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  • Re: What things are good for developing serious games?

    The best way to learn this stuff is to do it.  Each game is different and requires a different balance of graphics/physics/AI/gameplay.  Don't try to start big: just do simple stuff like tic tack toe or pac-man until you get the feel for it.  As far as what's best Maya/Direct X/etc, it depends on what you are ...
    Posted to General (Forum) by Erpberger on 06/08/2009
  • 米語 あげる - English help offered

    Do you need help translating into English? I am practicing my Japanese language skills.  I cannot translate, but I can help check grammar and sentence structure. I have experience tutoring college-level English, writing formal business letters, and writing game documentation. I am looking for projects to do in my spare time (which I ...
    Posted to Help Wanted/Offered (Forum) by Erpberger on 06/08/2009
  • Re: [WANTED] Novaleaf Game Studios Hiring Full Time Developers (Intermediate to Senior) in Bangkok THAILAND

    Jason, If there are significant differences between qualifications for local and international applicants, those differences should be made clear up front. 
    Posted to Help Wanted/Offered (Forum) by Erpberger on 08/07/2009
  • Re: Automated Testing

    [quote user="UberGeekGames"]Reading controller inputs from a text file would work pretty well, but everything depends on already having wrapped input, storage, video, etc. Most people don't. Even I'm guilty of this when I'm in the last "get it over with" stages of a project when it's easier to just hack ...
    Posted to Game Algorithms (Forum) by Erpberger on 02/07/2009
  • Re: Weapon Type Nomenclature

    If it's a capital ship (large-scale vessel), then the terms I like best are: "Forward Battery" (Battery is technically more than one gun) "Forward Cannons" "Bow Cannon" "Bow Emplacement" "Fore Cannon" "Primary Cannon" (If it's the biggest gun on the ship) If you ...
    Posted to Game Design (Forum) by Erpberger on 01/07/2009
  • Re: Ship revolving around planet

    It all depends on what feels right in the game.  If it doesn't feel right to you, then it's wrong.  If gravity is too weak, then up the multiplier.  Another thing to consider is fall-off.  If you want stronger gravity near the planet and weaker gravity farther away, then multiply gravity times itself.  The formula ...
    Posted to Game Algorithms (Forum) by Erpberger on 24/06/2009
  • Re: Facing a vector2

    What are you specifically trying to do? If you can rotate a 3D object, the process is the same, just keep rotation 0 in the third dimension.  What kind of 2D object are you trying to rotate: a model, a sprite, something else?  If you're rotating a Vector2, you can just use a matrix like you would for a 3D object.
    Posted to Game Algorithms (Forum) by Erpberger on 23/06/2009
  • Re: Ship revolving around planet

    I recommend against using real Newtonian gravity.  I've done it before, and while it produces a nice effect, it is very sensitive and your orbit decays or collapses very quickly unless the player can absolutely perfectly balance their thrust.  You could have the computer add a nudge if the player is close to orbit, though, that might ...
    Posted to Game Algorithms (Forum) by Erpberger on 23/06/2009
  • Re: Mesh Rotation with defined origin

    The approach you describe is basically correct.  You shouldn't need to average the points though, just pick one.  For an axis of rotation, you should use both points.  In the demo you give, the axis is always aligned on the ordinal axes, so you could get away with less math and just use those.
    Posted to Game Algorithms (Forum) by Erpberger on 23/06/2009
  • Re: make game able to save

    If you're worried about that, you can encrypt your file.  Even a simple A = 1, B = 2 would help prevent hacking, albeit no encryption is completely un-hackable.  Pretty much any C# book will tell you how to load and save files on a PC.  Use the #if XBOX (I may have spelled that wrong) to switch between PC and XBox saving ...
    Posted to Game Design (Forum) by Erpberger on 11/06/2009
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