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Member Since 30 Jun 2011
Offline Last Active Jun 23 2012 10:24 AM

Posts I've Made

In Topic: Understanding the Jump Point Search algorithm

20 June 2012 - 08:37 AM

It seems like the algorithm used is this g(y) = g(x) + dist(x; y) so it would always attempt to go diagonally first and than level off because that would shorten the distance to the target earlier in the program. This is why the first thing the algorithm would do is go diagonally until it reaches either the end of the wall or the goal node and than continue going horizontal.

In Topic: Pool/Billiard A.I. [New]

31 May 2012 - 06:23 PM

I think that doing a simulation of many randomized shots and then picking the best one would work pretty well. If you calculated where the balls would all end up before starting the animation of the players shot you would have the entire graphical animation period to do some calculations along with the normal computer move making time. With 100 shots you would probably end up with something decent especially if you have parameters like minimum of 50% power which would prevent 0 power options from taking up computing time.

In Topic: [FAST] What book should i Buy

23 May 2012 - 09:15 PM

Also if you have a local Barnes and Nobles or bookstore similar to it nearby you could always stop by and skim through several of the books offered there and if the price is better on amazon order it online. I don't really have any suggestions for C# but doing this actually convinced me not to buy a book that I was considering buying on an impulse do to several good reviews on amazon.

In Topic: Multiplayer, Multi-platform 2D Space Shooter - Best Language?

07 May 2012 - 03:25 PM

First off I would read the FAQ in the Multiplayer section, it should help out a bit do not skip over #0 it is very relevant in this case-- http://www.gamedev.net/index.php?app=forums&module=forums&section=rules&f=15

Also the only thing I've heard of that can work on most of those platforms is Unity -- http://unity3d.com/unity/ I haven't personally tried it out that much however I have heard very good things about it so I'd say learn how to use that rather than the languages you need to know.

In Topic: Making single player games compelling

04 April 2012 - 08:06 PM

For drives I'd also probably want to add in challenge / difficulty. One of the games which I currently am having a lot of fun with is Desktop Dungeons, a 2d rpg style game where you have to beat all the monsters on one board. (http://www.desktopdungeons.net/) it is very difficult to complete a level which makes it both entertaining and replayable. This aspect is much more difficult to design seeing how often players simply use frequent saves to avoid the difficult portions of the game such as stalling to discover a bosses weakness vs reloading until you learn it.

This may seem kind of cliche but to encourage players to explore the caves / kill all monsters if you give rewards such as different skins/textures for items (like make your sword have a permanent glow effect its up to you). These types of small perks tend to give players a sense of completion and will make them want to try out their newly unlocked skins making the game slightly more replayable.