Search Results

Search found 19855 results on 795 pages for 'game console'.

Page 14/795 | < Previous Page | 10 11 12 13 14 15 16 17 18 19 20 21  | Next Page >

  • Web based console connections not working in Windows 7 posted: Jan 20, 2010 8:55 AM

    - by nmeth
    For slightly complicated reasons we tend to give people console access to VMs via the webui. This has worked fine in the past, however when the users update their client machines to Windows 7 (or Vista, I am told, although I have not tested that), then the console fails to work. On IE8, having allowed the ActiveX control, the tab causes a "Internet Explorer has stopped working" dialog. On Firefox 3.5 , once the plugin has been installed, using the console causes the browser to crash. I've updated to the most recent VC 2.5 release, and ESX 3.5u5. Anyone else seeing this? Any clues how to get round it (other than using the fat client). Nigel.

    Read the article

  • When does a game idea cross the line between homage/parody to ripoff?

    - by Daniel T.
    I'm not sure where this question belongs, but as it pertains to the development of a game idea, I figured I'd try to post it here. Recently I've been inspired to create a game based on another game I've played. However, the idea that I have is very similar to the original game. I was wondering, when does a game idea cross from being a homage or parody into the realm of being a ripoff? Are there any hard or fast rules or does this cross into a gray area?

    Read the article

  • Online Poker Game Programng

    - by Eyal
    I am trying to write a massive multiplayer online (mmo) for a poker site, where one user can be on a Flash client and the other on say an iOS client (iPhone / iPad), and would like to know how can interaction between two users be visible on both clients. Do I use MSMQ? AJAX? Other? I need the messaging layer (client interaction messages) to scale up to 100K+ online users to begin with. In other words; What scaleable technology can I use to make game interactions between online users visible to all game participants? Thank you much in advance! Eyal

    Read the article

  • Online Poker Game Programming

    - by Eyal
    I am trying to write a massive online multiplayer client for a poker site, where one user can be on a Flash client and the other on say an iOS client (iPhone / iPad), and would like to know how can interaction between two users be visible on both clients. What would be better to use? Should I use MSMQ? AJAX? Something other? I need the messaging layer (client interaction messages) to scale up to 100K+ online users to begin with. In other words; What scalable technology can I use to make game interactions between online users visible to all game participants?

    Read the article

  • 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 this 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 user to the game. 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.

    Read the article

  • Change Linux Console's Default Monitor

    - by Tim M
    Is there any way to specify which monitor the console is displayed on in Linux? Details: I have a 3 monitor setup with 2 video cards. When I boot the computer, the BIOS displays on the PCI graphics card (which has a small monitor). When starting Linux, the console is displayed on the same monitor. Is there a way to have the console output on a different monitor? I'm using the vesafb framebuffer. I don't see a way in my BIOS to change the default video card.

    Read the article

  • Configuring weblogic server console with external server urls, etc

    - by MeBigFatGuy
    there are obviously various 'canned' configuration options in oracle's weblogic server console for setting up data sources, jms queues, ldap servers etc, etc. What i want however is a way to configure other servers, mostly server urls, etc, in the console as well, and allow web applications running on the web server to access those configuration settings at runtime, probably through jndi names. Things like a document management server, a workflow server, etc. However I'm at a loss for how to configure custom jndi 'data sources' within wls' console. Is this possible?

    Read the article

  • 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.

    Read the article

  • 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.

    Read the article

  • clear javascript console in Google Chrome

    - by Reigel
    Hi, I was wondering if I could clear up the console with some command.. console.log(), can print... is there a command to clear up console?.. I've tried to console.log(console); and got this functions below... assert: function assert() { [native code] } constructor: function Console() { [native code] } count: function count() { [native code] } debug: function debug() { [native code] } dir: function dir() { [native code] } dirxml: function dirxml() { [native code] } error: function error() { [native code] } group: function group() { [native code] } groupEnd: function groupEnd() { [native code] } info: function info() { [native code] } log: function log() { [native code] } markTimeline: function markTimeline() { [native code] } profile: function profile() { [native code] } profileEnd: function profileEnd() { [native code] } time: function time() { [native code] } timeEnd: function timeEnd() { [native code] } trace: function trace() { [native code] } warn: function warn() { [native code] } __proto__: Object [ I guess there's no way to clear up the console... but I wanted someone to say it to me... ]

    Read the article

  • Change default Console I/O functions handle.

    - by b-gen-jack-o-neill
    Hello. Is it possible to somehow change standart I/O functions handle on Windows? Language preffered is C++. If I understand it right, by selecting console project, compiler just pre-allocate console for you, and operates all standart I/O functions to work with its handle. So, what I want to do is to let one Console app actually write into another app Console buffer. I though that I could get first´s Console handle, than pass it to second app by a file (I don´t know much about interprocess comunication, and this seems easy) and than somehow use for example prinf with the first app handle. Can this be done? I know how to get console handle, but I have no idea how to redirect printf to that handle. Its just study-purpose project to more understand of OS work behind this. I am interested in how printf knows what Console it is assiciated with.

    Read the article

  • 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!

    Read the article

  • 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!!!

    Read the article

  • 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).

    Read the article

  • Is there a good host for console applications?

    - by Jamey McElveen
    We have several applications that run in AppHarbor that we are bringing in-house. Our worker processes for AppHarbor are developed as windows console applications. What is the best way to host these console application in house? Of course I can just install and run them but I am hoping for a more managed way to host them. I want them to restart if they fail, ability to run multiple applications. These are things that were managed by AppHarbor. Thanks

    Read the article

  • Console program settings

    - by sahana
    I have a generalized program to be run both in windows and linux. When I run the program in the windows console it halts at a point where the .sh file is to be executed with a window popping asking for "which program to use" and requires manual intervention to cancel. My question is: How do I change the setting available in the console that will let not the execution to halt when an unknown file extension is encountered?

    Read the article

  • 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

    Read the article

  • 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.

    Read the article

  • 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?

    Read the article

  • 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.

    Read the article

  • 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!

    Read the article

  • KVM Guest installed from console. But how to get to the guest's console?

    - by badbishop
    I'm trying to install a fully virtualized guest (Fedora 14 x86_64) on KVM (RHEL 6), using command-line only (both hypervisor and guest). It goes without errors, and without a tangible result . I'd like to know how to do a text-only installation. So, here's what I've done: # virt-install \ --name=FE --ram=756 --vcpus=1 \ --file=/var/lib/libvirt/images/FE.img --network bridge:br0 \ --nographics --os-type=linux \ --extra-args='console=tty0' -v \ --cdrom=/media/usb/Fedora-14-x86_64-Live-Desktop.iso Starting install... Creating domain... | 0 B 00:00 Connected to domain FE Escape character is ^] ÿ Now what? As I understand after googling for a couple of days, I should see the guest's output from the text installation, but nothing happens. virt-viewer cannot connect to it, kindly suggesting that I explore all the options by adding --help (which I did). If I reconnect with virsh, I see this: Domain installation still in progress. You can reconnect to the console to complete the installation process. [root@v ~] # virsh console FEConnected to domain FE Escape character is ^] This shows that VM is running # virsh list Id Name State ---------------------------------- 8 FE running Qemu log: LC_ALL=C PATH=/sbin:/usr/sbin:/bin:/usr/bin /usr/libexec/qemu-kvm -S -M rhel6.0.0 -enable-kvm -m 756 -smp 1,sockets=1,cores=1,threads=1 -name FE -uuid 6989d008-7c89-424c-d2d3-f41235c57a18 -nographic -nodefconfig -nodefaults -chardev socket,id=monitor,path=/var/lib/libvirt/qemu/FE.monitor,server,nowait -mon chardev=monitor,mode=control -rtc base=utc -no-reboot -boot d -drive file=/var/lib/libvirt/images/FE.img,if=none,id=drive-ide0-0-0,format=raw,cache=none -device ide-drive,bus=ide.0,unit=0,drive=drive-ide0-0-0,id=ide0-0-0 -drive file=/media/usb/Fedora-14-x86_64-Live-Desktop.iso,if=none,media=cdrom,id=drive-ide0-1-0,readonly=on,format=raw -device ide-drive,bus=ide.1,unit=0,drive=drive-ide0-1-0,id=ide0-1-0 -netdev tap,fd=20,id=hostnet0 -device rtl8139,netdev=hostnet0,id=net0,mac=52:54:00:0a:65:8d,bus=pci.0,addr=0x2 -chardev pty,id=serial0 -device isa-serial,chardev=serial0 -usb -device virtio-balloon-pci,id=balloon0,bus=pci.0,addr=0x3 char device redirected to /dev/pts/1 Output of /etc/libvirt/qemu/FE.xml # cat /etc/libvirt/qemu/FE.xml <domain type='kvm'> <name>FE</name> <uuid>6989d008-7c89-424c-d2d3-f41235c57a18</uuid> <memory>774144</memory> <currentMemory>774144</currentMemory> <vcpu>1</vcpu> <os> <type arch='x86_64' machine='rhel6.0.0'>hvm</type> <boot dev='hd'/> </os> <features> <acpi/> <apic/> <pae/> </features> <clock offset='utc'/> <on_poweroff>destroy</on_poweroff> <on_reboot>restart</on_reboot> <on_crash>restart</on_crash> <devices> <emulator>/usr/libexec/qemu-kvm</emulator> <disk type='file' device='disk'> <driver name='qemu' type='raw' cache='none'/> <source file='/var/lib/libvirt/images/FE.img'/> <target dev='hda' bus='ide'/> <address type='drive' controller='0' bus='0' unit='0'/> </disk> <disk type='block' device='cdrom'> <driver name='qemu' type='raw'/> <target dev='hdc' bus='ide'/> <readonly/> <address type='drive' controller='0' bus='1' unit='0'/> </disk> <controller type='ide' index='0'> <address type='pci' domain='0x0000' bus='0x00' slot='0x01' function='0x1'/> </controller> <interface type='bridge'> <mac address='52:54:00:0a:65:8d'/> <source bridge='br0'/> <address type='pci' domain='0x0000' bus='0x00' slot='0x02' function='0x0'/> </interface> <serial type='pty'> <target port='0'/> </serial> <console type='pty'> <target port='0'/> </console> <memballoon model='virtio'> <address type='pci' domain='0x0000' bus='0x00' slot='0x03' function='0x0'/> </memballoon> </devices> </domain> I'm obviously missing something that many others don't, but what is it? Thanx in advance!

    Read the article

  • 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.

    Read the article

  • 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

    Read the article

  • 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.

    Read the article

< Previous Page | 10 11 12 13 14 15 16 17 18 19 20 21  | Next Page >