Sabo

Members
  • Content count

    14
  • Joined

  • Last visited

Community Reputation

168 Neutral

About Sabo

  • Rank
    Member
  1. Alright. Thanks for the input. Good information in all posts. Will give it some more thought before I go ahead. Much appreciated.
  2. Hmm... I had not planned to use skeletal animation for this particular game. Either way, big thanks for the link. I will definitely have a closer look at their stuff since chances are I will use skeletal animation in a coming project. Might even change my mind for the current project.
  3. I am about to start working on a 2D animation system using spritesheets. Below are my plans for this system, but before I implement it I thought I would ask for some thoughts and opinions.   Not all frames in all animations are of the same size. I then map each frame to a rectangle with the size of the frame which will save me a few bytes of memory. I plan to have an array of frame times to allow different frame time for each frame. Will make it easier to control the animation. Good? Bad?   I am also curious about how to best implement some kind of achor point. A simple example, a guy is standing straight (thin and high frame), then falling over (wide and low frame). Using either of the corners as an anchor point, the "standard/default" way, would result in the guy not only falling over, but also moving sideways on the screen. To solve this the anchor point needs to be set to the feet. Right? If so, I will also need an array for the anchor point for each frame, where the anchor point will indicate how much to move the sprite up/down and left/right. Or?   Am I missing something? Better way of doing things?
  4. Yah, as I thought then. Thanks for all the input!
  5. I am currently developing a 2D puzzle game. Moving entities are: the player, the enemies, projectiles. I am a bit unsure if I should run a collision check after I move each entity, or move all entities and then check for collisions. The latter makes more sense for a few reasons, one being the case where two entities would collide only after both have moved. If we run the collision detection after each entity moves the collision (and bounce, if that's what they do), would not look correct. Granted, it would probably not be noticable depending on how far they move and the framerate and what not, but still.   I just wanted to see if there is ONE answer to the question, or if not, thoughts on when to run use either of the options.
  6. I'm about to invest into a monitor for work (programming). Requirements are: minimum resolution of 1920*1080, text should very easy to read. Ideally a 27" would be nice with their 2560*1440 resolution. Dell UltraSharp U2711 caught my eye. Reasonably priced, high resolution and most customer reviews seemed to like it. Except, some said it was crap at displaying text due to it's extensive use of anti-glare protection, so I guess that one is out of the question. Recommendations?
  7. Awesome. Thanks for the input fellas.
  8. I am working on a small grid-based game. The characters can only move horizontally and vertically, moving one half grid at the time. That is, the user press "Up" and the character begins to move north over several frames. While the character is moving it is not accepting any new directional input. Suggestions on how I should implement this? I have a working solution, but it feels... dirty. Check if the character is moving (bool), and if it is, check if it is moving north, east, south or west (enum), and then check if it has reached its destination. If destination has been reached, swich the moving boolean and clamp the position. Any better way to do it?
  9. True. Laser beam was a poor choice of words. Thanks for the help.
  10. I need some help when it comes to constructing a laser beam for our game. I want it to be smooth, so that when the ship is moving up and down the beam will bend nicely, ideally each part of the beam is one pixel wide. I am not sure how to proceed, so any pointer would be appreciated.
  11. Thanks for the replies. I will simplify the hiearchy a bit, "wasting" a bit of memory but making things a lot easier. Was just hoping there was something I had missed that could make it look sexy. I do not think memory will be an issue, was just looking to get a better structure of it all if there was one.
  12. But putting a velocity attribute into all objects will cause memory to be allocated for objects that will not use it. That will probably not be a problem for my game, but it feels like non-good programming practice?
  13. I am writing a small game using the XNA Framework. It is a 3D game with some 2D objects in it. I would like to use a base class and inheritance since there are a few attributes that all objects will share, as well as dynamic binding etc, but I have some problems setting this up in a nice way. All objects have the following attributes: Position Rotation Scale Active The 2D objects have the following attribute: Texture The 3D objects have the following attribute: Model The movable objects have the following attribute: Velocity Right now I have it set up in the following way: GameObject Statid2D : GameObject (texture) Movable2D : Statid2D (velocity) Statid3D : GameObject (model) Movable3D : Static3D (velocity) This structure feels a bit awkward though. Suggestions on improvements? I would also like to do a base Projectile class that inherets from one of the classes above. A problem here is if I want to be able to create both 2D and 3D projectiles. I am not sure how to best solve this, but problem might be automatically solved with a better structure of my GameObjects hiearchy above.
  14. How should I set up my project for using multiple meshes in DirectX? Should I use multiple vertex buffers or should I prefer to use one? Should each object keep it's own information and then just pass it along to the render function? I've been trying to find information on how to best implement this simple stuff, without much luck though.