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SelethD

Member Since 21 Oct 2003
Offline Last Active Aug 12 2014 07:56 PM

Posts I've Made

In Topic: How we solved the infamous sliding bug

08 April 2014 - 11:21 AM

Just my 2 cents, but I would think, unless it really affects gameplay, I wouldnt worry about each screen being a little different than the other.

Not sure exactly what type of game you are making, but I have seen many games where the screens do not match up, but was not necessary for accurate gameplay.


In Topic: Post-christmas GD games giveaway

10 January 2014 - 09:19 AM

Whenever I see a topic that you have replied to, or initiated, it always gets my interest.  Great job.


In Topic: Rush 2 - Looking for Feedback

13 December 2013 - 06:52 AM

I tried it out, using IE (I know most people use other browsers, but you should always try to be a cross browser compatible as possible)

 

There are only a few little things that I noticed

 

1) When loading the resources, after pressing the 'Play' button, it sort of just 'hangs' , at first I thought my window locked up, but then the game started, so, maybe  a 'loading' screen or progress bar would help to show that it didnt just lock

 

2) The screen will scroll smooth most of the time with the player, but on occasion the screen will shake, almost like there is an earthquake happening.  Not sure if you are doing that on purpose?!?!  If you are... cool, but if not, might want to check out your screen movement (camera movement) code.

 

I really think you have a cool idea, and I see lots of potential here.  Good job XD


In Topic: What Language or Languages for Web and Mobile Apps

08 December 2013 - 05:33 PM

Wow, you guys have given a LOT of useful information.  I cant express how grateful I am.  This will give me enough options to research and experiment with to last me a while. 

 

Thanks again.


In Topic: XNA - Making A Sprite Fire A Projectile

03 June 2013 - 09:55 PM

I didnt look through all the code posted, so not sure if this will help.  However, this is how I would do it.

 

Since you have a sprite manager, you need to be able to 'create' sprites, manage them while they are alive, and eventually destroy them after a certain time, or condition.

 

For the projectile, you need to 'create' it at the location of your player, and let your sprites hold a heading and velocity.

 

so when player fires, create projectile sprite, set its heading to whatever heading your player has, set its velocity to something fast, then let the sprite manager, continue to update its movement, check collisions, and draw the projecting, until it gets off screen or hits something, etc... then let the sprite manager destory the object.


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