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  • Engine Start and Stop Show Abnormal Behaviour

    - by Siddharth
    In my game, when I pause the game using mEngine.stop() it works perfectly but when I press resume button that has code mEngine.start() it provide some movement to the physics body. So the created body does not stand at its desire position after the resuming the game. That fault I have found in other game developed by other developer also. So please provide some guidance for it. I also tried with mScene.onUpdate(0) and mScene.onUpdate(1) but I does not able to found anything new from it.

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  • Implementing Explosions

    - by Xkynar
    I want to add explosions to my 2D game, but im having a hard time with the architecture. Several game elements might be responsible for explosions, like, lets say, explosive barrels and bullets (and there might be chain reactions with close barrels). The only options i can come up with are: 1 - Having an array of explosions and treat them as a game element as important as any other Pros: Having a single array which is updated and drawn with all the other game element arrays makes it more organized and simple to update, and the explosive barrels at a first glance would be easy to create, simply by passing the explosion array as a pointer to each explosive barrel constructor Cons: It might be hard for the bullets to add an explosion to the vector, since bullets are shot by a Weapon class which is located in every mob, so lets say, if i create a new enemy and add it to the enemy array, that enemy will have a weapon and functions to be able to use it, and if i want the weapon (rocket launcher in this case) to have access to the explosions array to be able to add a new one, id have to pass the explosion array as a pointer to the enemy, which would then pass it to the weapon, which would pass it to the bullets (ugly chain). Another problem I can think of is a little more weird: If im checking the collisions between explosions and barrels (so i create a chain reaction) and i detect an explosion colliding with a barrel, if i add a new explosion while im iterating the explosions java will trow an exception. So this is kinda annoying, i cant iterate through the explosions and add a new explosion, i must do it in another way... The other way which isnt really well thought yet is to just add an explosive component to every element that might explode so that when it dies, it explodes or something, but i dont have good ways on implementing this theory either Honestly i dont like either the solutions so id like to know how is it usually done by actual game developers, sorry if my problem seems trivial and dumb.

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  • Where actually did they spend money? [on hold]

    - by WannabeProgrammer
    I am a total beginner in the field of game development. Every time I saw or read an interview session with any indie developer they mention about the amount of money they spend on developing a game. I want to know where exactly did they spend the money ? Just imagine that you are making a game for mobile devices from scratch , where and all will you be spending your money to make one ? Is it possible to make games for mobile devices without spending any ? If yes , then it makes more sense for a indie game developer who is talented but comes from a very weak financial background. Thank you.

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  • SDL blitting multiple surfaces at once

    - by extropic_engine
    I'm trying to write a platforming game where the sprites for the level backgrounds are broken up into 512x512 chunks. I keep 3 chunks in memory at a time and I'm trying to write code to blit all three to the screen. Here is the current code I have: SDL_Rect where; where.y = -game->camera->y; where.x = -game->camera->x - MAP_WIDTH; SDL_BlitSurface(left_chunk, NULL, screen, &where); where.x = -game->camera->x; SDL_BlitSurface(center_chunk, NULL, screen, &where); where.x = -game->camera->x + MAP_WIDTH; SDL_BlitSurface(right_chunk, NULL, screen, &where); The issue I'm running into is that whichever chunk gets blitted first is the only one that shows up. The rest fail to appear onscreen. I think the issue might have something to do with alpha transparency, but even if the chunks don't overlap at all they still fail to blit. In other parts of the code I'm blitting multiple things to the screen at once, such as characters and backgrounds, and they all show up correctly. This particular segment of code is the only area I'm encountering this problem. If I comment out the line that blits left_chunk, it changes to this:

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  • How to get the level and position of the player from an extern program? [on hold]

    - by user3727174
    I want to write a program that needs the current level and position of the player (primary single player). This should work for potentially every game installed and running on the computer my program is running on. The data I need is basically one integer value for the level (if there are any) and three integer values for x, y and optimal z for the position of the player. In which relation/scale or where the null point is does not matter, because this information is going to be interpreted game dependent, I will use this information to read information out of a database created for the game currently running. Currently I'm using C++, but if there is a better option for Java I´m willing to port my program. My thoughs so far are: make a mod for every game that should be supported, get the position/level from there, write this information to the disk and read it from my program tracking mouse/keyboard events and reconstructing the movement won't work Are there any general APIs for something like this? Any Tool to find this data? Or maybe engines that provide APIs to get this data directly from the game?

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  • How much memory can i safely use on android?

    - by xastor
    To make my game more fluid, I try to prevent memory allocations during the game I am writing. To that end, I allocate a whopping 16MB of buffers on startup and then use those as I go along. When I check in Eclipse my game now uses 24MB in total, which does not change noticeably during the game. This all works fine on the phone I have now (android 2.3, motorola defy) but I wonder if I'm going to run into problems with this on other phones or tablets that run android 2.2 or higher (which is what I'm aiming for)?

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  • Access to nested methods when DSL

    - by Vyacheslav Loginov
    class Warcraft def initialize &block instance_eval &block end def method_missing name, *args, &block instance_variable_set("@#{name}".to_sym, args[0]) self.class.send(:define_method, name, proc { instance_variable_get("@#{name}")}) end def game &block @game = Game.new &block end class Game def initialize &block instance_eval &block end def method_missing name, *args, &block instance_variable_set("@#{name}".to_sym, args[0]) self.class.send(:define_method, name, proc { instance_variable_get("@#{name}")}) end end end warcraft = Warcraft.new do name "Warcraft III" battle_net :iccup game do side :sentinels hero "Furion" rune_appear_every 2 end end puts warcraft.inspect # => #<Warcraft:0x00000000be3e80 @name="Warcraft III", @battle_net=:iccup, @game=#<Warcraft::Game:0x000000009c6c38 @side=:sentinels, @hero="Furion", @rune_appear_every=2>> How to access nested methods? puts warcraft.battle_net # => iccup puts warcraft.side #=> #<Proc:[email protected]:9 (lambda)> puts warcraft.game #=> dsl.rb:18:in `instance_eval': block not supplied (ArgumentError) puts warcraft.game.side #=> dsl.rb:18:in `instance_eval': block not supplied (ArgumentError)

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  • If Nvidia Shield can stream a game via WiFi (~150-300Mbps), where is the 1-10Gbps wired streaming?

    - by Enigma
    Facts: It is surprising and uncharacteristic that a wireless game streaming solution is the *first to hit the market when a 1000mbps+ Ethernet connection would accomplish the same feat with roughly 6x the available bandwidth. 150-300mbps WiFi is in no way superior to a 1000mbps+ LAN connection aside from well wireless mobility. Throughout time, (since the internet was created) wired services have **always come first yet in this particular case, the opposite seems to be true. We had wired internet first, wired audio streaming, and wired video streaming all before their wireless counterparts. Why? Largely because the wireless bandwidth was and is inferior. Even today despite being significantly better and capable of a lot more, it is still inferior to a wired connection. Situation: Chief among these is that NVIDIA’s Shield handheld game console will be getting a microconsole-like mode, dubbed “Shield Console Mode”, that will allow the handheld to be converted into a more traditional TV-connected console. In console mode Shield can be controlled with a Bluetooth controller, and in accordance with the higher resolution of TVs will accept 1080p game streaming from a suitably equipped PC, versus 720p in handheld mode. With that said 1080p streaming will require additional bandwidth, and while 720p can be done over WiFi NVIDIA will be requiring a hardline GigE connection for 1080p streaming (note that Shield doesn’t have Ethernet, so this is presumably being done over USB). Streaming aside, in console mode Shield will also support its traditional local gaming/application functionality. - http://www.anandtech.com/show/7435/nvidia-consolidates-game-streaming-tech-under-gamestream-brand-announces-shield-console-mode ^ This is not acceptable to me for a number of reasons not to mention the ridiculousness of having a little screen+controller unit sitting there while using a secondary controller and screen instead. That kind of redundant absurdity exemplifies how wrong of a solution that is. They need a second product for this solution without the screen or controller for it to make sense... at which point your just buying a little computer that does what most other larger computers do better. While this secondary project will provide a wired connection, it still shouldn't be necessary to purchase a Shield to have this benefit. Not only this but Intel's WiDi claims game streaming support as well - wirelessly. Where is the wired streaming? All that is required, by my understanding, is the ability to decode H.264 video compression and transmit control/feedback so by any logical comparison, one (Nvidia especially) should have no difficulty in creating an application for PC's (win32/64 environment) that does the exact same thing their android app does. I have 2 video cards capable of streaming (encoding) H.264 so by right they must be capable of decoding it I would think. I should be able to stream to my second desktop or my laptop both of which by hardware comparison are superior to the Shield. I haven't found anything stating plans to allow non-shield owners to do this. Can a third party create this software or does it hinge on some limitation that only Nvidia can overcome? Reiteration of questions: Is there a technical reason (non marketing) for why Nvidia opted to bottleneck the streaming service with a wireless connection limiting the resolution to 720p and introducing intermittent video choppiness when on a wired connection one could achieve, presumably, 1080p with significantly less or zero choppiness? Is there anything limiting developers from creating a PC/Desktop application emulating the same H.264 decoding functionality that circumvents the need to get an Nvidia Shield altogether? (It is not a matter of being too cheap to support Nvidia - I have many Nvidia cards that aren't being used. One should not have to purchase specialty hardware when = hardware already exists) Same questions go for Intel Widi also. I am just utterly perplexed that there are wireless live streaming solution and yet no wired. How on earth can wireless be the goto transmission medium? Is there another solution that takes advantage of H.264 video compression allowing live streaming over a wired connection? (*) - Perhaps this isn't the first but afaik it is the first complete package. (**) - I cant back that up with hard evidence/links but someone probably could. Edit: Maybe this will be the solution I am looking for but I still find it hard to believe that they would be the first and after wireless solutions already exist. In-home Streaming You can play all your Windows and Mac games on your SteamOS machine, too. Just turn on your existing computer and run Steam as you always have - then your SteamOS machine can stream those games over your home network straight to your TV! - http://store.steampowered.com/livingroom/SteamOS/

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  • Unreal Tournament 3 vs UDK: What Should I Choose?

    - by Matt Christian
    Many people in the mod community were very excited to see the release of the Unreal Developer Kit (UDK) a few months ago.  Along with generating excitement into a very dedicated community, it also introduced many new modders into a flourishing area of indie-development.  However, since UDK is free, most beginners jump right into UDK, which is OK though you might just benefit more from purchasing a shelf-copy of Unreal Tournament 3. UDK UDK is a free full version of UnrealEd (the editor environment used to create games like Gears of War 1/2, Bioshock 1/2, and of course Unreal Tournament 3).  The editor gives you all the features of the editor from the shelf-copy of the game plus some refinements in many of the tools.  (One of the first things you'll find about UnrealEd is that it's a collection of tools grouped into the same editor so it really isn't a single 'tool') Interestingly enough, Epic is allowing you to sell any game made in UDK with a few catches.  First off, you must purchase a liscense for your game (which, I THINK is aproximately $99 starting).  Secondly, you must pay 25% of all profits for the first $5,000 of your game revenue to them (about $1250).  Finally, you cannot use any of the 'media' provided in UDK for your game.  UDK provides sample meshes, textures, materials, sounds, and other sample pieces of media pulled (mostly) from Unreal Tournament 3. The final point here will really determine whether you should use UDK.  There is a very small amount of media provided in UDK for someone to go in and begin creating levels without first developing your own meshes, textures, and other media.  Sure, you can slap together a few unique levels, though you will end up finding yourself restriced to the same items over and over and over.  This is absolutely how professional game development is; you are 'given' (typically liscensed or built in-house) an engine/editor and you begin creating all the content for the game and placing it.  UDK is aimed toward those who really want to build their game content from scratch with a currently existing engine.  It is not suited for someone who would like to simply build levels and quick mods without learning external 3D programs and image editing software. Unreal Tournament 3 Unless you have a serious grudge against FPS's, Epic, or your computer sucks, there really is no reason not to own this game for PC.  You can pick it up on Steam or Amazon for around $20 brand new.  Not only are you provided with a full single-player and multiplayer game, but you are given the entire UnrealEd 3.0 including all of the content used to build UT3.  If you want to start building levels and mods quickly for UT3, you should absolutely pick up a shelf-copy. However, as off-the-shelf UT3 is a few years old now, the tools have not been updated for quite a while.  Compared to UDK, the menus are more difficult to navigate through and take more time getting used to.  Since UDK is updated almost every month, there are new inclusions to the editor that may not be in UT3 (including the future addition of 3D!).  I haven't worked enough with shelf UT3 to see if there are more features in UDK or if they both feature the same stuff in different forms, however you should remember that the Unreal Engine 3.0 has undergone numerous upgrades between it's launch and Gears of War 2 (in fact, Epic had a conference to show off what changed just between the Gears of Wars games). Since UT3 has much more core content, someone who wants to focus on level editing or modding the core UT3 game may find their needs better suited with an off-the-shelf copy of UT3.  If that level designer has a team that is generating custom assets, they may be better off with UDK. The choice is now yours...

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  • Huge or minimal performance hit running game servers on a Virtual Machine? [closed]

    - by Damainman
    I have a two dedicated servers to choose from depending on which one would do a better job. I plan on updating the Hard Drive space and RAM at a later date depending on how I move forward. Server 1: 500GB Hard Drive 8GB RAM 2x 64bit Intel Xeon L5420(Quad Core) @ 2.50Ghz Server2: 500GB Hard Drive 8GB RAM 2x 64bit Intel Xeon E5420(Quad Core) @ 2.50GHz I want to run a virtual machine that will host about 10 game servers, with about 16 active slots per server. It will be a mix and match from: Minecraft Counter Strike( 1.6, Source, Global Offensive) Battlefield Team Fortress I know the general consensus is virtualization is a horrible idea if you plan on running virtual servers on them. The issue is, the discussions I read do not really clearly state whether they are speaking about a virtual server running inside an OS(ie: VMware Player running on Windows with the game server in a VM) or a Hypervisor such as Xen Cloud Platform. I am trying to get a definite answer on how feasible the above would be and how much of a performance hit it might be if the VM running the game servers is on a hypervisor such as Xen Cloud Platform. My initial research lead me to believe that there wouldn't be a performance hit since the virtualization is different than running it via inside of a OS.

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  • C# trying to capture the KeyDown event on a form

    - by Patrick
    Hello! I am creating a small game, the game is printed onto a panel on a windows form. Now i want to capture the keydown event to see if its the arrow keys that has been pressed, the problem however is that i can't seem to capture it. Let me explain, on the form i have 4 buttons and various other controls and if the user for instance press one of the buttons (to trigger a game event) then the button has focus and i can't capture the movements with the arrow keys. I tried something like private void KeyDown(KeyEventArgs e) { if (e.KeyCode == Keys.Left) { game.MovePlayer(DonutWarsLibrary.GameObjects.Direction.E); game.DrawObjects(panel1.CreateGraphics()); } else if (e.KeyCode == Keys.Right) { game.MovePlayer(DonutWarsLibrary.GameObjects.Direction.W); game.DrawObjects(panel1.CreateGraphics()); } else if (e.KeyCode == Keys.Up) { game.MovePlayer(DonutWarsLibrary.GameObjects.Direction.N); game.DrawObjects(panel1.CreateGraphics()); } else if (e.KeyCode == Keys.Down) { game.MovePlayer(DonutWarsLibrary.GameObjects.Direction.S); game.DrawObjects(panel1.CreateGraphics()); } } and then when the form key down event was pressed, i used this private void MainForm_KeyDown(object sender, KeyEventArgs e) { KeyDown(e); } I also added keydown for the buttons and the various other controls on the windows form, but i am not getting any response back. I have setup a breakpoint inside the function to see if it's being called, but that breakpoint never triggers? Any ideas? The most optimal was to have a general KeyDown event that triggers (regardless of what control that currently has focus) and then calls the KeyDown method.

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  • Double Buffering for Game objects, what's a nice clean generic C++ way?

    - by Gary
    This is in C++. So, I'm starting from scratch writing a game engine for fun and learning from the ground up. One of the ideas I want to implement is to have game object state (a struct) be double-buffered. For instance, I can have subsystems updating the new game object data while a render thread is rendering from the old data by guaranteeing there is a consistent state stored within the game object (the data from last time). After rendering of old and updating of new is finished, I can swap buffers and do it again. Question is, what's a good forward-looking and generic OOP way to expose this to my classes while trying to hide implementation details as much as possible? Would like to know your thoughts and considerations. I was thinking operator overloading could be used, but how do I overload assign for a templated class's member within my buffer class? for instance, I think this is an example of what I want: doublebuffer<Vector3> data; data.x=5; //would write to the member x within the new buffer int a=data.x; //would read from the old buffer's x member data.x+=1; //I guess this shouldn't be allowed If this is possible, I could choose to enable or disable double-buffering structs without changing much code. This is what I was considering: template <class T> class doublebuffer{ T T1; T T2; T * current=T1; T * old=T2; public: doublebuffer(); ~doublebuffer(); void swap(); operator=()?... }; and a game object would be like this: struct MyObjectData{ int x; float afloat; } class MyObject: public Node { doublebuffer<MyObjectData> data; functions... } What I have right now is functions that return pointers to the old and new buffer, and I guess any classes that use them have to be aware of this. Is there a better way?

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  • Why is my custom view not appearing?

    - by user351469
    When I comment out setContentView(boardView); in my Game.java my custom view in BoardView works fine and displays everything nicely... but onSizeChanged never gets called in BoardView.java... so I can't read the device width and height at runtime. If I leave setContentView uncommented onSizeChanged works... but the screen is blank! I want to be able to read the screen width and height at runtime and set the sizes of my ImageViews at creation so they are the optimal size. public class Game extends Activity implements OnClickListener{ private BoardView boardView; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); boardView = new BoardView(this); setContentView(boardView); // when this line disabled, it looks ok boardView.requestFocus(); } public class BoardView extends View { private final Game game; private float width; // width of one unit private float height; // height of one unit public BoardView(Context context){ super(context); this.game = (Game)context; setFocusable(true); setFocusableInTouchMode(true); LinearLayout maincontainer = new LinearLayout(game); maincontainer.setLayoutParams(new LinearLayout.LayoutParams(LayoutParams.FILL_PARENT,LayoutParams.FILL_PARENT)); maincontainer.setGravity(Gravity.CENTER); maincontainer.setOrientation(LinearLayout.VERTICAL); maincontainer.setBackgroundColor(Color.BLACK); LinearLayout innercontainer = new LinearLayout(game); innercontainer.setLayoutParams(new LinearLayout.LayoutParams(LayoutParams.WRAP_CONTENT,LayoutParams.WRAP_CONTENT)); innercontainer.setGravity(Gravity.CENTER); innercontainer.setOrientation(LinearLayout.HORIZONTAL); // declare a new table TableLayout layout = new TableLayout(game); layout.setLayoutParams(new TableLayout.LayoutParams(LayoutParams.WRAP_CONTENT,LayoutParams.WRAP_CONTENT)); // build a grid of ImageViews in a TableLayout for (int f=1; f<=7; f++) { TableRow tr = new TableRow(game); for (int c=1; c<=7; c++) { ImageView b = new ImageView(game); b.setImageResource(R.drawable.neworb); b.setOnClickListener(game); tr.addView(b, 30,30); // I'd like to not use fixed values here } // for layout.addView(tr); } // for innercontainer.addView(layout); maincontainer.addView(innercontainer); game.setContentView(maincontainer); } @Override protected void onSizeChanged(int w, int h, int oldw, int oldh){ width = w/9f; height = width; super.onSizeChanged(w, h, oldw, oldh); } }

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  • How to black out second monitor when playing a full screen game?

    - by Gary
    I've got two monitors. When I play a full screen game in my primary monitor, the second monitor still shows the Windows desktop. How can I black out the second monitor so that it doesn't show anything at all? My graphics card is from ATI. I'm running Windows 7 in Boot Camp on an iMac. I don't know if this makes a difference, however, as any solution to my question will do, really. For instance, is there a tiny app that I could run to disable the second monitor for a while? I'd rather not have to open Windows display settings every time I run a game and disable the monitor that way, though.

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  • Wii game bought in US, will it work on a PAL console in Europe?

    - by Stijn Sanders
    I can't seem to find a European online outlet that offers this Wii game I'm looking for. If I would buy it from a web-shop in the US, could I end up with a game that doesn't work well with my console? I'm worried because all games I have for the Wii so far have a prominent mention of "PAL" on the cover. I didn't notice "NTSC" on the photo's of the cover online, but I'm worried none the less. (And thought I'd ask it here first...) Also, does anyone happen to know if Belgian customs would add tax to shipments like this coming in from the US?

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  • How can I run a game server on a computer behind a NAT, if I have another computer not behind a NAT?

    - by Macha
    My home connection is part of a large NAT, outside my control. Inside my home, my router has a NAT, under my control. I control a public facing Linux VPS with one IP address, outside my home network. Ideally, what I'd like to do is set something up so that I connect my home computer to my VPS, and after that port X on my VPS leads to port Y on my home computer, for the purposes of running a game server of a game that does not run under Linux. Is this possible?

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  • I missed allowing ".NET Runtime Optimization Service" while installing a game — could there be any problems?

    - by MDLss
    I'm using ESET Smart Security 4 on Windows 7. I selected Interactive Mode so it asks me when something needs to connect to my PC. So when I was installing a game named League of Legends, I was away from my computer. When I came back, I saw that the download was finished but ESET was asking whether to allow .NET Runtime Optimization Service to connect my computer using port 80 TCP. So I selected Allow but It was too late because the download was already finished. I can play the game, but could it be bugged or broken or something?

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  • Looking for design/architecture suggestions for a simple HTML game.

    - by z-boss
    Imagine that HTML page is a game surface (see picture). User can have n number of boards (blue divs) on his page. Each board can be moved, re-sized, relabeled, created new and removed. Inside each board there are m number of figures (purple divs). Each of these user can move inside the board or to another board, re-size, change color and label, delete, add new. The goal of the game is not important, but let's say it is to rearrange figures in a certain way so that they disappear. But the goal of the programmer is to save the whole game surface in the database for every user of the site, and to load it later when he returns. So, how do I go about data exchange between client and the database? I'll give my idea in one of the answers.

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  • GameplayScreen does not contain a definition for GraphicsDevice

    - by Dave Voyles
    Long story short: I'm trying to intergrate my game with Microsoft's Game State Management. In doing so I've run into some errors, and the latest one is in the title. I'm not able to display my HUD for the reasons listed above. Previously, I had much of my code in my Game.cs class, but the GSM has a bit of it in Game1, and most of what you have drawn for the main screen in your GameplayScreen class, and that is what is causing confusion on my part. I've created an instance of the GameplayScreen class to be used in the HUD class (as you can see below). Before integrating with the GSM however, I created an instance of my Game class, and all worked fine. It seems that I need to define my graphics device somewhere, but I am not sure of where exactly. I've left some code below to help you understand. public class GameStateManagementGame : Microsoft.Xna.Framework.Game { #region Fields GraphicsDeviceManager graphics; ScreenManager screenManager; // Creates a new intance, which is used in the HUD class public static Game Instance; // By preloading any assets used by UI rendering, we avoid framerate glitches // when they suddenly need to be loaded in the middle of a menu transition. static readonly string[] preloadAssets = { "gradient", }; #endregion #region Initialization /// <summary> /// The main game constructor. /// </summary> public GameStateManagementGame() { Content.RootDirectory = "Content"; graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; graphics.IsFullScreen = false; graphics.ApplyChanges(); // Create the screen manager component. screenManager = new ScreenManager(this); Components.Add(screenManager); // Activate the first screens. screenManager.AddScreen(new BackgroundScreen(), null); //screenManager.AddScreen(new MainMenuScreen(), null); screenManager.AddScreen(new PressStartScreen(), null); } namespace Pong { public class HUD { public void Update(GameTime gameTime) { // Used in the Draw method titleSafeRectangle = new Rectangle (GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.X, GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.Y, GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.Width, GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.Height); } } } class GameplayScreen : GameScreen { #region Fields ContentManager content; public static GameStates gamestate; private GraphicsDeviceManager graphics; public int screenWidth; public int screenHeight; private Texture2D backgroundTexture; private SpriteBatch spriteBatch; private Menu menu; private SpriteFont arial; private HUD hud; Animation player; // Creates a new intance, which is used in the HUD class public static GameplayScreen Instance; public GameplayScreen() { TransitionOnTime = TimeSpan.FromSeconds(1.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } protected void Initialize() { lastScored = false; menu = new Menu(); resetTimer = 0; resetTimerInUse = true; ball = new Ball(content, new Vector2(screenWidth, screenHeight)); SetUpMulti(); input = new Input(); hud = new HUD(); // Places the powerup animation inside of the surrounding box // Needs to be cleaned up, instead of using hard pixel values player = new Animation(content.Load<Texture2D>(@"gfx/powerupSpriteSheet"), new Vector2(103, 44), 64, 64, 4, 5); // Used by for the Powerups random = new Random(); vec = new Vector2(100, 50); vec2 = new Vector2(100, 100); promptVec = new Vector2(50, 25); timer = 10000.0f; // Starting value for the cooldown for the powerup timer timerVector = new Vector2(10, 10); //JEP - one time creation of powerup objects playerOnePowerup = new Powerup(); playerOnePowerup.Activated += PowerupActivated; playerOnePowerup.Deactivated += PowerupDeactivated; playerTwoPowerup = new Powerup(); playerTwoPowerup.Activated += PowerupActivated; playerTwoPowerup.Deactivated += PowerupDeactivated; //JEP - moved from events since these only need set once activatedVec = new Vector2(100, 125); deactivatedVec = new Vector2(100, 150); powerupReady = false; }

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  • Which containers / graphics components to use in a simple Java Swing game?

    - by rize
    I'm creating a simple labyrinth game with Java + Swing. The game draws a randomized labyrinth on the screen, places a figure in the middle, and the player is then supposed to find the way out by moving the figure with arrow-keys. As for now, I'm using a plain background and drawing the walls of the labyrinth with Graphics.drawLine(). I have a custom picture of the figure in a .gif file, which I load as a BufferedImage object. However, I want the player to see only part of the labyrinth at a time, and the screen should follow the figure in the game, as the player moves around. I'm planning to do this by creating an Image object of the whole labyrinth when it is created, and then "cutting" a square around the current position of the figure and displaying this with Graphics.drawImage(). I'm new with Swing though, and I can't figure out how to draw the figure at different positions "above" the labyrinth without redrawing the whole thing. Which container/component should I use for the labyrinth and then for the figure to achieve this?

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  • Easiest, most fun way to program 2D games? Flash? XNA? Some other engine?

    - by Maxi
    Hi, this is a post detailing my search for the most enjoyable way for a hobbyist game programmer to sweeten his free time with making a game. My requirements: I looked at Flash first, I made a couple of small games but I'm doubtful of the performance. I would like to make a fairly large strategy game, with several hundred units fighting simultaneously, explosions and animations included. Also zoomable maps. I saw that Adobe has a new 3D API for Flash, but I don't know if that improves 2D performance aswell, I couldn't find anything related to that question on their MAX10 sessions. Would you say that Flash is a good technology for making large 2D games easily? I really like Actionscript, and I love how easy everything is in Flash. There are several engines available which make it even easier. I just do this for fun, and it would be even better if there were proper animation/particle editors available and if the engine I were to use, would be available for multiple platforms. (so more people can play my game once finished). I'd like to have it available on many mobile platforms aswell. (because I love touch input for some reason) I do know the XNA framework pretty well, but there are no good engines available for it, and it will only run on Windows, which is a huge turn off. Even bigger is, that you need to install the XNA redistributable each time you want to give the game to someone. If I use XNA, I would have to make all the tools myself, and I'd probably have to make them with WPF. (I'd love to make tools with Adobe AIR, but unfortunately the API's for image manipulation etc. are far worse in Flash, than they are in XNA/WPF.) Now, I'm aware that I could make my own engine that supports each of those platforms, but quite frankly, that would be too much work plowing through APIs. After all, I want to make a game, not an engine. So the question becomes: Is there maybe a cross platform (free or free to develop?) engine available that I could use for 2D development? I prefer: C#, Actionscript. I don't mind using c++ if the toolset is above average, but I highly doubt that there is something out there like that. Please prove me wrong :) So summary: I'd like to use Flash, but I don't know if it scales well enough. I'm not a scripter, I want some real APIs that I can work with inside a proper IDE. Just for information, I looked at several alternatives, I'm actually looking for a long time already. You'd help me a lot to make a decision finally. Feature-wise the Flatredball engine would be ideal. But I tried their tools, and quite frankly, they are horrible. Absolutely unusable, I'd need to make my own for sure. I didn't look at their API, but if their tools are so bad, I'm not inclined to look further. Unity3D. This one is quite nice, but I really don't need 3D, and it is quite ...a lot of work to learn. I also don't like that it is so expensive to use for different platforms and that I can only code for it through scripting. You have to buy each platform separately. The editor usability is average, the product overall is good enough for most purposes, but learning it myself would be overkill. Shiva 3D. It looks good enough, but again: I don't really need 3D. The editor usability is a little worse than Unity3D in my opinion and it wasn't clear to me how to start programming. I think it requires C++ for coding, so that's a negative too. I want to have fun, and c# is fun ;) SDL. Quite frankly, I'd still need to port to all those different SDL implementations. And I don't like OpenGL style programming, it's just plain ugly. And it needs c++, I know that there might be some wrappers available, but I don't like to use wrappers, because... Irrlicht. A lot of features, but support seems to be low and it is aimed at enthusiasts. C# bindings get dropped repeatedly. I'm not an engine enthusiast, I just want to make a game. I don't see this happening with Irrlicht. Ogre3D. Way too much work, it's just a graphics engine. Also no multiple platform support and c++. Torque2D. Costs something to use, and I didn't hear a lot of good things about support and documentation. Also costs extra for each platform.

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  • How many BasicEffects do you have in a Game? What is the best way to render multiple objects/shapes at once?

    - by Deukalion
    I'm trying to understand 3D rendering and it seems that everytime you render a new object (A 3D Cube or something) you need to have a new BasicEffect for each Box you render unless you want the exact same texture? ...so if I have over a hundred boxes with each different textures, I need at least as many BasicEffects? Will that not be "too much" for the CPU/GPU in the end or result in lagging? Is there any good way to render multiple objects (cubes or other shapes) at the same time? I've tried changing the BasicEffect.Texture with each cube drawn, but it resulting in changing the first Cube's texture too. Any suggestions would be really appreciated, I'm really new to 3D in XNA so I'm trying to wrap my head around the best methods for example render a Map with objects (of shapes).

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  • How should I structure my iPhone OpenGL ES 1.1 game?

    - by Ryan
    I am building an iPhone OpenGL ES 1.1 game. I am using the OpenGL ES template provided by xcode. I am only using the ES1Renderer. I've coded some basic touch actions the user can take, and I've begun to think about the overall structure of the code. All I'm really doing is using C in the ES1Renderer.m for my entire game state. I have an array of bullet structs, an array on enemy structs, etc.. Besides using this structure, where my entire game state is in ES1Renderer.m as C arrays and structs, what other ways are there to structure the code? Should I be using C++ or Objective-C classes to represent the enemies so they are more modular? The main reason I ask this is because I don't normally code in C, C++ and Objective-C..so I am a little fuzzy on coming up with a good architecture here.

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  • Is Android (read typical devices) fast enough for a game that requires plotting pixel by pixel rather than blitting

    - by mP
    i have an idea for an Android game which is a little different from the typical game that usually moves sprites(bitmaps) around the screen. Id want to plot lots of little pixels to create my visuals. PROS no bitmaps required pixel plotting of stuff like "fire" can react to wind. no need to scale bitmaps, works w/ any screen res (lets pretend device can handle more drawing because its got a bigger screen). CONS slower to plot pixels than blit bitmaps need lot of animation frames. WISHES id like to update my game in real time, more is better 30fps is good but not essential, 15fps is enough. PERFORMANCE Q... Is the typical Android device fast enough to plot say half a screenful of pixels w/ a default background ? if full screen is not practical what window size should be able to handle such refreshes

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