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  • Prevent URLs from specific domains from being saved in Firefox history

    - by noam
    I want to prevent or block URLs of specific domains from being saved or shown in my history. I want to be able to go to these certain websites normally, just not have them saved and not have to use private or incognito mode. For instance, I don't want any of Google's search result pages to be saved in my history since then when I use the awesomebar I get a lot of Google's search results, which are of no use to me. Of course I can keep on deleting them, but I would like a way to specify that any URL starting with www.google.com shouldn't be saved.

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  • Disable passwd history feature with remember=0

    - by user1915177
    PAM version - pam-0.79 Is setting 0 allowed on "remember" option in /etc/pam.d/common-passwd file of pam.d module to disable passwd history feature? With "remember=0" in /etc/pam.d/common-passwd file, I am observing a memfault when running the passwd command as a USER. When browsed the source, the function in _set_ctrl in support.c file of pam_unix module handles wrong values of remember, but currently its not robust enough to handle 0, which is a wrong value. So the valid and only option to disable history feature, is to not include the "remember" option in /etc/pam.d/common-passwd file and not to set-up /etc/security/opasswd file? Could see in the following link mention of setting "remember" to 0 has no effect to remember value in "/etc/security/opasswd" file. =https://lists.fedorahosted.org/pipermail/linux-pam-commits/2011-June/000060.html

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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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  • 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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  • Bash History not containing all history and blank after reboot, how to resolve?

    - by TryTryAgain
    I've recently upgraded from 13.04 to 13.10 and realized my terminal bash history is not surviving reboots. cat ~/.bash_history gave me a permissions denied error. I, possibly unnecessarily or wrongly, issued a chmod 777 ~/.bash_history to see if that would help...and although I could then cat and read some contents it contained not much of anything as far as history. I also tried sudo rm ~/.bash_history after reading bash history not being preserved Strangely, after doing that, I typed a few test commands, ls, ls -lah ... and upon pressing the up arrow to go back through history it contained those two commands as well as the odd history from some far off time in the past but very few results and not the hundreds of commands I typed earlier in the day. Is there a new place bash history is stored? How can removing ~/.bash_history not get rid of the commands that are somehow lingering? I am not certain, but I believe my root bash history is acting normal. My user bash history is what's causing me trouble. Any help and guidance in tracking down and solving this problem is appreciated.

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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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  • Create Math Game with PHP, Ajax, Jquery

    - by Sambucasun
    I am developing a website where user can create their own game which can be joined by other users as well. It's a simple maths game which will shoot equations based on time or count specified. I want that moment user create a game, it will be listed in "current Games" section. Other users can check out the list and select the game to join. After game is created, creater should have a screen which should be having his name with display pic. Now gradually as others start joining the game, list should updated automatically. Once enough users are there i will start the game. The same list should be displayed to other users who join the game. Once game is over all will be displayed a summary list. I have gone through couple of threads but could not get clear idea. Do I need to use comet or other technology to create such game or simple PHP, Ajax or Jquery will suffice ? Also I want my website should be mobile compatible so i am designing it in html5. If i create this game using just Ajax then will there be any performance issue while playing through mobile. I am not much experienced so just need guidance for what should be appropriate or use for my requirement.

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  • Client and Server game update speed

    - by user20686
    I am working on a simple two player networked asteroids game using XNA and the Lidgren networking library. For this set up I have a Lidgren server maintaining what I want to be the true state of the game, and the XNA game is the Lidgren client. The client sends key inputs to the server, and the server process the key inputs against game logic, sending back updates. (This seemed like a better idea then sending local positions to the server.) The client also processes the key inputs on its own, so as to not have any visible lag, and then interpolates between the local position and remote position. Based on what I have been reading this is the correct way to smooth out a networked game. The only thing I don’t get is what value to use as the time deltas. Currently every message the server sends it also sends a delta-time update with it, which is time between the last update. The client then saves this delta time to use for its local position updates, so they can be using roughly the same time deltas to calculate position updates. I know the XNA game update gets called 60 times a second, so I set my server to update the game state at the same speed. This will probably only work as long as the game is working on a fixed time step and will probably cause problems if I want to change that in the future. The server sends updates to clients on another thread, which runs at 10 updates per second to cut down on bandwidth. I do not see noticeable lag in movement and over time if no user input is received the local and remote positions converge on each other as they should. I am also not currently calculating for any latency as I am trying to go one step at a time. So my question is should the XNA client be using its current game time to update the local game state and not being using time deltas sent by the server? If I should be using the clients time delta between updates how do I keep it in-line with how fast the server is updating its game state?

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  • How do I give a user permisson to view scheduled task history on Server 2008?

    - by pplrppl
    I've set up a scheduled task on Server 2008 and want to run it as a user other than the local administrator. So I choose a domain account created specifically for this task and once I've closed the scheduled task and entered a valid password I want to run it and look a the history tab for this task. On the history tab I see: The user account does not have permission to view task history on this computer. What permission must I grant to allow this user to view history and/or how can I view the history as a local admin/domain admin instead of the user the job will run under? Steps to hopefully reproduce: I'm starting from the "Server Manager" - Configuration - Task Scheduler - Task Scheduler Library. IN the top middle pane I have tasks that have been running for several months as the local administrator. In the process of troubleshooting another issue I changed the task to run as Domain\ABCuser. Later in the process of troubleshooting I tried unchecking "run with highest privileges". I have since changed the job back to SERVERNAME\Administrator but the history tab still showed the permissions message. I may have had multiple Server Manager windows open. After Closing the Server Manager and being sure no other management consoles were open I was able to reopen the Server Manager and see the History tab without error. At this point the task works properly but should I ever need to run a task as a task specific account I'd like to know how to make the history viewable. It may be something as simple as closing all Server Manger windows to allow cached permissions to be refreshed the next time you open the Manager but at this point I don't know exactly what the solution is.

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