block try catch
string result = null; 
try
{
    result = bar.getStringValue();
}
catch (BarException)
{
    result = "Default string";
}

// inline try catch
string result = try bar.getStringValue() catch(BarExeption) "Default string";
What I like about this is the try catch block returns a value, this would reduce branch complexity but at the cost of having longer line length. I could see the inline try being quite ugly if care isn't taken to keep it simple.

Any thoughts?

Characters Facial Expressions

09 June 2013 - 07:09 PM

So I am brainstorming ideas for a game I am working on. My game is going to be a 2D side scroller. I want to story to be a core part of the game. To better tell the story, I want my characters to be able to show more expression to better show a characters personality and to compliment the text to, hopefully, give it more emotion.

My idea is to have an animated portait that pops up with the text dialog. This way it can be clear when the characters are angry, sad, scared, happy, ect... The faces will be built with seperate movable parts. For example, to raise an eyebrow the game will simply move the eyebrow image up that is seperate from the rest of the face.

My questions for any of you are.

Are there any good examples of games that do something similar to this?
Have you working on a project that uses said system?
Would you reccomend that I do this? Would you make any changes?

Anyway, that is all. Any feedback would be appreciated. Thank you.

Kronologic 64

19 May 2013 - 10:38 AM

So I got my HTML5 game I have been working on for a while now to a point where I feel it is presentable. There are still lots of details that could be improved but at the very least, it is a playing game from start to finish.
 
Here it is.
Kronologic 64

I wrote the game from scratch over the course of about six months. I did all of the game myself, partially becuase I turned in a partially complete version as a school project. It is written in javascript using webgl.

It is called kronologic 64 because it a 3d version of the 2d game I made last year, Kronologic (If kronologic doesn't load the first time try refreshing) I chose to make it look like an N64 game because the nintendo 64 was my childhood console and you could say that is what got me wanting to make games. So it is fulfilling that childhood dream. Also, since it is an HMTL5 game, I wanted to keep the download size small. Making the graphics simple and the textures really low res makes the game about 6.5 MB so it doesn't take too long to load.

Is NSNotificationCenter evil?

04 February 2013 - 12:42 PM

Whenever I have used NSNotificationCenter in iOS it feels fragile and bug prone. It basically lets any object send a message to anywhere. Any object can receive any message. In the end the code feels like object oriented spaghetti code. Whenever I come across a message being posted I have know idea what is receiving the message. I cannot step into it in a debugger. Bugs can easily be introduced by forgetting to stop listening to events. Parameter passing always has to happen through storing a bunch of key/value pairs in a dictionary and overall I feel it is bad design to use NSNotificationCenter.

Yet, as I google trying to find an article that shares the same viewpoint I cannot find one. Any thoughts on NSNotificationCenter or on the observer pattern in general?

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