Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 19 Nov 2013
Offline Last Active Today, 04:09 PM

Posts I've Made

In Topic: problem with variable time, updating objects created on the same frame at dif...

17 December 2014 - 10:26 AM

Is it actually all that noticeable, you're talking about a 10ms window.

In Topic: How Do Terraria Animations Work?

16 December 2014 - 11:07 AM

skeletal animation



Even if you don't end up buying that software, that video does a very good job of showing what skeletal animation looks like with sprites.

In Topic: UAC local app data methods in c#

15 December 2014 - 11:25 AM

I believe File.Exists is only for files, so that will always fail?  I think you want Directory.Exists?  (Unless you just snipped some code out that was altering path to be to a file)


Other than that, are you wondering if that will work with a Modern/Metro/Windows Store App?  I think it will, but the best thing to do would be to just whip up a quick template store app with that code.  If you are asking if that will work on a standard win8 desktop app, then I think that will work just fine.

In Topic: Bullet hell projectiles as separate objects? Or as one whole particle system?

14 December 2014 - 12:45 PM

I vote for game objects, pools, and collision layers.  If you can have a layer that doesn't try to collide with itself, that's a nice speedup.

In Topic: TBS PC Grid Movement Control Configurations

14 December 2014 - 12:41 PM

You could attempt some sort of hybrid thing, where you show the path, and highlight any environmental dangers that might be crossed, and they can use the mouse wheel to scroll through alternative routes to the destination.  (You'd still probably artificially limit the number of paths to the destination -- you could even cheat and ensure that one of the paths to cycle from always avoids traps, though that might look obvious if it's dodging multiple traps)


Though I think a version of 1 and 2, where you can select anywhere and not just adjacent, and continue to move until you start a combat action, may be the best bet?  I do agree that method 3, the keyboard keys might be kind of jarring at first.  I think the Mechwarrior Online game, the turn based one, used method 2, I think it mitigates it by having fairly low movement ranges.   The other option is to go classic X-com / SpaceHulk, and go action points for everything.


If you have the bandwidth, prototyping a couple of these implementations might be worthwhile.  (at least of your first 3, not necessarily any of my random ideas and suggestions)