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  • Looking for an alternative to GameSalad

    - by Mr_Nizzle
    I have learned the most I could from GameSaldad in a week but now I'm facing one big problem I didn't see at the beginning: You cannot make API/WebServices call from GameSalad. So I am looking for alternatives on 2D game development, iOS or cross-platform, like GameSalad where you can actually make API calls, or web services call to keep track of the game and so on. Or should I go down to Cocos2D, CHIPMUNK?

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  • Good way of handling class instances in game development?

    - by Bugster
    I'm a new indie game developer, and I've made a few games, but often times when coding I wonder "Is this the way most people do it? Am I doing it wrong?" because I'd like to become a game developer some day, and I really want to get rid of bad practices in time. The way I'm doing it right now is like this: #include <some libraries> #include "Some classes" int main() { Class1 a; Class2 b; Class3 c; a.init(); b.init(); c.init(); // game logic; } Now as I see the game grow, I have more and more classes to initialize and create instances of. This is clean but I'm not sure if this is standard practice. Is this a regular way of creating instances of your game classes or is there a cleaner and more efficient way to do it?

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  • How to have the game world get rendered on just a part of the screen?

    - by VictorB
    I am implementing a game on both Desktop and Android. The Desktop version will just rely on the keyboard to handle the user input on the game screen, whilst the Android one will have to have a set of buttons placed in a bar at the bottom of the game screen, using a Stage. Consequently, I am expecting the game world to take up the entire space available on the Desktop screen, whilst on Android it should expand to the entire width of the screen, and to the screen height minus the height of the buttons bar I've mentioned. What would be an appropriate approach of handling space sharing between the game world and the buttons bar? Thank you.

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  • Where to recruit other developers for development in my game? [duplicate]

    - by user16871
    This question already has an answer here: Where can I meet other independent game developers? [on hold] 10 answers I am working on creating a futuristic 3d voxel game, but I will not be able to do it alone with the amount of content I perceive being in it, and so I would like to have some co-workers in the development of the game. Unfortunately, I have no idea where to find game developers. Are there any forums or similar exchanges, maybe even here, that I could look for other developers seeking to make a similar game?

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  • Grails Warnings/Errors during run-app

    - by Taylor L
    I'm currently seeing the warnings below when trying to run my Google App Engine/Grails test app in Eclipse. Warning, target causing name overwriting of name startLogging Warning: C:\Users\Some Person.grails\1.2.0\projects\test-grails\plugins\app-engine-0.8.8\grails-app\conf\spring not found. Warning: C:\Users\Some Person.grails\1.2.0\projects\test-grails\plugins\app-engine-0.8.8\grails-app\conf not found. Warning: C:\Users\Some Person.grails\1.2.0\projects\test-grails\plugins\app-engine-0.8.8\grails-app\conf\hibernate not found. Here is the output from the console: Base Directory: C:\Users\Some Person\workspace\test-grails Resolving dependencies... Dependencies resolved in 1160ms. Running script C:\grails-1.2.0\scripts\RunApp.groovy Environment set to development Warning, target causing name overwriting of name startLogging [groovyc] Compiling 1 source file to C:\Users\Some Person\workspace\test-grails\web-app\WEB-INF\classes [copy] Copying 1 file to C:\Users\Some Person\.grails\1.2.0\projects\test-grails [copy] Copying 1 file to C:\Users\Some Person\workspace\test-grails\web-app\WEB-INF Configuring persistence for AppEngine [copy] Warning: C:\Users\Some Person\.grails\1.2.0\projects\test-grails\plugins\app-engine-0.8.8\grails-app\conf\spring not found. [copy] Warning: C:\Users\Some Person\.grails\1.2.0\projects\test-grails\plugins\app-engine-0.8.8\grails-app\conf not found. [copy] Warning: C:\Users\Some Person\.grails\1.2.0\projects\test-grails\plugins\app-engine-0.8.8\grails-app\conf\hibernate not found. I get this error after creating a Grails project with Spring Tools Suite (STS) and then installing the app-engine plugin "grails install-plugin app-engine". Before, I install the app-engine plugin the Grails project runs correctly. Any ideas how to resolve these warnings?

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  • google app engine (python): ImportError no module named django.

    - by Phil
    So I'm trying to use the django 1.1 template engine with the google app engine web app framework, from here. This is on Ubuntu Jaunty, I've made sure that the PYTHONPATH contains the location of Django-1.1.1 yet I'm getting this 'ImportError: No module named django' error when it tries to execute the use_library() line below. Again, could somebody help me? I'm stumped. import os os.environ['DJANGO_SETTINGS_MODULE'] = 'settings' from google.appengine.dist import use_library use_library('django', '1.1')

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  • How do you determine an acceptable response time for App Engine DB requests?

    - by qiq
    According to this discussion of Google App Engine on Hacker News, A DB (read) request takes over 100ms on the datastore. That's insane and unusable for about 90% of applications. How do you determine what is an acceptable response time for a DB read request? I have been using App Engine without noticing any issues with DB responsiveness. But, on the other hand, I'm not sure I would even know what to look for in that regard :)

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  • Using open source SNES emulator code to turn a rom file into a self-contained executable game

    - by Baron von Monkeydorf
    Would it be possible to take the source code from a SNES emulator (or any other game system emulator for that matter) and a game ROM for the system, and somehow create a single self-contained executable that lets you play that particular ROM without needing either the individual rom or the emulator itself to play? Would it be difficult, assuming you've already got the rom and the emulator source code to work with?

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  • How do I authenticate in Google App Engine with SVNKit?

    - by corgrath
    Creating a default authication manager with SVNKit requires access to the file system. SVNURL svnurl = SVNURL.parseURIEncoded(url); SVNRepository repository = SVNRepositoryFactory.create(svnurl); // Authentication ISVNAuthenticationManager authManager = SVNWCUtil.createDefaultAuthenticationManager(name, password); repository.setAuthenticationManager(authManager); In Google App Engine, you can't create/write files. How do I authenticate myself in Google App Engine?

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  • How to write a Web Service for Google App Engine?

    - by Martin
    Hello all, I am simply wondering how to write a Web Service (XML - SOAP) for Google App Engine? I am really new with Python and I have been looking for example for a while, but no chance. Does anybody could point me out any article or simply could give me an example of a Web Service in Python with Google App Engine? Thanks!

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  • How to count time securely in a Flash game?

    - by user352353
    Hello. I'm developing a Flash game in ActionScript 2, and the issue if that this game has to count the time securely. It can't count the time from the Date class because the Flash Player takes the time from the local computer, and the user can change the local time so the time reported would be fake. I haven't considerend to take the time from the server because there's a 3WH (3 way handshake) time and it would not be practical. What do you sugest me??

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  • What needs to be done to port a Windows Flash game to Android?

    - by Russell Yan
    My team has developed a game using Flash (with Lua embeded) that targets Windows. And we want to port that game to Android (also iOS in the future). It's acceptable to rewrite the Flash part of client. And some other team in our company recommended Unity3D to replace the Flash part. Since we have no experience in Android/iOS development, we would need to learn some new tool/language anyway. So we would like that learning still be useful after the porting and when we starting a new game. Any thoughts? Edits: I think it is worth noticing the background of the game : the project is started by a tester and developer, both without knowing much about flex and actionscript. They built the game while learning, so most of the code is hard to maintain. I and other two developers joined the project after a year or so when one has leave (and the other be our manager). The other two developers are just graduates with little experience and little knowledge of flex. I am good at the server part and the c# language. Based on the fact that the code is hard to maintain (and we do need to change a lot of code to make the game easier to playe in a mobile device), and I am good at c# (and learning). I still tend to do the porting with Unity, which could get better performance and possibly save time.

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  • Which toolkit to use for 3D MMO game development?

    - by Ahmet Yildirim
    Lately i've been thinking about which path to follow for developing an 3D Online game. I have googled a lot but i couldnt find a good article that covers both game development and online server & client development in same context. This question has been in mind for about 2 weeks now. So.. yesterday i started developing a game from scratch by using Irrlicht.Net Wrapper to use Socket library of .NET which im already familiar. But i found out .Net wrapper of Irrlicht is not totally finished yet and still have lacks from the original. So i lost all my motives :/. So i thought why not to ask the experts before i run into another dead end... What Game Engine and Networking Library is best way to go for 3D MMO Development? Here is some of my early conclusions: Please let me know the ones im wrong. C++: Best Performance for 3D Graphics. Most Game Engines has native C++ Libraries. Lacks a Solid Socket Library .NETC++ Lacks Intellisense Support. C#: Intellisense Support NET Socket Library Lacks 3D Graphics Performance Lacks a native solid 3D Game Engine

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  • I know fundamental programming. But how do I get started in game development now?

    - by Rohan Menon
    I'm a 20 year old programming student. I know fundamental programming in BASIC, C, C++ and JAVA. What I wanted to ask is, where do I go from here? Are there any books that the community can mention that will help me develop a game or at least learn game development? I've had a lot of ideas and really want to make some sort of prototype to see if I'm suited for the industry. I really don't mind learning any new languages but I need to know what I should begin with. A good book that will help with a little more understanding as I go up will be very helpful. Maybe a tutorial to develop some basic 2D games like a side-scroller, snake or pocket tanks in an easy to understand SDK? I know that to get some credit under your belt, you need to be able to make a few games on your own. Also, what platform should I start on? The PC, iOS or Android (as an introduction) for now. I don't want to get into high level game design just yet. Just something a bit basic to help out in future development. Anything pointing me in the right direction will be really really helpful. Edit: Also, I want to say that I'm looking towards this from a game designer's point of view more than a game programmer. I want suggestions on any SDKs or easy to use programs I can use to understand game design. Then delve deeper into the programming after that. Not as employment but as developing your own games (for now).

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  • Splitting a tetris game apart - where to put time-management?

    - by nightcracker
    I am creating a tetris game in C++ & SDL, and I'm trying to do it "good" by making it object-oriented and keeping scopes small. So far I have the following structure: A main with some lowlevel SDL set up and handling input A game class that keeps track of score and provides the interface for main (move block down, etc) A map class that keeps track of the current game field, which blocks are where. Used by the game class. A block class that consists of the current falling block, used by game. A renderer class abstracting low level SDL to a format where you render "tetris blocks". Used by map and block. Now I have a though time where to place the time-management of this game. For example, where should be decided when a block bumps the bottom of the screen how long it takes the current block locks in place and a new block spawns? I also have an other unrelated question, is there some place where you can find some standard data on tetris like standard score tables, rulesets, timings, etc?

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  • How can I improve the "smoothness" of a 2D side-scrolling iPhone game?

    - by MrDatabase
    I'm working on a relatively simple 2D side-scrolling iPhone game. The controls are tilt-based. I use OpenGL ES 1.1 for the graphics. The game state is updated at a rate of 30 Hz... And the drawing is updated at a rate of 30 fps (via NSTimer). The smoothness of the drawing is ok... But not quite as smooth as a game like iFighter. What can I do to improve the smoothness of the game? Here are the potential issues I've briefly considered: I'm varying the opacity of up to 15 "small" (20x20 pixels) textures at a time... Apparently varying the opacity in this manner can degrade drawing performance I'm rendering at only 30 fps (via NSTimer)... Perhaps 2D games like iFighter are rendered at a higher frame rate? Perhaps the game state could be updated at a faster rate? Note the acceleration vales are updated at 100 Hz... So I could potentially update part of the game state at 100 hz All of my textures are PNG24... Perhaps PNG8 would help (due to smaller size etc)

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  • Should I use OpenGL or DX11 for my game?

    - by Sundareswaran Senthilvel
    I'm planning to write a game from scratch (a BIG Game, for commercial purpose). I'm aware that there are certain compute libraries like OpenCL, AMD APP SDK, C++ AMP as well as DirectCompute - both from MS (NOT interested in CUDA) are available in the market. I'm planning to write the game from the scratch, which includes the following engines... Physics Engine AI Engine Main Game Engine (... and if anything is missed). I'm aware that, there are some free physics engine libraries in the market. Not sure about free AI engine libraries. I'm bit confused in choosing between the OpenCL, AMD APP SDK, and C++ AMP libraries (as already mentioned i'm NOT interested in CUDA). I want my game to be published in Windows/Android/Mac OSX. It means it should be a cross-platform game. I will be having "one source code" that i'll compile for various platforms like Windows/Android/Mac OSX, and any others if i missed. Note: Since I'm NOT a Java guy, kindly do NOT suggest me the Java Language. For Graphics language should i use OpenGL or DirectX 11? I have heard that OpenGL runs on a single core, and not sure of DirectX 11. Between OpenGL and DirectX which one should i follow? or else, are there any other graphics language that i need to start with? I want to make use of the parallelism in GPU as well as CPU.

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  • Splitting a tetris game apart - where to put time-management?

    - by nightcracker
    I am creating a tetris game in C++ & SDL, and I'm trying to do it "good" by making it object-oriented and keeping scopes small. So far I have the following structure: A main with some lowlevel SDL set up and handling input A game class that keeps track of score and provides the interface for main (move block down, etc) A map class that keeps track of the current game field, which blocks are where. Used by the game class. A block class that consists of the current falling block, used by game. A renderer class abstracting low level SDL to a format where you render "tetris blocks". Used by map and block. Now I have a though time where to place the time-management of this game. For example, where should be decided when a block bumps the bottom of the screen how long it takes the current block locks in place and a new block spawns? I also have an other unrelated question, is there some place where you can find some standard data on tetris like standard score tables, rulesets, timings, etc?

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  • HTML5 - Does it have the power to handle a large 2D game with a huge world?

    - by user15858
    I have been using XNA game studio, but due to private reasons (as well as the ability to publish anywhere & my heavy interest in isogenic engine), I would like to switch to HTML5. However, I have very high 2D graphic demands for my game. The game itself will have a HDD size of anywhere between 6GB (min) to 12GB (max) which would be a full game deployed offline. The size of the images aren't significantly large, so streaming would be entirely possible if only those assets required were streamed as needed. The game has a massive file size because of the sheer amount of content. For some images or spritesheets, they would be quite massive. (ex. a very large Dragon, which if animated in a spritesheet would be split into two 4096x4096 sheets or one 8192x8192 sheet). Most assets would be very small, and about 7MB for a full character with 15 animations in every direction (all animations not required immediately) so in the size of a few hundred KB to download before the game loads. My question, however, is if the graphical power of HTML5 is enough to animate several characters on screen at once, when it flips through frames quite rapidly. All my sprites have about 25 frames per animation, 5 directions (a spritesheet for each direction & animation), and run at 30fps. Upon changing direction, animation, or a new character entering, spritesheets would change and be constantly loading/unloading. If I pack all directions in a single sheet, it would be about 2048x2048 per sheet. Most frameworks have no problem with this, but I am afraid from what I read that HTML5's graphical capabilities will limit me. Since it takes significant time simply to animate characters in any language, I'd like a quick answer.

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  • how to use appcfg.py for google-app-engine projects created using google's eclipse plugin?

    - by Aadith
    I have created a google-app-engine java project in Eclipse using Google's Eclipse plugin. My previous attempt to deploy failed. Now, when I retry, I get the following message: Unable to update app: Error posting to URL : http://appengine.google.com/api/appversion/create?app_id=mybdaywisherversion=1 409 conflict Another transaction for this user is already in progress for this app and major version. That user can undo the transaction with appcfg.py's "rollback" command. Now, I have always used the google-app-engine features from inside Eclipse only and have not a clue how to run the appcfg.py command. Could not get much help from documentation available over the internet. The only thing I could make out was for mac (I'm on mac), the command to be used is appcfg.sh. Inside Eclipse, I looked where App-Engine SDK is located on my machine and went to that location. Even found appcfg.sh there. But when I try to run it, it only reports the error "command not found". Tried various alternatives to run it (like tried running it with sudo, tried running it as ./appcfg.sh by going to whether its located) but no success Can someone please tell me the step I will have to follow to run the apcfg command?

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