birdkingz

Members
  • Content count

    55
  • Joined

  • Last visited

Community Reputation

120 Neutral

About birdkingz

  • Rank
    Member
  1. Hi,    I'm trying to simulate a movement where multiple pieces of object will move towards a target by following a curve path.   Here's a picture that I've drawn for case illustration purpose The "moving curve" that defined in the picture isn't prefixed. What am I trying to do is as long as the object able to move towards the target while having itself in a curvy path then is fine for me.   To give u better details of the final output: Player will tap on the Big Coin object, after that the Big Coin object will split into multiple small coins and all the small coins will fly towards the player. An example of games that implemented this method is Cloud Patrol on iOS. http://www.youtube.com/watch?v=IlTSWXb9n6w
  2. First of all, I would like to apologize if you couldn't understand what am I trying to ask in the topics since I don't really know how an simple online game was made.   What am I trying to do is something like (example games: Kingdom of Camelot, other FB games) "non-realtime" online games. Games like Kingdom of Camelot I believe they only store your user data into a server. Same goes to FB games, maybe like Candy Crush they will store your friend's current level and progress.   So my question is what kind of services they are using? I found two platforms:  - Google App Engine - Purse   Both of them are cloud based but I'm not sure whether it suits my need or not. Can anyone who's experienced in this field give me some guidance?  As in the average price that I need to pay for doing for a game (assuming it's not as big as those big title out there, perhaps 100k of users or maybe 1k active users daily)
  3. Norman: Now I get what u mean :)   Iron Chef: Wow, that's really an interesting idea where u draw few dice to determine different output. Thanks for your sharing!
  4. Lorenzo: interesting ideas, although I'm not sure whether I fully understand it or not, I'll try to digest it!   Norman: Yea, I agreed with your points that when it comes to computer, some of the things should be simplified and focus on the world itself. But mine one is not a RPG game, it's kinda strategy-liked game per se.. My previous plan to handle this scenario is like this:   1. First, player move to a location 2. A picture together with some description texts appear 3. Then let the player choose between some decision (let say kill or run) 4. If the player choose Kill then it will test the player's STRENGTH; If the player choose Run then it will test about his SPEED. 5. <This is where the dice rolling comes in, if I do not show anything, then I will just directly show the result once the player has made his choice, which is like what the computer RPG did (but at least they did show an attack animation with either HIT or MISS keyword, since I'm not doing any animation on this part, so I'm quite worry that player might feel boring/annoyed after some time)>   Brick:  Wow, that's cool, I like the simulation and it's quite real! Thanks for sharing
  5. I think I should elaborate more about what am I trying achieve..   I'm doing something like old school RPG game where most of the result (eg: whether u succeed that attack) is determined by dice result. Since we are in digital form, so I don't wish to bring out that dice visuals. On the other hand, I also worry if I just directly show the result (eg: Knight attack monster1 -> success) the player might not like it.   This is what I'm struggling. Due to limited resources, I can't do too much of fancy animations, effects. I'm looking for some cheaper solution for this.
  6. Yea I did considered before Ludus and Swiftcoder ideas... but my idea is not to let the player see the "dice"... cause I don't want to expose the dice to them...  I think it sounds a bit confusing but yea.. that's why I'm looking for some alternatives which can bring the exact feeling like dice rolling while not exposing the visual of dice rolling...   Regarding The Spinner, yea it could be an interesting replacement but I think it's not so suitable for me..
  7. Hi, recently I've been thinking, how can we make "dice rolling" mechanic into digital while still keeping the core feeling/fun of rolling the dice.   I don't like just make a dice roll simulation in 3D because I don't really get the feeling of it since I'm not holding it physically.   I wonder is there any other mechanics that's close enough to mimic "dice rolling"? From what I've researched, the feeling that dice rolling bring out is: "While the dice still rolling, usually you'll shout for the number you want and hoping you'll get it"    This applied to gambling as well.
  8. I'll take a look at that book. Thanks for your suggestions
  9. Hi, thanks for your reply. Actually I'm planning to apply a job as a game programmer in MMO game development company but the requirement listed there is "Familiarity with client/server game development techniques." I think I don't have this skill yet so I wish to learn some fundamental before going to apply for job. So for the book that u recommended, do u think it fits my needs or is there any other books/tutorials that will suit me more?
  10. Hi, I wish to learn networking programming for game but I dont know where to start. I hope someone can recommend me some good books. I did checked from the Book section (networking) in Gamedev.net but I don't think those are what I need. Hope can get some useful advices here
  11. Flocking Behavior

    Hmm, I think I shall give it a try on grid based approach ... Thanks for all the suggestions :) Appreciate it
  12. Flocking Behavior

    Recently I'm doing a game like Galcon http://www.galcon.com/flash/ << this is flash version But I'm struggling with the units flocking part. I wonder how Galcon implement the flocking in the game? I tried before with thousands of units moving around the map and it's still very smooth. I try to implement my own flocking and the result is sucks! I can't even support more than 300 or 400 hundreds of units flocking around. My flocking complexity should be O(n^2) >.< Loop inside a loop... Is there any good reference for efficient flocking implementation? Thank You!
  13. Hey guys, currently I'm working on a game with Farseer Physics Engine. I'm struggling with the vertices on sprite sheet. How'd you guys defining/know the vertices? where the coordinates should be? Is there any free tools out there which can serve this purpose? Example: Vertices vertices = new Vertices(new Vector2[] { new Vector2(27f, 20f), new Vector2(27f, 6f), new Vector2(19f, -10f), new Vector2(-5f, -10f), new Vector2(-8f, -20f), new Vector2(-16f, -20f), new Vector2(-19f, -11f), new Vector2(-25f, -11f), new Vector2(-28f, -6f), new Vector2(-28f, 20f) }); These vertices is purely done by defining each of it by yourself? Or is there any tools where you click on the certain point then it will generate the vertex point? 1 more problem is, how you guys know whether your sprite sheet offset is correct or not? Example: + [0] {X:29.20031 Y:15.93663} FarseerGames.FarseerPhysics.Mathematics.Vector2 + [1] {X:29.20031 Y:1.936629} FarseerGames.FarseerPhysics.Mathematics.Vector2 + [2] {X:21.20031 Y:-14.06337} FarseerGames.FarseerPhysics.Mathematics.Vector2 + [3] {X:-2.799686 Y:-14.06337} FarseerGames.FarseerPhysics.Mathematics.Vector2 + [4] {X:-5.799686 Y:-24.06337} FarseerGames.FarseerPhysics.Mathematics.Vector2 + [5] {X:-13.79969 Y:-24.06337} FarseerGames.FarseerPhysics.Mathematics.Vector2 + [6] {X:-16.79969 Y:-15.06337} FarseerGames.FarseerPhysics.Mathematics.Vector2 + [7] {X:-22.79969 Y:-15.06337} FarseerGames.FarseerPhysics.Mathematics.Vector2 + [8] {X:-25.79969 Y:-10.06337} FarseerGames.FarseerPhysics.Mathematics.Vector2 + [9] {X:-25.79969 Y:15.93663} FarseerGames.FarseerPhysics.Mathematics.Vector2 There is roughly (+2.2, -4.1) off center.... how to get this ?? Hope someone can help me out on this :( PS: all the vertices and offset data are taken from this post : http://farseerphysics.codeplex.com/Thread/View.aspx?ThreadId=28747
  14. Is there anyway or any example I can get about the bounding hull because I never heard of it :( Is there any difference between detection between bounding box and polygon intersection?