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  • Hero/Character sprite size in comparison to tile size?

    - by Kid
    So I'm making this simple platformer where the Hero is 16x16 in size, but also, the tile size is 16x16. Which sounds fine right? But my game window/world is 800x416, which makes the Hero is really really tiny in comparison. This really surprised me, but given Ive never made a platformer before it is also a new discovery. Is there a rule set for scale in platformer games? I'd like to have my game window remain the size it is (800x416), cause the game involves large levels. But how big should my hero be? I hope I was clear with the question, and I appreciate any insight. Thanks

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  • Christmas in the Clouds

    - by andrewbrust
    I have been spending the last 2 weeks immersing myself in a number of Windows Azure and SQL Azure technologies.  And in setting up a new business (I’ll speak more about that in the future), I have also become a customer of Microsoft’s BPOS (Business Productivity Online Services).  In short, it has been a fortnight of Microsoft cloud computing. On the Azure side, I’ve looked, of course, at Web Roles and Worker Roles.  But I’ve also looked at Azure Storage’s REST API (including coding to it directly), I’ve looked at Azure Drive and the new VM Role; I’ve looked quite a bit at SQL Azure (including the project “Houston” Silverlight UI) and I’ve looked at SQL Azure labs’ OData service too. I’ve also looked at DataMarket and its integration with both PowerPivot and native Excel.  Then there’s AppFabric Caching, SQL Azure Reporting (what I could learn of it) and the Visual Studio tooling for Azure, including the storage of certificate-based credentials.  And to round it out with some user stuff, on the BPOS side, I’ve been working with Exchange Online, SharePoint Online and LiveMeeting. I have to say I like a lot of what I’ve been seeing.  Azure’s not perfect, and BPOS certainly isn’t either.  But there’s good stuff in all these products, and there’s a lot of value. Azure Goes Deep Most people know that Web and Worker roles put the platform in charge of spinning virtual machines up and down, and keeping them up to date. But you can go way beyond that now.  The still-in-beta VM Role gives you the power to craft the machine (much as does Amazon’s EC2), though it takes away the platform’s self-managing attributes.  It still spins instances up and down, making drive storage non-durable, but Azure Drive gives you the ability to store VHD files as blobs and mount them as virtual hard drives that are readable and writeable.  Whether with Azure Storage or SQL Azure, Azure does data.  And OData is everywhere.  Azure Table Storage supports an OData Interface.  So does SQL Azure and so does DataMarket (the former project “Dallas”).  That means that Azure data repositories aren’t just straightforward to provision and configure…they’re also easy to program against, from just about any programming environment, in a RESTful manner.  And for more .NET-centric implementations, Azure AppFabric caching takes the technology formerly known as “Velocity” and throws it up into the cloud, speeding data access even more. Snapping in Place Once you get the hang of it, this stuff just starts to work in a way that becomes natural to understand.  I wasn’t expecting that, and I was really happy to discover it. In retrospect, I am not surprised, because I think the various Azure teams are the center of gravity for Redmond’s innovation right now.  The products belie this and so do my observations of the product teams’ motivation and high morale.  It is really good to see this; Microsoft needs to lead somewhere, and they need to be seen as the underdog while doing so.  With Azure, both requirements are in place.   BPOS: Bad Acronym, Easy Setup BPOS is about products you already know; Exchange, SharePoint, Live Meeting and Office Communications Server.  As such, it’s hard not to be underwhelmed by BPOS.  Until you realize how easy it makes it to get all that stuff set up.  I would say that from sign-up to productive use took me about 45 minutes…and that included the time necessary to wrestle with my DNS provider, set up Outlook and my SmartPhone up to talk to the Exchange account, create my SharePoint site collection, and configure the Outlook Conferencing add-in to talk to the provisioned Live Meeting account. Never before did I think setting up my own Exchange mail could come anywhere close to the simplicity of setting up an SMTP/POP account, and yet BPOS actually made it faster.   What I want from my Azure Christmas Next Year Not everything about Microsoft’s cloud is good.  I close this post with a list of things I’d like to see addressed: BPOS offerings are still based on the 2007 Wave of Microsoft server technologies.  We need to get to 2010, and fast.  Arguably, the 2010 products should have been released to the off-premises channel before the on-premise sone.  Office 365 can’t come fast enough. Azure’s Internet tooling and domain naming, is scattered and confusing.  Deployed ASP.NET applications go to cloudapp.net; SQL Azure and Azure storage work off windows.net.  The Azure portal and Project Houston are at azure.com.  Then there’s appfabriclabs.com and sqlazurelabs.com.  There is a new Silverlight portal that replaces most, but not all of the HTML ones.  And Project Houston is Silvelright-based too, though separate from the Silverlight portal tooling. Microsoft is the king off tooling.  They should not make me keep an entire OneNote notebook full of portal links, account names, access keys, assemblies and namespaces and do so much CTRL-C/CTRL-V work.  I’d like to see more project templates, have them automatically reference the appropriate assemblies, generate the right using/Imports statements and prime my config files with the right markup.  Then I want a UI that lets me log in with my Live ID and pick the appropriate project, database, namespace and key string to get set up fast. Beta programs, if they’re open, should onboard me quickly.  I know the process is difficult and everyone’s going as fast as they can.  But I don’t know why it’s so difficult or why it takes so long.  Getting developers up to speed on new features quickly helps popularize the platform.  Make this a priority. Make Azure accessible from the simplicity platforms, i.e. ASP.NET Web Pages (Razor) and LightSwitch.  Support .NET 4 now.  Make WebMatrix, IIS Express and SQL Compact work with the Azure development fabric. Have HTML helpers make Azure programming easier.  Have LightSwitch work with SQL Azure and not require SQL Express.  LightSwitch has some promising Azure integration now.  But we need more.  WebMatrix has none and that’s just silly, now that the Extra Small Instance is being introduced. The Windows Azure Platform Training Kit is great.  But I want Microsoft to make it even better and I want them to evangelize it much more aggressively.  There’s a lot of good material on Azure development out there, but it’s scattered in the same way that the platform is.   The Training Kit ties a lot of disparate stuff together nicely.  Make it known. Should Old Acquaintance Be Forgot All in all, diving deep into Azure was a good way to end the year.  Diving deeper into Azure should a great way to spend next year, not just for me, but for Microsoft too.

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  • Lighting a Voxel World Realistically

    - by sharethis
    I am new to game development and never implemented a complicated (and realistic) lighting. My game uses a 3d voxel terrain world (like Minecraft). To hold the data I use octrees. My goal is to render a more realistic world scene like in most voxel games. For that I want to use a bezier algorithm to round out the blocky world. Assume that I already have a large generated polygon of my terrain (or some of them). I heard of some techniques like volumetric light, global illumination, ... What approaches of a very realistic lighting are there for my "organic shaped" voxel game?

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  • What is the best way to bypass China firewall to allow SSH deploy@**.com

    - by Lap
    I am trying to bypass the china firewall and allow SSH deploy@**.com at the command console. This is because I need to test the games I wrote on apps.facebook.com/**. I tried VPN (both pptp and openvpn), but they aren't that great as connection speed slows down significantly. Since I am deploying the game in another site, my browser needs to download the game, which is super slow. What are ways of bypassing the firewall other than getting a VPN? I was thinking maybe have a computer outside China and using teamviewer to access...

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  • Collision Detection, player correction

    - by DoomStone
    I am having some problems with collision detection, I have 2 types of objects excluding the player. Tiles and what I call MapObjects. The tiles are all 16x16, where the MapObjects can be any size, but in my case they are all 16x16. When my player runs along the mapobjects or tiles, it get verry jaggy. The player is unable to move right, and will get warped forward when moving left. I have found the problem, and that is my collision detection will move the player left/right if colliding the object from the side, and up/down if collision from up/down. Now imagine that my player is sitting on 2 tiles, at (10,12) and (11,12), and the player is mostly standing on the (11,12) tile. The collision detection will first run on then (10,12) tile, it calculates the collision depth, and finds that is is a collision from the side, and therefore move the object to the right. After, it will do the collision detection with (11,12) and it will move the character up. So the player will not fall down, but are unable to move right. And when moving left, the same problem will make the player warp forward. This problem have been bugging me for a few days now, and I just can't find a solution! Here is my code that does the collision detection. public void ApplyObjectCollision(IPhysicsObject obj, List<IComponent> mapObjects, TileMap map) { PhysicsVariables physicsVars = GetPhysicsVariables(); Rectangle bounds = ((IComponent)obj).GetBound(); int leftTile = (int)Math.Floor((float)bounds.Left / map.GetTileSize()); int rightTile = (int)Math.Ceiling(((float)bounds.Right / map.GetTileSize())) - 1; int topTile = (int)Math.Floor((float)bounds.Top / map.GetTileSize()); int bottomTile = (int)Math.Ceiling(((float)bounds.Bottom / map.GetTileSize())) - 1; // Reset flag to search for ground collision. obj.IsOnGround = false; // For each potentially colliding tile, for (int y = topTile; y <= bottomTile; ++y) { for (int x = leftTile; x <= rightTile; ++x) { IComponent tile = map.Get(x, y); if (tile != null) { bounds = HandelCollision(obj, tile, bounds, physicsVars); } } } // Handel collision for all Moving objects foreach (IComponent mo in mapObjects) { if (mo == obj) continue; if (mo.GetBound().Intersects(((IComponent)obj).GetBound())) { bounds = HandelCollision(obj, mo, bounds, physicsVars); } } } private Rectangle HandelCollision(IPhysicsObject obj, IComponent objb, Rectangle bounds, PhysicsVaraibales physicsVars) { // If this tile is collidable, SpriteCollision collision = ((IComponent)objb).GetCollisionType(); if (collision != SpriteCollision.Passable) { // Determine collision depth (with direction) and magnitude. Rectangle tileBounds = ((IComponent)objb).GetBound(); Vector2 depth = bounds.GetIntersectionDepth(tileBounds); if (depth != Vector2.Zero) { float absDepthX = Math.Abs(depth.X); float absDepthY = Math.Abs(depth.Y); // Resolve the collision along the shallow axis. if (absDepthY <= absDepthX || collision == SpriteCollision.Platform) { // If we crossed the top of a tile, we are on the ground. if (obj.PreviousBound.Bottom <= tileBounds.Top) obj.IsOnGround = true; // Ignore platforms, unless we are on the ground. if (collision == SpriteCollision.Impassable || obj.IsOnGround) { // Resolve the collision along the Y axis. ((IComponent)obj).Position = new Vector2(((IComponent)obj).Position.X, ((IComponent)obj).Position.Y + depth.Y); // If we hit something about us, remove all velosity upwards if (depth.Y > 0 && obj.IsJumping) { obj.Velocity = new Vector2(obj.Velocity.X, 0); obj.JumpTime = physicsVars.MaxJumpTime; } // Perform further collisions with the new bounds. return ((IComponent)obj).GetBound(); } } else if (collision == SpriteCollision.Impassable) // Ignore platforms. { // Resolve the collision along the X axis. ((IComponent)obj).Position = new Vector2(((IComponent)obj).Position.X + depth.X, ((IComponent)obj).Position.Y); // Perform further collisions with the new bounds. return ((IComponent)obj).GetBound(); } } } return bounds; } Update: I have uploaded the source code, if you want to look that through. I think that my general approach might be wrong when i am working with small tiles, I have also be unable to find any good information on physics and collision detection in Platform games. http://dl.dropbox.com/u/3181816/Sogaard.Games.SuperMario.rar

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  • Aw, Snap! in Google Chrome [on hold]

    - by D. S. Schneider
    Just wondering if anyone else's experiencing the "Aw, Snap!" bug in Google Chrome. I'm developing a brand new engine which occasionaly triggers this bug and as far as I know, there's nothing one can do to find out what actually triggered the issue. I've also tested my engine with Firefox, which runs just fine. Anyway, just wanted to know if someone else is facing this while developing games for Google Chrome and has a clue about what can be done to avoid it. I'm using plain JavaScript and the audio and canvas elements from HTML5. Thanks!

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  • Verification of UML Class Diagram

    - by Jean Carlos Suárez Marranzini
    This is my UML Class Diagram made in Astah Community, for a tennis scoreboard game. Here's a link to the image (I don't have enough rep to post images): http://i47.tinypic.com/2lsxx90.png Points are calculated based on moves. Moves can be either points (for the player's advantage) or errors (for the opponent's advantage). The Time Machine allows you to travel to previous game states (expressed as scoreboards). The storage component should be able to store matches independently of the serialization format. The serializers and deserializers should be able to do their job regardless of where the storage lies. The GameEngine should be able to apply the rules of the game regardless of the particularities of the game (hence, dependency injection through the Settings class). The outcomes of games, sets and matches should be deducible based on the points and the rules to apply (the logic implementations are there to provide the rules). Could you please verify my design and tell me if there's anything wrong with it? Thanks in advance.

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  • Push or Pull Input Data In the Game Logic?

    - by Qua
    In the process of preparing my game for networking I'm adding a layer of seperation between the physical input (mouse/keyboard) and the actual game "engine"/logic. All input that has any relation to the game logic is wrapped inside action objects such as BuildBuildingAction. I was thinking of having an action processing layer that would determine what to do with the input. This layer could then be set up to either just pass the actions locally to the game engine or send it via sockets to the network server depending on whether the game was single- or multiplayer. In network games it would make sense that the player's actions should be sent to the server, but should the game logic be pulling (polling?) the data through some sort of interface or should the action processing layer be adding the actions to an input queue in the game logic code?

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  • High level project workflow

    - by user775060
    We are a small software company trying our hand at our second game. Since our first games' process was a living nightmare (since we used webdevelopment workflow) I have decided to educate myself on how to manage a game project on a high level. How does your process work, from idea to launch? Preferably in situations where you have a team that needs to cooperate. I've seen these 2 links, which are useful in a way, but was wondering if there are better/more comprehensive ways to do this? http://www.goodcontroller.com/blog/?p=136 http://gogogic.wordpress.com/2009/02/09/symbol6-how-we-created-an-iphone-game/ All input would be infinitely appreciated.

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  • Stay Connected To Friends With Free SMS

    Online SMSs have received mass acceptance today. Though it is distinct in many ways from a mobile phone, it has its own advantages. In today?s fast paced life, people are left with really less time... [Author: Pooja Singh - Computers and Internet - March 29, 2010]

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  • Is there an open source sports manager project?

    - by massive
    For a long time I've tried to search for an open source manager game, but without any luck. I'm looking for a suitable project for a reference to my own pet project. Features like well designed data model, tournament and fixture generation and understandable match simulation algorithm would be a great bonuses. I'm especially interested in game projects like Hattrick and SI Games' Football Manager, although it is irrelevant what the particular sport is. The project should be preferably web-based as Hattrick is. I've crawled through GitHub and SourceForge, but I found only a few sports simulation projects. Projects, which I have found, were either dead or not fulfilling my wishes. Do you know any open source manager game / fantasy sports game project, which would be available as open source, OR at least any material, which would be useful when building a such project?

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  • Heating Up the Search Results With Local SEO

    With the help of an SEO agencies and local SEO, local businesses are dominating the first page of search results. There are millions of websites in existence today and With so much competition, website owners must have high rankings with the search engines in order to succeed online.

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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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  • game performance

    - by iQue
    I'm making a game for android, and earlier today I was trying to add some cool stuff to my game. The problem is this thing needs like 5 timers. I build my timers like this: timer += deltaTime; if(timer >= 2.0f){ doStuff; timer -= 2.0f; } // this timers gets stuff done every 2 secs Will having to many timers like this, getting checked every frame, screw up my games performance? The effect I wanted to add was a crosshair every 2 sec, then remove it after 2 sec and do a timed animation. So an array of crosshairs dependent on a bunch of timers to be exact. This caused my game to shut down when used, so thats why Im wondering if using that many timers causes my game to flip out.

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  • What's the best game engine to use for my PC game project? [closed]

    - by user19860
    I'm in the planning phase of creating an action-rpg for the PC, and I'd like to create a League of Legends style look for the game (animated/cartoony). Any idea which engine best replicates this look? I ask because when I look at a lot of the UDk/Unreal games, they've all got the more realistic 3-D look that I'd like to avoid, so I was wondering if an alternate look was possible on that type of engine. Source SDK and Unity also look very interesting, I just don't know what types of visual capabilities these engines have. Thanks in advance.

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  • Cannot get past "Installation type" screen after choosing "Install Ubuntu inside Windows 7"

    - by Greg
    After getting to the screen that states: "This computer currently has Windows 7 on it. What would you like to do?" I am not able to continue with the installation process after selecting "Install Ubuntu inside Windows 7". I am running Ubuntu off a USB drive after using UNetBootin and then selecting the "Install Ubuntu 12.04 LTS" shortcut. Everything included on the online guides worked perfectly up to this point. Very new to Linux, please help?

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  • How can I create a 3D model in Java without using modeling software?

    - by Galen Nare
    I am a lightly experienced game developer and this is my first time trying 3D objects in Java for the first time. I have been recently creating and updating games using AWT, Swing, and Graphics, but I want to delve farther into Java. I have looked into Java3D, but it's not what I want. I want to use Images and then crop the Image and place the respective textures in their respective places. I already know how to do the cropping and 2D Image editing, but how do I go 3D?

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  • Tips For Hiring a Dedicated Web Developer

    Fed up by making pockets empty in order to successfully establish business in online market? Hire a dedicated web developer and give dimensions to business. Simply follow some useful guidelines given in this article to find out a highly skilled developer for business.

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  • LibrePlanet 2010 Completes Its Orbit

    <b>Bradley M. Kuhn:</b> "I met so many young people excited about software freedom. I can only imagine to be only 19 or 20 years old and have the opportunity meet other Free Software developers in person. At that age, I considered myself lucky to simply have Usenet access so that I could follow and participate in online discussions about Free Software..."

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  • Using Extended Events in SQL Server Denali CTP1 to Map out the TransactionLog SQL Trace Event EventSubClass Values

    - by Jonathan Kehayias
    John Samson ( Blog | Twitter ) asked on the MSDN Forums about the meaning/description for the numeric values returned by the EventSubClass column of the TransactionLog SQL Trace Event.  John pointed out that this information is not available for this Event like it is for the other events in the Books Online Topic ( TransactionLog Event Class ), or in the sys.trace_subclass_values DMV.  John wanted to know if there was a way to determine this information.  I did some looking and found...(read more)

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  • Naming the Weapons and Designing Weapons Based in Real-life During Game Development [duplicate]

    - by David Dimalanta
    This question already has an answer here: Do you need a license for weapon models? 6 answers Is it legit or copyright safe if I name the actual name of the gun model such as AK-47, M16, Remington 870, and so on? I'm on the works for making a simple 2D 3rd-person shooter game. One of the examples is the Counter Strike and the game listed the name of weapons based on the real life models and so developers decided to created this named it for the weapon designs. If not, should I make either falsify the name of weapons (e.g. 9mm instead of Glock 17 from a Syphon Filter game) or make fictional weapons like the ones developed behind Halo games?

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  • Operations Manager SQL monitoring issue?

    - by merrillaldrich
    We're in the early stages of implementing System Center Operations Manager 2007 R2, and from what I've see so far it looks really good. I am still interested to see the depth of performance counter information that it'll collect and store, but haven't been able to really dig into that just yet. There is one issue I am seeing and I don't know if others have come across this (could not find much online about it either): computing a database file free space alert rule is a little complicated, and it...(read more)

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  • I'm using OpenAL, trying to load a .ogg file and having .dll troubles

    - by Brendan Webster
    I'm using OpenAL for my game's music, and it loads .wav files by default, but to load in Ogg files I had to download and setup a few .dlls and lib files. I have fixed all errors with dlls except for this: I need vorbis.dll, and it says it's missing vorbis_window. I just can't find the dll anywhere online that includes the vorbis_window, anyone have suggestions on how I should fix this problem with my dll?

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  • Game Sound Effects Availability

    - by Ben
    Is there a need in the community for affordable game-focused sound effect packs? I am considering putting together some effects specifically geared toward games and indie developers that desire to get a working prototype quickly off the ground. Is there a need for this, or is there another standard "go-to" spot for this kind of thing? I want to offer value to the community but wanted to assess the need first. If anyone has thoughts, insight, or personal opinions on this I would love to hear it!

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