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  • Game cross-compiling and packaging

    - by Helltone
    Hi, Some friends and I wanted to develop a game. Any language will do. I've been programming in C for years, but never wrote a game before. One of us knows SDL a little bit. It would also be a nice excuse to learn Python+pygame. We wish our game to be 'standalone'. By standalone, I mean most users (at least Linux, Mac and Windows) will not have to manually download and install anything else apart from a package. It is ok if the installation automatically handles missing dependencies. If the packages contain binaries, we wish to be able to generate them using cross-compilation from Linux. How should we package and structure the project, and what language is best suited?

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  • Number guessing game (3+- guessed result)

    - by Nick Waring
    I've been assigned a task to create a game that generates 4 digits and the user has to guess the digits one at a time to get the correct result. If the number is correct a Y is displayed and if not, a N. This was easy, now the next step was to implement another two responses. If the answer is too high, a H is displayed and too low, an N. Again, was easy - now the third is to use the same design as game 2 but if the number is 3 higher than a H is displayed and same if it's 3 lower than a L is displayed - otherwise an X is displayed. I can't figure out how to do this. Here's my test code for game 2 for just one of the digits - any help is appreciated. (5 was used just for a test.) def guess(): x = 5 g= int(input("Guess the number: ")) if g == x: print("Y") elif g < x: print("L") else: print("H")

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  • How do I apply different probability factors in an algorithm for a cricket simulation game?

    - by Komal Sharma
    I am trying to write the algorithm for a cricket simulation game which generates runs on each ball between 0 to 6. The run rate or runs generated changes when these factors come into play like skill of the batsman, skill of the bowler, target to be chased. Wickets left. If the batsman is skilled more runs will be generated. There will be a mode of play of the batsman aggressive, normal, defensive. If he plays aggressive chances of getting out will be more. If the chasing target is more the run rate should be more. If the overs are final the run rate should be more. I am using java random number function for this. The code so far I've written is public class Cricket { public static void main(String args[]) { int totalRuns=0; //i is the balls bowled for (int i = 1; i <= 60 ; i++) { int RunsPerBall = (int)(Math.random()*6); //System.out.println(Random); totalRuns=totalRuns+RunsPerBall; } System.out.println(totalRuns); } } Can somebody help me how to apply the factors in the code. I believe probability will be used with this. I am not clear how to apply the probability of the factors stated above in the code.

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  • 2D platformers: why make the physics dependent on the framerate?

    - by Archagon
    "Super Meat Boy" is a difficult platformer that recently came out for PC, requiring exceptional control and pixel-perfect jumping. The physics code in the game is dependent on the framerate, which is locked to 60fps; this means that if your computer can't run the game at full speed, the physics will go insane, causing (among other things) your character to run slower and fall through the ground. Furthermore, if vsync is off, the game runs extremely fast. Could those experienced with 2D game programming help explain why the game was coded this way? Wouldn't a physics loop running at a constant rate be a better solution? (Actually, I think a physics loop is used for parts of the game, since some of the entities continue to move normally regardless of the framerate. Your character, on the other hand, runs exactly [fps/60] as fast.) What bothers me about this implementation is the loss of abstraction between the game engine and the graphics rendering, which depends on system-specific things like the monitor, graphics card, and CPU. If, for whatever reason, your computer can't handle vsync, or can't run the game at exactly 60fps, it'll break spectacularly. Why should the rendering step in any way influence the physics calculations? (Most games nowadays would either slow down the game or skip frames.) On the other hand, I understand that old-school platformers on the NES and SNES depended on a fixed framerate for much of their control and physics. Why is this, and would it be possible to create a patformer in that vein without having the framerate dependency? Is there necessarily a loss of precision if you separate the graphics rendering from the rest of the engine? Thank you, and sorry if the question was confusing.

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  • How to gun shots sounds right in game development?

    - by G3tinmybelly
    So I am now trying to find sounds for my guns but when I grab a gun sound effect and play it in my game a lot of the sounds are either terrible sounding or have this horrible echoing effect because as a gun shoots sometimes the previous sound is playing still. public void shoot(float x, float y, float direction){ if(empty){ PlayHUD.message = "No more bullets!"; return; } if(reloading){ return; } if(System.currentTimeMillis() - lastShot < fireRate){ //AssetsLoader.lmgSound.stop(); return; } float dx = (float) (-13 * Math.cos(direction) + 75 * Math.sin(direction)); float dy = (float) (-14 * -Math.sin(direction) + 75 * Math.cos(direction)); float dx1 = (float) (-13 * Math.cos(direction) + 75 * Math.sin(direction)); float dy1 = (float) (-14 * -Math.sin(direction) + 75 * Math.cos(direction)); PlayState.effects.add(new MuzzleFlashEffect(x + dx1, y + dy1, (float) Math.toDegrees(-direction))); PlayState.projectiles.add(new Bullet(this, x + dx, y + dy, (float) (direction + (Math.toRadians(MathUtils.random(-accuracy, accuracy)))))); if(OptionState.soundOn){ AssetsLoader.lmgSound.play(OptionState.volume); } bulletsInClip--; lastShot = System.currentTimeMillis(); } Here is the code for where the sound plays. Every time this method is called the sound is called but it happens so often in this case that there is this terrible echoing. Any idea on how to fix this?

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  • Ladder-like word game in Java

    - by sasquatch90
    I've found this question http://stackoverflow.com/questions/2844190/choosing-design-method-for-ladder-like-word-game and I would also like to do this kind of program. I've written some code but already have two issues. Here's what I already have : GRID : public class Grid { public Grid(){} public Grid( Element e ){} } ELEMENT : public class Element { final int INVISIBLE = 0; final int EMPTY = 1; final int FIRST_LETTER = 2; final int OTHER_LETTER = 3; private int state; private String letter; public Element(){} //empty block public Element(int state){ this("", 0); } //filled block public Element(String s, int state){ this.state = state; this.letter = s; } public static void changeState(int s){ } public int getState(){ return state; } public boolean equalLength(){ return true; } public boolean equalValue(){ return true; } @Override public String toString(){ return "["+letter+"]"; } } MAIN: import java.util.Scanner; public class Main { public static void main(String[] args){ Scanner sc = new Scanner(System.in); System.out.println("Height: "); while (!sc.hasNextInt()) { System.out.println("int, please!"); sc.next(); } final int height = sc.nextInt(); Grid[] game = new Grid[height]; for(int i = 1; i <= height; i++) { String s; do { System.out.println("Length " + i + ", please!"); s = sc.next(); } while (s.length() != i); Element[] line = new Element[s.length()+1]; Element single = null; String[] temp = null; //issue here temp = s.split(""); System.out.println("s.length: "+s.length()); System.out.println("temp.length: "+temp.length); // for(String str : temp){ System.out.println("str:"+str); } for (int k = 0 ; k < temp.length ; k++) { if( k == 0 ){ single = new Element(temp[k], 2); System.out.println("single1: "+single); } else{ single = new Element(temp[k], 3); System.out.println("single2: "+single); } line[k] = single; } for (Element l : line) { System.out.println("line:"+l); } //issue here game[i] = line; } // for (Grid g : game) { System.out.println(g); } } } And sample output for debug : Height: 3 Length 1, please! A s.length: 1 temp.length: 2 str: str:A single1: [] single2: [A] line:[] line:[A] Here's what I think it should work like. I grab a word from user. Next create Grid element for whole game. Then for each line I create Element[] array called line. I split the given text and here's the first problem. Why string.split() adds a whitespace ? You can see clearly in output that it is added for no reason. How can I get rid of it (now I had to add +1 to the length of line just to run the code). Continuing I'm throwing the splitted text into temporary String array and next from each letter I create Element object and throw it to line array. Apart of this empty space output looks fine. But next problem is with Grid. I've created constructor taking Element as an argument, but still I can't throw line as Grid[] elements because of 'incompatible types'. How can I fix that ? Am I even doing it right ? Maybe I should get rid of line as Element[] and just create Grid[][] ?

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  • Can't get gitosis and ssh to play nice on cygwin

    - by Noel Kennedy
    I have followed this guide to setting up gitosis on a windows 2003 server via cygwin. I have now got to a point where it largely works. I can clone, pull and push. The problem I am having is that I think I have not got the ssh bit right at all. When I connect via msysgit from machines and accounts where I have not created or uploaded ssh keys it works. Every time I clone, pull or push I get a password challenge for the 'git' user running on the server but basically I can execute git commands. When I connect with users with an ssh key in the ~/.ssh folder, I don't get the password challange and instead I get a permissions failure: DEBUG:gitosis.serve.main:Got command "git-upload-pack '/cris.git'" DEBUG:gitosis.access.haveAccess:Access check for 'teamcity@hhit24808' as 'writable' on 'cris.git'... DEBUG:gitosis.access.haveAccess:Stripping .git suffix from 'cris.git', new value 'cris' DEBUG:gitosis.access.haveAccess:Access check for 'teamcity@hhit24808' as 'writeable' on 'cris.git'... DEBUG:gitosis.access.haveAccess:Stripping .git suffix from 'cris.git', new value 'cris' DEBUG:gitosis.access.haveAccess:Access check for 'teamcity@hhit24808' as 'readonly' on 'cris.git'... DEBUG:gitosis.access.haveAccess:Stripping .git suffix from 'cris.git', new value 'cris' ERROR:gitosis.serve.main:Repository read access denied fatal: The remote end hung up unexpectedly I have uploaded the public rsa key into the key_dir folder. Here is my conf file: [gitosis] loglevel = DEBUG [group gitosis-admin] writable = gitosis-admin members = myemail@mydomain [group cris-developers] members = myemail@mydomain TeamCity@HHIT24808 writable = cris If it matters, I have generated a key without a passphrase as I believe this is necessary to enable ssh for automated scripts. When I use keys with a passphrase, I get challanged for the phrase but then get the same permissions problem. I have tried 'writable' and 'writeable' for permissions. Help!! Update 1: When I try to clone a non-existant repo, I get the same error message, co-incidence? Update 2: Wierd, I've got one machine and one login working. It seems to be something to do with the syntax for addressing git over ssh. This now works on one machine for one login: git clone git@servername:cris.git The same command fails for a user on another machine without an uploaded ssh key. But this command works (after being challanged for git@servername's password) git clone git@servername:/home/git/repositories/cris.git neither command works on a 2nd login whose ssh key has been uploaded

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  • Resharper doesn't play well with XAML?

    - by John Weldon
    I've been noticing a pattern with ReSharper (both 4.5 and 5). Very often (almost always) when I have solution-wide analysis turned on, and WPF code in my solution, ReSharper will mark a number of the .xaml.cs files as being broken. When I navigate to the file, sometimes it magically updates and displays no errors, and other times I have to open other files that are not being correctly read and close them again to force resharper to correctly analyze them. I assume it has something to do with the temporary .cs code that is generated with XAML, but does anyone know why this is actually happening, and if there is a work around? Should I just file a bug report with JetBrains? Does anyone else experience this?

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  • Java Speech Example: Encode, Stream, Decode, Play

    - by Dewayne
    I have been trying to find an example of this that I could use for a couple years, I'm ashamed to admit. I would like to see a working, compileable example (most that I find online don't compile or don't actually work) of reading from the microphone, encoding the voice data in a speech-friendly encoding such as Speex, and streaming that information in real time to a Decoder which then plays the audio. I suppose this example would simply echo what is said. I would like to ultimately use this to learn to make an audio mixing chat server.

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  • jPlayer does not play MP3 files

    - by pierre-guillaume-degans
    Hello, I tried to set up a playlist with jPlayer, like this demo shows. You can find my code here. I've checked the playList var, everything is okay (it contains all mp3 URLs for each <article> element which represents a track). The swfPath to jPlayer.swf is correct too. So I really don't understand where is the problem ? Any idea ? Thank you. :-) Edit: I found the issue. The Jplayer.swf was not on the same domain as the rest of the code.

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  • DataAnnotations and Resources don't play nicely

    - by devlife
    I'm using dataannotations in an MVC2 app and am a little discouraged when trying to use RESX file resources for error messages. I've tried the following but keep getting the exception "An attribute [Required(ErrorMessage = Resources.ErrorMessages.Required)] [Required(ErrorMessageResourceName = Resources.ErrorMessages.Required, ErrorMessageResourceType = typof(Resources.ErrorMessages)] I keep getting that error message unless I replace ErrorMessageResourceName with "Required" instead of Resources.ErrorMessages.Required. Can anyone tell me if I'm doing this right?

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  • IPHONE MPMoviePlayer: Playing video under button layers that can be interacted with while video play

    - by nicholas
    I would like to have layers of buttons over video playing in the background on my IPHONE application. Basically, I'm looking to adjust the Movie Player code, in order to allow the application user to tap on different portions of the screen while a video plays and call other commands (for example a video of puppets talking, if you touch one of the puppets, the video pauses and a second (smaller) window appears with a list of information about that puppet; when you exit that list, the video continues where it was paused).

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  • Getting IIS6 to play nice with WordPress Pretty Permalinks

    - by Ptah Dunbar
    I've got a WordPress powered blog that I'm trying to get setup on our IIS6 server and everything works besides the permalink structure which I'm having a big headache with. After googling around/wordpress codex I learned that it's because IIS6 doesn't have the equivalent of Apache's mod_rewrite which is required for this feature to work. So that's where I'm at now. I can't seem to find a functional solution to get the pretty permalinks to work without the "index.php/," anyone have any recommendations? What I can't do: Upgrade to IIS7 Switch to Apache Quit my job Those suggestions have been offered to me, which sadly, I can't do any of those. Just an, FYI. Much thanks for anyone who can lead me in the right direction.

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  • Creating GUI for Bantumi game

    - by owca
    I've written backend for simple Bantumi game. Now I'd like to create a simple GUI for it, so that it would look like this : How to start ? What layout should I use, and what type of component each element should be? Classes : Basket Player Game Main Shared

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  • How do I get syncdb db_table and app_label to play nicely together

    - by Chris Heisel
    I've got a model that looks something like this: class HeiselFoo(models.Model): title = models.CharField(max_length=250) class Meta: """ Meta """ app_label = "Foos" db_table = u"medley_heiselfoo_heiselfoo" And whenever I run my test suite, I get an error because Django isn't creating the tables for that model. It appears to be an interaction between app_label and db_table -- as the test suite runs normally if db_table is set, but app_label isn't. Here's a link to the full source code: http://github.com/cmheisel/heiselfoo Here's the traceback from the test suite: E ====================================================================== ERROR: test_truth (heiselfoo.tests.HeiselFooTests) ---------------------------------------------------------------------- Traceback (most recent call last): File "/Users/chris/Code/heiselfoo/ve/lib/python2.6/site-packages/heiselfoo/tests.py", line 10, in test_truth f.save() File "/Users/chris/Code/heiselfoo/ve/lib/python2.6/site-packages/django/db/models/base.py", line 434, in save self.save_base(using=using, force_insert=force_insert, force_update=force_update) File "/Users/chris/Code/heiselfoo/ve/lib/python2.6/site-packages/django/db/models/base.py", line 527, in save_base result = manager._insert(values, return_id=update_pk, using=using) File "/Users/chris/Code/heiselfoo/ve/lib/python2.6/site-packages/django/db/models/manager.py", line 195, in _insert return insert_query(self.model, values, **kwargs) File "/Users/chris/Code/heiselfoo/ve/lib/python2.6/site-packages/django/db/models/query.py", line 1479, in insert_query return query.get_compiler(using=using).execute_sql(return_id) File "/Users/chris/Code/heiselfoo/ve/lib/python2.6/site-packages/django/db/models/sql/compiler.py", line 783, in execute_sql cursor = super(SQLInsertCompiler, self).execute_sql(None) File "/Users/chris/Code/heiselfoo/ve/lib/python2.6/site-packages/django/db/models/sql/compiler.py", line 727, in execute_sql cursor.execute(sql, params) File "/Users/chris/Code/heiselfoo/ve/lib/python2.6/site-packages/django/db/backends/sqlite3/base.py", line 200, in execute return Database.Cursor.execute(self, query, params) DatabaseError: no such table: medley_heiselfoo_heiselfoo ---------------------------------------------------------------------- Ran 1 test in 0.004s FAILED (errors=1) Creating test database 'default'... No fixtures found. medley_heiselfoo_heiselfoo Destroying test database 'default'...

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  • Play ogg inside a page?

    - by acidzombie24
    I was pretty surprised when i saw http://www.vorbis.com/music/Hydrate-Kenny_Beltrey.ogg link not give me a download option but had a player that was not flash playing the audio back. (FireFox) Is there a way i can embed this onto a page?

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  • What should be the architecture of an urban game system?

    - by pmichna
    I'm going to develop an urban game using a telco API for phone geolocation and sending/receiving messages. A player would pick up one of the scenarios, move around the city and when he hits a given location, he gets a message and possibly has to answer it. I'm wondering, what approach would be the best in my case. I came up with this general idea: Web application as a user interface (user registration, players ranking, scenarios editing) written in Ruby on Rails. Game server (hosting games, game logic like checking players location, sending and receiving messages) written in Ruby. Database (users, scores, scenarios etc.), probably MySQL or someother open source DB. I want to learn Ruby and RoR, that's why I chose these language and framework. Do you think it's a good choice for a game server? Another question: is this project division good? I mean, I have little experience with Ruby and Rails - that's why I'm asking. Maybe it's better to have web application merged with game server and somehow have the server hosting RoR application do the tasks like mobile phone pinging and message sending? How would that be performed? Maybe this is worth mentioning: the API is RESTful, most results are JSON, few are XML.

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  • How to make Flash 'play well with others'?

    - by Sensei James
    What up fam. So this isn't a question asking about memory management schemes; for those of you who may not know, the Flash Virtual Machine relies on garbage collection by using reference counting and mark and sweep (for good coverage of these topics, check out Grant Skinner's article and presentation). And yes, Flash also provides the "delete" operator, which can (unfortunately only) be used to remove the properties of dynamic objects. What I want to know is how to make it so that Flash programs don't continue to consume CPU and memory while running in the background (save loading content or communicating remotely, for example). The motivation for this question comes in part from Apple's ban on cross compiled applications (in its SDK 4) on the grounds that they do not behave as predicted with the multitasking feature central to iPhone OS 4. My intention is not only to make Flash programs that will 'pass muster' as far as multitasking in iPhone OS 4, but also to simply make better (behaving) Flash programs. Put another way, how might a Flash application mimic the multitasking feature of iPhone OS 4? Does the Flash API provide the means for a developer to put their applications to 'sleep' while other programs run, and then to 'awaken' them just as quickly? In our own program, we might do something as crude as detecting when the user has been idle (no mouse motion or key press) for (say) four seconds: var idle_id:uint = setInterval(4000, pause_program); var current_movie_clip:MovieClip; var current_frame:uint; ... // on Mouse move or key press... clearInterval(idle_id); idle_id = setInterval(4000, pause_program); ... function pause_program():void { current_movie_clip = event.target as MovieClip; current_frame = current_movie_clip.currentFrame; MovieClip(root).gotoAndStop("program_pause_screen"); } (on the program pause screen) resume_button.addEventListener(MouseEvent.CLICK, resume_program); function resume_program(event:MouseEvent) { current_movie_clip.gotoAndPlay(current_frame); } If that's the right idea, what's the best way to detect that an application should be shelved? And, more importantly, is it possible for Flash Player to detect that some of its running programs are idle, and to similarly shelve them until the user performs an action to resume them? (Please feel free to answer as much or as little of the many questions I've posed.)

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  • Firefox and TinyMCE 3.4.9 won't play nice together

    - by Patricia
    I've submitted a bug to the tinyMCE people, but i'm hoping someone else has come across this and has a suitable workaround. Here's the situation: I've got a form with a tinyMCE control that i load into a jquery dialog. it works great the first time, then after they close it, and open a new one. any interaction with the tinyMCE control gives: "Node cannot be used in a document other than the one in which it was created" it also doesn't fill the control with the text it's supposed to be prepopulated with. In my jquery dialogs i have the following scripts in my beforeClose handler: if (typeof tinyMCE != 'undefined') { $(this).find(':tinymce').each(function () { var theMce = $(this); tinyMCE.execCommand('mceFocus', false, theMce.attr('id')); tinyMCE.execCommand('mceRemoveControl', false, theMce.attr('id')); $(this).remove(); }); } and here's my tinyMCE setup script: $('#' + controlId).tinymce({ script_url: v2ScriptPaths.TinyMCEPath, mode: "none", elements: controlId, theme: "advanced", plugins: "paste", paste_retain_style_properties: "*", theme_advanced_toolbar_location: "top", theme_advanced_buttons1: "bold, italic, underline, strikethrough, separator, justifyleft, justifycenter, justifyright, justifyfull, indent, outdent, separator, undo, redo, separator, numlist, bullist, hr, link, unlink,removeformat", theme_advanced_buttons2: "fontsizeselect, forecolor, backcolor, charmap, pastetext,pasteword,selectall, sub, sup", theme_advanced_buttons3: "", language: v2LocalizedSettings.languageCode, gecko_spellcheck : true, onchange_callback: function (editor) { tinyMCE.triggerSave(); }, setup: function (editor) { editor.onInit.add(function (editor, event) { if (typeof v2SetInitialContent == 'function') { v2SetInitialContent(); } }) } }); is there anything obvious here? i've got all that complicated removal stuff in the close b/c tinymce doesn't like having it's html removed without it being removed. the setInitialContent() stuff is just so i can pre-load it with their email signature if they have one. it's broken with or without that code so that's not the problem. i was forced to update to 3.4.9 because of this issue: http://www.tinymce.com/forum/viewtopic.php?id=28400 so if someone can solve that, it would help this situation to. I have tried the suggestion from aknosis with no luck. EDIT: I originally thought this only affected firefox 11, but i have downloaded 10, and it is also affected. EDIT: Ok, i've trimmed down all my convoluted dynamic forms and links that cause this into a fairly simple example. the code for the base page: <a href="<%=Url.Action(MVC.Temp.GetRTEDialogContent)%>" id="TestSendEmailDialog">Get Dialog</a> <div id="TestDialog"></div> <script type="text/javascript"> $('#TestSendEmailDialog').click(function (e) { e.preventDefault(); var theDialog = buildADialog('Test', 500, 800, 'TestDialog'); theDialog.dialog('open'); theDialog.empty().load($(this).attr('href'), function () { }); }); function buildADialog(title, height, width, dialogId, maxHeight) { var customDialog = $('#' + dialogId); customDialog.dialog('destory'); customDialog.dialog({ title: title, autoOpen: false, height: height, modal: true, width: width, close: function (ev, ui) { $(this).dialog("destroy"); $(this).empty(); }, beforeClose: function (event, ui) { if (typeof tinyMCE != 'undefined') { $(this).find(':tinymce').each(function () { var theMce = $(this); tinyMCE.execCommand('mceFocus', false, theMce.attr('id')); tinyMCE.execCommand('mceRemoveControl', false, theMce.attr('id')); $(this).remove(); }); } } }); return customDialog; } </script> and the code for the page that is loaded into the dialog: <form id="SendAnEmailForm" name="SendAnEmailForm" enctype="multipart/form-data" method="post"> <textarea cols="50" id="MessageBody" name="MessageBody" rows="10" style="width: 710px; height:200px;"></textarea> </form> <script type="text/javascript"> $(function () { $('#MessageBody').tinymce({ script_url: v2ScriptPaths.TinyMCEPath, mode: "exact", elements: 'MessageBody', theme: "advanced", plugins: "paste, preview", paste_retain_style_properties: "*", theme_advanced_toolbar_location: "top", theme_advanced_buttons1: "bold, italic, underline, strikethrough, separator, justifyleft, justifycenter, justifyright, justifyfull, indent, outdent, separator, undo, redo, separator, numlist, bullist, hr, link, unlink,removeformat", theme_advanced_buttons2: "fontsizeselect, forecolor, backcolor, charmap, pastetext,pasteword,selectall, sub, sup, preview", theme_advanced_buttons3: "", language: 'EN', gecko_spellcheck: true, onchange_callback: function (editor) { tinyMCE.triggerSave(); } }); }); </script> a very interesting thing i noticed, if i move the tinyMCE setup into the load callback, it seems to work. this isn't really a solution though, because when i'm loading dialogs, i don't know in the code ahead of time if it has tinyMCE controls or not!

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  • Getting RPXNow and Facebook Open Graph to Play Nicely

    - by ramon.tayag
    A requirement to use the RPXNow is to set your Facebook application's connect url to http://mydomain.rpxnow.com. I was just trying to implement Facebook's Open Graph and I see that it tells you to set the Base Domain to the domain that will contain the app_id. However, Facebook does not allow these two domains to look different. When I try to set the base url to mydomain.com, I get this error: Validation failed. Base Domain is not valid. Connect URL must be derived from your Base Domain. Should I create two apps - one for use with RPXNow, and another for use with Open Graph? If not, what should I do? Thanks

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  • What are some small, but extendable game ideas to use for inspiration?

    - by Earlz
    I recently came across the game Dopewars(or more generically, Drugwars). Now this is an extremely simple game to implement. A trivial basic implementation could be done in a couple of days, at the most. And it's extremely extendable. Now, my question is what other games are out there that follow this same kind of "difficulty level" for implementation? A game that is actually entertaining, yet trivial to implement, and can easily be extended?

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  • What simple game is good to learn OO principles?

    - by Bogdan Gavril
    I have to come up with a project propsal for my students, here are some details: The design should be gove over OO concepts: encapsulation, interfaces, inheritance, abstract classes Idealy a game, to keep interest high No GUI, just the console Effective time to finish this: ~ 6 days (1 person per proj) I have found one nice example of a game with carnivore and herbivore cells in a drop of water (array), it's a game of life twist. It is a bit too simple. Any ideeas? Aditional info: - language is C#

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