Tagged Questions
2
votes
1answer
219 views
Making up everything from single pixels
I recently saw a game which looked a bit like minecraft, but it was a RPG.
The enemies in this game consist completely of voxels and if they die, they collaps and every single voxels falls down, ...
1
vote
1answer
214 views
UML Class Diagrams for 2D platformer Games? [closed]
I have to develop a small arcade game in C++ for a college assignment using a 2D Game Engine my teacher coded. What would be the best way to make a UML class diagram for it? It's very basic stuff but ...
1
vote
1answer
138 views
Application design for specific points on image
Hi guys I am starting a simple hobby app in Unity, its a 2D app, which have some alphabets like A,B,C..Z (images) . There ll be specific paths where user touch one by one to complete drawing the ...
4
votes
1answer
432 views
Implementing a camera / viewport to a 2D game
What is the most practical way to implement camera/viewport to a 2D-game?
I've read, that I should store the object world position instead of position relative to the screen?
Current situation:
I ...
3
votes
4answers
368 views
Is there an isometric 2d game that doesn't use tilemapping? [closed]
Is there an isometric 2d game that doesn't use tilemapping?
I want to do this in tilemap but the client doesn't want to use it (since it's easier to design maps without using tiles).
I've tried to ...
-2
votes
1answer
458 views
The best way to structure/design game code [closed]
My question is quite broad and related to the 2D game code design/architecture/structure.
Usually the main game consists of the main loop where you update & render your world states.
However, ...
7
votes
1answer
325 views
How can I cleanly and elegantly handle data and dependancies between classes
I'm working on 2d topdown game in SFML 2, and need to find an elegant way in which everything will work and fit together.
Allow me to explain. I have a number of classes that inherit from an abstract ...
2
votes
2answers
255 views
Should a 4x game use one class per planet type?
I'm try to make a small 4x game for my own educational purposes.
Currently I have interfaces like IStarSystem which contains a list of IPlanets. My next step was to make classes implementing those ...
39
votes
7answers
7k views
Why don't more games use vector art?
It would seem to me that vector art is more efficient in terms of resources/scalability; however, in most cases I have seen artists using bitmap/rasterized art. Is this a limitation put on the artists ...
7
votes
1answer
1k views
Turn-based JRPG battle system architecture resources
The past months I've been busy programming a 2D JRPG (Japanese-style RPG) in C++ using the SDL library. The exploration mode is more or less done. Now I'm tackling the battle mode.
I have been unable ...
7
votes
1answer
566 views
2d, Top-down map with different levels
So, I'm creating a 2d, top down, sprite based (tiled) game, and right now I'm working on maps (well, a map editor at the moment, but it will be creating my maps, so basically the same thing).
The ...
11
votes
2answers
734 views
Could I be going crazy with Event Handlers? Am I going the “wrong way” with my design?
I guess I've decided that I really like event handlers. I may be suffering a bit from analysis paralysis, but I'm concerned about making my design unwieldy or running into some other unforeseen ...
4
votes
4answers
956 views
How do you organize your game files and classes? [closed]
Although it isn't necessary to exclude things like graphics and audio packages, I'm most interested in the organization of the folders for classes that deal with AI and game state. I'm thinking ...
12
votes
2answers
681 views
XNA: Questions regarding games architecture
So I've finally got around to playing around with XNA and have been toying around with making a 2D game (I have a bunch of art assets from a friend who developed it on iOS)
A lot of things seem to be ...
5
votes
3answers
689 views
Game Classes design
I'm trying to create a simple 2D sprite game. The problem I'm having now is how to design my game. I was thinking of using a Sprite class that will be my base class for all the different types of ...