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  • When dealing with a static game board, what are some methods to make it more interesting?

    - by Ólafur Waage
    Let's say you have a game board that you look at. It does not move but there is some action going on. For example Chess, Checkers, Solitaire. The game I'm working on is not one of these but it's a good reference. What are some methods you can apply to the game or the design that increases the appeal of the game to the user? Of course you can make it prettier but what are some other methods you can use? For example: Visual cues, game design changes, user interface arrangement, etc.

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  • Developing AI for warhammer board game [closed]

    - by josemanuel
    right now I'm going to develop a simple AI for some units for the board game warhammer fantasy. With some simple rules, I've read some things such as http://gamedev.stackexchange.com/questions/21519/complex-game-ai-for-turn-based-strategy-games . I have the robots to move the pieces, the map is just simple(no hills,buildings..) and I need to start to give an AI for the robot to move the pieces. Problem is I have been searching for a long time and can't really find someone that has done something similar with warhammer, and I don't really know where to begin with or which tools I need to use. I would be glad if someone can give me some headsup on how to begin with, or if any programming language is better, not to mention if there is something similar where I could ask for help.

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  • Cross-platform game development: ease of development vs security

    - by alcuadrado
    Hi, I'm a member and contributor of the Argentum Online (AO) community, the first MMORPG from Argentina, which is Free Software; which, although it's not 3D, it's really addictive and has some dozens of thousands of users. Really unluckily AO was developed in Visual Basic (yes, you can laugh) but the former community, so imagine, the code not only sucks, it has zero portability. I'm planning, with some friends to rewrite the client, and as a GNU/Linux frantic, want to do it cross-platform. Some other people is doing the same with the server in Java. So my biggest problem is that we would like to use a rapid development language (like Java, Ruby or Python) but the client would be pretty insecure. Ruby/Python version would have all it's code available, and the Java one would be easily decompilable (yes, we have some crackers in the community) We have consider the option to implement the security module in C/C++ as a dynamic library, but it can be replaced with a custom one, so it's not really secure. We are also considering the option of doing the core application in C++ and the GUI in Ruby/Python. But haven't analysed all it's implications yet. But we really don't want to code the entire game in C/C++ as it doesn't need that much performance (the game is played at 18fps on average) and we want to develop it as fast as possible. So what would you choose in my case? Thank you!

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  • Proper method to update and draw from game loop?

    - by Lost_Soul
    Recently I've took up the challenge for myself to create a basic 2d side scrolling monster truck game for my little brother. Which seems easy enough in theory. After working with XNA it seems strange jumping into Java (which is what I plan to program it in). Inside my game class I created a private class called GameLoop that extends from Runnable, then in the overridden run() method I made a while loop that handles time and such and I implemented a targetFPS for drawing as well. The loop looks like this: @Override public void run() { long fpsTime = 0; gameStart = System.currentTimeMillis(); lastTime = System.currentTimeMillis(); while(game.isGameRunning()) { currentTime = System.currentTimeMillis(); long ellapsedTime = currentTime - lastTime; if(mouseState.leftIsDown) { que.add(new Dot(mouseState.getPosition())); } entities.addAll(que); game.updateGame(ellapsedTime); fpsTime += ellapsedTime; if(fpsTime >= (1000 / targetedFPS)) { game.drawGame(ellapsedTime); } lastTime = currentTime; } The problem I've ran into is adding of entities after a click. I made a class that has another private class that extends MouseListener and MouseMotionListener then on changes I have it set a few booleans to tell me if the mouse is pressed or not which seems to work great but when I add the entity it throws a CME (Concurrent Modification Exception) sometimes. I have all the entities stored in a LinkedList so later I tried adding a que linkedlist where I later add the que to the normal list in the update loop. I think this would work fine if it was just the update method in the gameloop but with the repaint() method (called inside game.drawGame() method) it throws the CME. The only other thing is that I'm currently drawing directly from the overridden paintComponent() method in a custom class that extends JPanel. Maybe there is a better way to go about this? As well as fix my CME? Thanks in advance!!!

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  • How do I simplify a 2D game grid for level management while keeping its by-pixel features?

    - by Eric Thoma
    (I cross-posted this from StackOverflow as this seems to be a more appropriate forum. I've looked around a little here and I did not find an answer, so I hope this is not a recurring question.) This is a question dealing with 2D world design. I am playing around by creating a 2D bird's eye view shooter game, and I am looking to make the game sleek and advanced. I hope to be able to write physics so projectiles have momentum and knock-down properties. I am immediately running into the problem of world design. I need a way to have level files that store everything there is about a game. This is easiest by just having a grid of objects. But there are thin-walls and other objects that don't seem to fit into a traditional cell of a grid. I want to be able to fit all these together so I can streamline level design; so I don't have to put in the exact pixel-specific start and end of a wall. There doesn't seem to be an obvious translation from level file to game without forcing myself into a pacman-life scenario, meaning a scenario where the game feels boxy and discrete. There is a contrast between the smoothly (relatively) moving characters and finite jumps in a grid. I would appreciate an answer that would describe implementation options or point me to resources that do. I would also appreciate references to sites that teach game design. The language I am using is Java (although I would love to use C or C++, but I can never find convenient resources in those languages). Thank you for any answers. Please leave any questions in the space below; I will be able to answer them later tonight (28th Nov).

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  • How to evaluate a user against optimal performance?

    - by Alex K
    I have trouble coming up with a system of assigning a rating to player's performance. Well, technically there is is a trivial rating system, but I don't like it because it would mean assigning negative scores, which I think most players will be discouraged by. The problem is that I only know the ideal number of actions to get the desired result. The worst case is infinite number of actions, so there is no obvious scale. The trivial way I referred to above is to take score = (#optimal-moves - #players-moves), with ideal score being zero. However, psychologically people like big numbers. No one wants to win by getting a mark of 0. I wonder if there is a system that someone else has come up with before to solve this problem? Essentially I wish to score the players based on: How close they've come to the ideal solution. Different challenges will have different optimal number of actions, so the scoring system needs to take that into account, e.g. Challenge 1 - max 10 points, Challenge 2 - max 20 points. I don't mind giving the players negative scores if they've performed exceptionally badly, I just don't want all scores to be <=0

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  • 2D pathfinding - finding smooth paths

    - by Kooi Nam Ng
    I was trying to implement a simple pathfinding, but the outcome is less satisfactory than what I intended to achieve. The thing is units in games like Starcraft 2 move in all directions whereas units in my case only move in at most 8 directions (Warcraft 1 style) as these 8 directions direct to next available nodes (they move from a tile to next neighboring tile). What should I do in order to achieve the result as in Starcraft 2? Shrink the tile size? On the picture you can see a horizontal line of rock tiles being obstacles, and the found path marked as green tiles. The red line is the path I want to achieve.

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  • What are the reasons for MMOs to have level caps [on hold]

    - by SamStephens
    In many MMOs players character progression is artificially capped, e.g. by level 60 or 90 or 100 or whatever. Why do MMOs have these level caps in the first place? Why not just allow characters to continue to arbitrary levels with a mathematically designed leveling system that keeps the leveling experience interesting and endless? Answers to this question may help us to see the reason behind the feature and decide if and how this should be implemented in our MMOs.

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  • What platform were old TV video games developed on?

    - by Mihir
    I am very eager to know how TV video games (which we all used to play in our childhood) were developed and on which platform. I know how games are developed for mobile devices, Windows PC's and Mac but I'm not getting how (in those days) Contra, Duck Hunt and all those games were developed. As they have high graphics and a large number of stages. So how did they manage to develop games in such a small size environment and with lower configuration platform?

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  • Could someone explain in detail simplex /or perlin noise?

    - by Ryan Szemplinski
    I am really interested in perlin/simplex noise but I am having a difficult time understanding it. I am not very good at math but I am willing to learn because it interests me greatly. If someone is willing to dedicate there time into this I would be immensely appreciative of this. To be more concise, an explanation of functions and some calculation inside the functions would be nice to understand. Thanks in advance!

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  • I Don't Understand Anything About Randomly Generated Worlds [closed]

    - by Alex Larsen
    What tools do I need to make a Minecraft-like generated world? I heard about Perlin noise and Simplex, but I don't understand anything about them. So far all I found on the internet was a Simplex version for C#, and all it has is functions, and this is what I get: Console.WriteLine(Noise.Generate(SomeNumber, SomeNumber, SumNumber)); Outputs random floats. I'm really lost. I don't understand the whole random generated worlds concept. Can someone help me? And if I use the noise thing I don't understand how to use it.

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  • Video game "Gish" will only launch from command line

    - by aberration
    Platform: Lubuntu 11.10 x64 Program: Gish When I try to launch Gish from the command line (/opt/gish/gi.sh), there are no problems. But when I try to launch it from the LXDE menu, it will not start. Contents of /usr/share/applications/gish.desktop: [Desktop Entry] Categories=Game;ActionGame;AdventureGame;ArcadeGame; Exec=/opt/gish/gi.sh Path=/opt/gish Icon=x-gish Terminal=false Type=Application Name=Gish I tried changing Terminal=false to Terminal=true to debug it, but then I just got a blank terminal, and the game didn't start. Edit: Here is some additional information, as requested by Eliah Kagan below: I tried editing /usr/share/applications/gish.desktop, as recommended, but it had no effect However, ~/.xsession-errors contained the following error: [: 8: x86_64: unexpected operator ./gish_32: error while loading shared libraries: libGL.so.1: wrong ELF class: ELFCLASS64 I think there's a problem with the /opt/gish/gi.sh shell script. This is its contents: cd /opt/gish/ MACHINE_TYPE=`uname -m` if [ ${MACHINE_TYPE} == 'x86_64' ]; then ./gish_64 else ./gish_32 fi I'm not too familiar with Bash, so hopefully someone else can point out the error. I have a 64-bit machine. I think that when the script is run from the command line, it's properly launching the 64-bit version (/opt/gish/gish_64), but when it's run from the LXDE menu, it's launching the 32-bit version (/opt/gish/gish_32), which is causing the libGL.so.1 error. However, this may be related to my libGL.so.1 problems with 2 other games.

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  • How to store the path of a game pawn in a turn based game ?

    - by panzerschreck
    Hello, I have a square grid, for a turn based game ( grid is similar to the chess board ), but the moves in the games are different based on whether you have lapped your opponent pawn at least once or not. i.e if you have not lapped (beaten any of the opponents pawns) in the outer most grid as below if you have lapped your opponent pawn once at least, then you get to reach home,this way.Any player having all his pawns reaching "home" first wins. The ones in yellow are safe-houses, i.e both the opponent pawn and the player's pawn get to stay in the same grid, this is not considered to be lapping ( the opponent ).The lapped pawn will return to its start point. Now the question is, what is the effective way to store the paths for the all the pawns.we will have 4 pawns for the player and 4 opponent pawns. Is there any pattern to store such static information, in a elegant way ? Thanks for your time

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  • how to get game sound or how to create good sound for iPhone

    - by iPhone Fun
    Hi all, I am having problem of getting sound. i.e. how to get good sounds for our iPhone games? or how to make some good quality sounds for iPhone game applications so that the applications will become some more attractive? There are many sites like www.freesound.org , but I am not able to get good sounds as per my choice. If any one know from where we can get good sounds or how to make such things please help me. As this will be help full to all for using sounds in the applications of iPhone or other. Thanks in advance and Sorry for my BAD English.

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  • how to get game sound or how to create for iPhone

    - by iPhone Fun
    Hi all, I am having problem of getting sound. i.e. how to get good sounds for our iPhone games? or how to make some good quality sounds for iPhone game applications so that the applications will become some more attractive? There are many sites like www.freesound.org , but I am not able to get good sounds as per my choice. If any one know from where we can get good sounds or how to make such things please help me. As this will be help full to all for using sounds in the applications of iPhone or other. Thanks in advance

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  • how to implement a game character task queue

    - by Stephen Lee Parker
    I'm working on a personal game engine in C# and need to give certain characters / sprites responses to conditions or certain patterns that they follow and since these patterns will be repeated over and over for other characters / sprites, I don't want to tie the patterns to the character / sprite. I will likely want to define the conditions / actions in level data files... I plan to use this for platformers, space shooters, and pack man like games... Almost an extenable AI system. Any suggestions on how this can be implemented?

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  • Any book on designing and implementing a CRPG engine?

    - by Fabzter
    Hi! First, let me tell you, I am not really interested in making my own rpg engine (at least not in the near future, hehe), but I do feel like I want to understand the internals of how a rpg engine works. Why? Well, because I like to read about programming and design, It keeps me motivated and excited, and because I know I will learn a lot, for, even when I have been programming for some years now, I never stop considering myself an ignorant... there are simply SO many things involving a game engine (specially rpg ones, like branching storylines, and items and economics!) I'm eager to know. I've been searching (and thus, finding) lots of info online, but it is never focused in what I'm interested (most of it talks about the mathematics and AI algorithms implementation, which I know quite well), which is the design of overall structure, patterns, scripting engine, decision engine... damn, so many things I can't even imagine, since I've never done any game programming. I hope you know have an idea of how I feel, and how I want to learn for the sake of learning, and why would I want you to tell me if you know if there exist books touching the topics that interest me the most.

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  • Design considerations for temporarily transforming a player into an animal in a role playing game

    - by mikedev
    I am working on a role playing game for fun and to practice design patterns. I would like players to be able to transform themselves into different animals. For example, a Druid might be able to shape shift into a cheetah. Right now I'm planning on using the decorator pattern to do this but my question is - how do I make it so that when a druid is in the cheetah form, they can only access skills for the cheetah? In other words, they should not be able to access their normal Druid skills. Using the decorator pattern it appears that even in the cheetah form my druid will be able to access their normal druid skills. class Druid : Character { // many cool druid skills and spells void LightHeal(Character target) { } } abstract class CharacterDecorator : Character { Character DecoratedCharacter; } class CheetahForm : CharacterDecorator { Character DecoratedCharacter; public CheetahForm(Character decoratedCharacter) { DecoratedCharacter= decoratedCharacter; } // many cool cheetah related skills void CheetahRun() { // let player move very fast } } now using the classes Druid myDruid = new Druid(); myDruid.LightHeal(myDruid); // casting light heal here is fine myDruid = new CheetahForm(myDruid); myDruid.LightHeal(myDruid); // casting here should not be allowed Hmmmm...now that I think about it, will myDruid be unable to us the Druid class spells/skills unless the class is down-casted? But even if that's the case, is there a better way to ensure that myDruid at this point is locked out from all Druid related spells/skills until it is cast back to a Druid (since currently it's in CheetahForm)

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  • VB6 Game Development

    - by CVS-2600Hertz-wordpress-com
    Hi All, I am developing a game in VB6 (plz don't ask me why :) ). The storyboard is ready and a rough implementation is underway. I am following a "pure-software-rendering" approach. (i.e. no DirectX, no openGL etc.) Amongst many others, the following "serious" problems exist: 2D alpha transparency reqd. to implement overlays. Parallax implementation to give depth-of-field illusion. Capturing mouse-scroll events globally (as in FPS-es; mapping them to changing weapon). Async sound play with absolute "near-zero-lag". Any ideas anyone. Please suggest any well documented library/ocx or sample-code. Plz do suggest solutions with good performance and as little overhead as possible. Also, anyone who has developed any games, and would be open to sharing her/his code would be highly appreciated. (any well-acknowledged VB games whose source-code i can study??) UPDATE: Here is a screen shot of GearHead Garage. This picture ought to describe what i was attempting in words above... :) Thank You

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  • VB6 Game Development : Don't ask me why :-)

    - by CVS-2600Hertz-wordpress-com
    Hi All, I am developing a game in VB6 (plz don't ask me why :) ). The storyboard is ready and a rough implementation is underway. I am following a "pure-software-rendering" approach. (i.e. no DirectX, no openGL etc.) Amongst many others, the following "serious" problems exist: 2D alpha transparency reqd. to implement overlays. Parallax implementation to give depth-of-field illusion. Capturing mouse-scroll events globally (as in FPS-es; mapping them to changing weapon). Async sound play with absolute "zero-lag". Any ideas anyone. Please suggest any well documented library/ocx or sample-code. Plz do provide solutions with max performance and with as little overhead as possible. Also, anyone who has developed any games, and would be open to sharing her/his code would be highly appreciated. (any well-acknowledged VB games whose source-code i can study??) Thank You

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  • The World of ‘Game of Thrones’ in Minecraft [Image Gallery]

    - by Asian Angel
    Are you a serious ‘Game of Thrones’ fan? Then prepare for a visual feast with this gallery of images showing a recreation of the world of Westeros in Minecraft. Here is another visual teaser from this awesome gallery… WesterosCraft Gallery (Imgur) [via Neatorama] How to Play Classic Arcade Games On Your PC How to Use an Xbox 360 Controller On Your Windows PC Download the Official How-To Geek Trivia App for Windows 8

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  • Flixel Game Over Screen

    - by Jamie Read
    I am new to game development but familiar with programming languages. I have started using Flixel and have a working Breakout game with score and lives. I am just stuck on how I can create a new screen/game over screen if a player runs out of lives. I would like the process to be like following: Check IF lives are equal to 0 Pause the game and display a new screen (probably transparent) that says 'Game Over' When a user clicks or hits ENTER restart the level Here is the function I currently have to update the lives: private function loseLive(_ball:FlxObject, _bottomWall:FlxObject):void { // check for game over if (lives_count == 0) { } else { FlxG:lives_count -= 1; lives.text = 'Lives: ' + lives_count.toString() } } Here is my main game.as: package { import org.flixel.*; public class Game extends FlxGame { private const resolution:FlxPoint = new FlxPoint(640, 480); private const zoom:uint = 2; private const fps:uint = 60; public function Game() { super(resolution.x / zoom, resolution.y / zoom, PlayState, zoom); FlxG.flashFramerate = fps; } } }

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  • What first game did you program, and did it make you a better developer?

    - by thenonhacker
    What first game did you program? Name your game, the OS and language, and even a Website URL to get your game. Old DOS Games and Flash Games with ActionScript are allowed. Game kits are allowed, too. ...and did it make you a better developer? Programming games can be addicting, and it will bring out the best in us as we create our first game. What lessons did you learn form most? Algorithm and/or AI's? Graphics? User Interface? File Formats and Data Storage? Project and Time Management? Can you say that because you practiced programming by creating this game, you became more immersed with the programming language you used and helped you become a better developer?

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  • What's a good Game development platform for a platformer game with these characteristics?

    - by Joe
    Yes, I know, the best way to make an indie game is to learn to code. I've got some scripting experience, but I want to do worldbuilding with already-existing tools (and communities surrounding those tools), and I've been really impressed with games like An Untitled Story that were made with pre-packaged toolsets at their core, like Game Maker. :) So I'm planning to make my game using either Game Maker or something like it. The basic parameters of my planned game: -2D platformer. -Physics/speed akin to Sonic the Hedgehog. -Large, non-linear world, flowing as seamlessly as possible -- think Super Metroid, but without the forced screen transitions. The first two points have me leaning toward Game Maker -- Plenty of 2D platformers have been made with it, and there are serviceable, openly available Sonic-the-Hedgehog-style physics engines for it that could be adapted to my needs with minimal muss and fuss. But the third makes me antsy -- from what limited information I hear, Game Maker has problems with large levels/boards/screens/whateveryoucallthem, thus necessitating transitions between screens. I want to avoid that if at all possible -- it would, I believe, fundamentally alter the flow of the game. I understand that generally speaking, the more you have loaded into memory the more things are going to chug (especially for a one-size-fits-all game development platform that isn't a model of efficient coding), but I'm hoping there are systems that can un-load objects that are sufficiently far offscreen and thus better produce seamlessness. Any thoughts, people? :) The sooner I can get a basic pre-fab physics engine and world-building program up and running, the sooner I can start prototyping areas and generally tooling around. Should I be looking at Game Maker, or elsewhere? (My current plan is to more-or-less build the game prototype-style, then worry about art and sound at the very end once the damn thing is playable.)

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  • Game editor integration with the engine?

    - by Daniel
    What I am trying to figure out is what is the best way to integrate the editor(level, effects, model, etc...) in the most effective way? Now the first thing I thought would be to create the game engine(*) extremely modular. For example I took the example of game states. You could have multiple game states that all have their own update() and draw() methods among others. Each game state class would inherit from a base GameState class. This allows for a more modular approach and a useful one at that. Now would the most efficient approach be to implement the editor along with the modular engine, or create two different designs for both the game, and editor? I thought to take the game state example and extend it to window states, and well could be used for a lot more systems. Is there a better implementation of this design(game state) for use in other systems used in the engine? *: Now I know the term game engine is sorta irrelevant, and misused in many situations. What I am referring to as the "game engine" is the combination of the systems that the game must interact with for short. Also this is more of a theory / design question than an implementation. Even though both mix, i'd rather like to have a more general idea on how the editor is built in an efficient way and still using the same engine code as what the game uses. Thanks, Daniel P.S If you need more clarification or extra bits just leave a comment.

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