is presently its sole maintainer,
You can support him:
Intro and welcome
Where we were..
Addressing a bug that was found by the forums
Thinking about how to handle imput
Which controller maps to which character?
How we're going to handle this problem
Maping a controller to a character
Pulling player info into the 'entity' structure to support multiple players
Modifying game_input to allow for multiple players
Changing his mind about how to handle this
Making the camera follow a certain player
Drawing all of the players
Adding an entity to the game
Initializing a player
Moving player width/height into InitializePlayer()
Calling the movement code
Debugging the movement code
Some days, you just have to fire yourself. (!quote 2)
Fixing facing direction, again
Retuning movement constants
What we're going to do tomorrow
Demo of mult-player support
On split-screen what kind of resolution were you thinking for each?
You once said visualizing problems is never a wasted effort. Should we use it for collision detection?
Are entities just for players or all game objects?
How input be handled when both players trigger an action at the same time?
Who is the camera following with multiple players? [code change]
When you decided to have multiple players you decided to call them entities. Why?
How do you make the characters not run through the trees?
Why are we doing physical based movement?
Will we be doing any image manipulation with code?
Any reason to catch failing to load art assets? [code change]
Is the notion of having all entities in a single array something that'll stay for long?
Why do you not use an auto-compiler?
How would disconnected controllers mid-game gracefully handled?
When comparing a float to zero shouldn't we be checking withing a tolerance instead?
Will there be diagonal movement sprites to the hero?
Since small velocities were brought up, will we account for small inputs i.e. deadzones?
About storing entities in an array. If there's massive operations on many of them, can this be exploited?
Why didn't we use the bitmap masks directly?
Are there any games that you've personally developed that are available to the public?
Why do you use the function call macros?
Will you wait for Jon to finish his presentation tomorrow?
Can you explain what you mean by 'deadzone on the controller'?
Do controllers have an outside deadzone?
Addition to bitmap loading question: 'You && with a 32bit value and use what you get'
Can you ever talk about the code you made that shipped 2000+ times?
Will we be using a component system?
Any estimation where GUIs will appear?
Chat says: there are rotation instructions
[code change: Using rotation instructions]
Rotate will work but it's microcoded, so don't use them if you want performance
Doesn't the rotate mess with the XP compatibility?
Pondering about microcode speed