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Feb
17 |
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awarded | Yearling |
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Feb
17 |
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awarded | Yearling |
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Oct
31 |
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awarded | Nice Answer |
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Jun
20 |
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awarded | Enlightened |
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Jun
20 |
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awarded | Nice Answer |
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Feb
29 |
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awarded | Popular Question |
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Feb
17 |
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awarded | Yearling |
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Feb
17 |
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awarded | Yearling |
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Jan
5 |
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awarded | Nice Question |
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Aug
30 |
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comment |
How to prevent fleeing monster from backing himself into a dead end? +1 for suggesting a concrete flight destination target. You do not need to follow the whole path through, only just enough for the creature to 'feel' safe. You could also designate hiding places for the creature to flee to. Make sure the creature runs for a hiding place outside the range of the player. |
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Aug
24 |
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answered | Basic developing in python? |
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Jul
21 |
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comment |
How do I get consistent Xbox360 Controller input across Linux, Mac, and Windows? @Daniel To me, it looks like you already found a decent driver (the one in your question). Get your game working with this one first, so you have a working cross-platform game and a driver recommendation for your FAQ. Additionally, make sure your mapping system is flexible enough so either you or the user can resolve the odd inverted axis or button shuffle, should a new joystick scheme arise (either due to preference or a driver). You could always later add support for more drivers, should the need arise. |
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Jul
20 |
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comment |
How do I get consistent Xbox360 Controller input across Linux, Mac, and Windows? +1 for suggesting not to install drivers unneccesarily. Simply determine the running platform (at compile-time) and compile the appropriate joystick mapper. Use this mapping class as a proxy between the actual joystick driver and the browser plugin logic, so the platform-specific code is isolated from the rest. |
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Jun
14 |
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comment |
shake / Vibrate a body in box2d? Is the shake effect actually meant to be an influence on the physics simulation or are you looking for a cosmetic effect? |
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Jun
14 |
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awarded | Supporter |
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Jun
11 |
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comment |
Framerate independence I think Heishe has nailed the solution, but I would like to mention this article explaining with code how you can achieve this starting out from your situation (a locked framerate) and working to the technique mentioned in this answer and beyond (variable framerate with stable physics). |
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Jun
6 |
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comment |
Game state management techniques? I would think this greatly depends on how the code coupled together. I can imagine a clean separation between selecting a piece and a destination (mainly UI indicators and input handling), and an animation of the chess piece towards that destination (a whole board animation where other pieces move out of their way, interact with the moving piece etc), making the states far from identical. This separates responsibility, allowing for easy maintenance and even reusability (intro demo, replay mode). I think this also answers the question in showing that using a FSM does not need to be a hassle. |
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Jun
6 |
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answered | Game state management techniques? |
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May
31 |
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revised |
Is there a 2d physics engine that can model fluids and gases? deleted 55 characters in body |
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May
31 |
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awarded | Commentator |