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  • A Six Step Plan for Introducing Kids to Tabletop RPGs

    - by Jason Fitzpatrick
    Introducing your kids, nieces and nephews, or other budding geeks to your geeky hobbies like role-playing games can be tricky. This handy plan lays out some simple steps to make RPGs fun for younger kids. Courtesy of Ryan Carlson over at Geek Dad, the six-step primer covers topics like simplifying the rules, varying task difficulty, fun character creation ideas, and ensuring there are adequate opportunities for in-game success. Hit up the link below for the full guide. Have a RPG-introduction success story or tip to share? Add to the conversation in the comments below. Running an Introductory Roleplaying Game for Kids [GeekDad] How To Use USB Drives With the Nexus 7 and Other Android Devices Why Does 64-Bit Windows Need a Separate “Program Files (x86)” Folder? Why Your Android Phone Isn’t Getting Operating System Updates and What You Can Do About It

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  • Little Wheel Is An Atmospheric and Engaging Point-and-Click Adventure

    - by Jason Fitzpatrick
    If you’re a fan of the resurgence of highly stylized and atmospheric adventure games–such as Spirit, World of Goo, and the like–you’ll definitely want to check out this well executed, free, and more than a little bit charming browser-based game. Little Wheel is set in a world of robots where, 10,000 years ago, a terrible accident at the central power plant left all the robots without power. The entire robot world went into a deep sleep and now, thanks to a freak lightning strike, one little robot has woken up. Your job, as that little robot, is to navigate the world of Little Wheel and help bring it back to life. Hit up the link below to play the game for free–the quality of the visual and audio design make going full screen and turning the speakers on a must. Little Wheel [via Freeware Genuis] How to Make Your Laptop Choose a Wired Connection Instead of Wireless HTG Explains: What Is Two-Factor Authentication and Should I Be Using It? HTG Explains: What Is Windows RT and What Does It Mean To Me?

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  • Install a Wii Game Loader for Easy Backups and Fast Load Times

    - by Jason Fitzpatrick
    We’ve shown you how to hack your Wii for homebrew software and DVD playback as well as how to safeguard and supercharge your Wii. Now we’re taking a peek at Wii game loaders so you can backup and play your Wii games from an external HDD. Latest Features How-To Geek ETC HTG Projects: How to Create Your Own Custom Papercraft Toy How to Combine Rescue Disks to Create the Ultimate Windows Repair Disk What is Camera Raw, and Why Would a Professional Prefer it to JPG? The How-To Geek Guide to Audio Editing: The Basics How To Boot 10 Different Live CDs From 1 USB Flash Drive The 20 Best How-To Geek Linux Articles of 2010 Lord of the Rings Movie Parody Double Feature [Video] Turn a Webpage into an Asteroids-Styled Shooting Game in Opera Dolphin Browser Mini Leaves Beta; Sports New GUI, Easy Bookmarking, and More Updated Google Goggles Scans Faster; Solves Sudoku Puzzles Snowy Castle Retreat in the Mountains Wallpaper Fix TV Show Sorting Issues on iOS Devices

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  • Download the Original Fallout For Free Today [4/6]

    - by Jason Fitzpatrick
    Fallout, the first game in the popular post-apocalyptic RPG series, is available for free today. Grab the game along with a detailed manual, game bible, soundtrack, and more. Courtesty of gaming site GOG, you can score a free Fallout bundle that includes the original game from 1997, a detailed manual, a 200+ page game bible filled with the history of the Fallout games and timeline, wallpaper, artwork, and even the game soundtrack. Not a bad haul for a single free download that weighs in at 506MB. Check out the video of the in-game introduction above and then hit up the link below to grab a copy. Fallout [GOG via Boing Boing] How to Own Your Own Website (Even If You Can’t Build One) Pt 3 How to Sync Your Media Across Your Entire House with XBMC How to Own Your Own Website (Even If You Can’t Build One) Pt 2

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  • Generating grammatically correct MUD-style attack descriptions

    - by Extrakun
    I am currently working on a text based game, where the outcome of a combat round goes something like this %attacker% inflicts a serious wound (12 points damage) on %defender% Right now, I just swap %attacker% with the name of the attacker, and %defender% for the name of the defender. However, the description works, but don't read correctly. Since the game is just all text, I don't want to resort to generic descriptions (Such as "You use Attack on Goblin for 5 damage", which arguably solve the problem) How do I generate correct descriptions for cases where %attacker% refers to "You", the player? "You inflicts..." is wrong "Bees", or other plural? I need somehow to know I should prefix the name with a "The " If %attacker% is a generic noun, such as "Goblin", it will read weird as opposed to %attacker% being a name. Compare "Goblin inflicts..." vs. "Aldraic Swordbringer inflicts...." How does text-based games usually resolve such issues?

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  • Need material for character anatomy in a 2D game. Spartan Like, See Picture

    - by Edwin Soho
    I'm creating my art for an 2d based IOS game. I know some basic anatomy as you can see by the picture but I have no idea how I will make draw the pics for animation of the character walking, attacking with his sword and protecting himself with shield. Is there any anatomy reference for 2d game out there, book or anything else? for your information, I did try to find but all of stuff I found are very amateur and incomplete The picture was my attempt of creating a example of the character walking, which I'm not happy with please help, thanks Update: Since I am in a hurry I decided I would copy the anatomy from other 2d games, it is not that clean but at least I wanna be able to start it. The question is still open.

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  • Can I hook my xbox up to my Ubuntu PC

    - by Anonymous John
    My old xbox 360 won't eject disks, it makes a sound,but won't open. I want to play games, so I think I could hook it up to my PC running Ubuntu 13.10 64-bit and maybe I could use my PC's DVD drive. Can this work at all, or am I just crazy? There is an HDMI port on the back of my graphics card. If I can't do that, is there any software for Ubuntu that can rip the game off of a CD and put it on a flash drive? I have heard xbmcbuntu works great for gaming, but it doesn't work with my PC.

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  • The how of a collision engine

    - by JXPheonix
    This is a very, very broad question - what is the general algorithm of how a collision engine works? No code in specific, but rather, just a general idea of how a collision engine does what it does, constantly refreshing the points of an object and comparing it to other objects? (see, I have the general gist of it here.) A collision engine is basically an engine used in games (generally) so that your player (call him Bob), whenever bob moves into a wall, Bob stops, Bob does not walk through the wall. They also generally handle the gravity in a game and environmental things like that.

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  • How can i change focus when game locks it?

    - by GrizzLy
    I am playing wolfenstein:enemy territory, and if i play it in windowed mode, i can't change focus from game to something else (alt+tab doesnt work). EDIT1: As far as i could try, only ctrl+alt+Fx works (x is one number, for example F1 will switch to terminal). Could i somehow capture this kind of shortcut somewhere on X level and then send it to compiz to change focus (minimize currently focused window)? EDIT2: I found one other way, it works for Wolf:ET, it may help with other games too, if you turn on gameconsole (usually tilde key) game will release mouse lock (in windowed mode).

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  • Ubuntu - Psychonauts - Camera involentarily listing to the right

    - by James
    I've recently purchased the Humble Bundle V and have been having an absolute riot with the games given. The one problem I'm running into though, is that whenever I launch Psychonauts and run a game, the Camera lists to the right slowly and I can't get it to stop. Strangely enough when I zoom in (with z), it lists to the left. I was wondering if anyone else had this problem and if there was a solution. Maybe it's even the mouse configs I currently have on the laptop that interacts strangely with 3D environments.

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  • Can various browsers be assumed to maintain predictible state accurately in multiplayer online gaming?

    - by Nikos
    With many games it is said that server will assume that clients keep track of the world accurately. Assuming this is true, for a browser based multiplier space invaders game you would only tell the client when new bullets or the players ship moves and everything that behaves in a predetermined manner in the js client. It would be expected that positions would be the same in the browsers. Do you think you could trust browsers to do this? I feel that timings could differ between rendering loops and cause positions to get out of sync and might just get the server to maintain all the positions to make sure.

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  • HP Chromebook 14 Crouton = Broken packages

    - by Robin Perry
    I'm completely new and inept with ubuntu. I've recently purchased a chromebook 14 by Hewlett-Packard and today find out how to install Crouton for it. My goal is to be able to use steam on the chromebook for small time-killing games. My issue is that no matter what kind of application I attempt to install, it always tells me it has "broken dependencies" I also tried installing debian versions of "Firefox", "Chrome", "Opera" as well as "Cave Story+" from humble bundle. I've tried to do the sudo apt-get install -f as well as loads of other commands but nothing works What can I do, I can post any specs you need and am ready to use another way to get to steam such as ChrUbuntu if my issue is unfixable

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  • Splice gives blank screen on startup

    - by dpb
    I just installed splice from the humble bundle, and I get a blank screen on startup. I can hear the audio, and if I move my mouse around, I can hear the menu items or something changing. I have an amd radeon HD5800 series. I'm using the fglrx-updates driver on 12.10, fully updated. Any ideas of things to try? Full screen or windowed, I get a blank window. Also, other GL games are running just fine.

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  • Ask The Readers: How Do You Find Your Next Game?

    - by Jason Fitzpatrick
    Once upon a time the only place for new video game information was down at the arcade. These days there’s a news source and niche for everyone and every kind of game; where and how do you find your next video game conquest? Word of mouth? App recommendations? Critical reviews? This week we’re interested in lining ourselves up for a little summer fun: tell us all about your tips, tricks, and techniques for finding the real gems in the pile of games that comes out every year. Sound off in the comments and then check back in on Friday for the What You Said roundup. HTG Explains: What Is Two-Factor Authentication and Should I Be Using It? HTG Explains: What Is Windows RT and What Does It Mean To Me? HTG Explains: How Windows 8′s Secure Boot Feature Works & What It Means for Linux

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  • What is realism?

    - by eversor
    Beyond the obvious something that seams real, realism in games is a hard feature to hit. In some cases, things that are completely impossible in real life are seen as realistic by gamers. For instance, in some FPS you can survive being hit by a fair amount of bullets when in real life one is enough, Newton-defying car drifts, etc. So, in some cases, reductions of life-like actions or consequences implies a bigger sense of realism. The root of this pseudo-philosophical question lies in: I am going to create a engine for battles in an online (browser-based) strategic game. Browser-based means that the battle would not be seen. And i do not know how to approach this realism issue.

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  • How do I make a Java gave without a JFrame?

    - by kullalok
    I am working on an arcade-like game, and so far, I have been using JFrame. All the action occurs in the JFrame basically. However, I've noticed that a lot of games that you install on a computer don't have a frame. When you play them on Windows, the game covers the entire screen (the start bar disappears and you can't access any other application on your computer). I'd like to do that for my game. Is it possible to do so with Java? If so, how would I do this?

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  • Finding patterns in Puzzle games.

    - by José Joel.
    I was wondering, which are the most commonly used algorithms applied to finding patterns in puzzle games conformed by grids of cells. I know that depends of many factors, like the kind of patterns You want to detect, or the rules of the game...but I wanted to know which are the most commonly used algorithms in that kind of problems... For example, games like columns, bejeweled, even tetris. I also want to know if detecting patterns by "brute force" ( like , scanning all the grid trying to find three adyacent cells of the same color ) is significantly worst that using particular algorithms in very small grids, like 4 X 4 for example ( and again, I know that depends of the kind of game and rules ...) Which structures are commonly used in this kind of games ?

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  • 64-bit Archives Needed

    - by user9154181
    A little over a year ago, we received a question from someone who was trying to build software on Solaris. He was getting errors from the ar command when creating an archive. At that time, the ar command on Solaris was a 32-bit command. There was more than 2GB of data, and the ar command was hitting the file size limit for a 32-bit process that doesn't use the largefile APIs. Even in 2011, 2GB is a very large amount of code, so we had not heard this one before. Most of our toolchain was extended to handle 64-bit sized data back in the 1990's, but archives were not changed, presumably because there was no perceived need for it. Since then of course, programs have continued to get larger, and in 2010, the time had finally come to investigate the issue and find a way to provide for larger archives. As part of that process, I had to do a deep dive into the archive format, and also do some Unix archeology. I'm going to record what I learned here, to document what Solaris does, and in the hope that it might help someone else trying to solve the same problem for their platform. Archive Format Details Archives are hardly cutting edge technology. They are still used of course, but their basic form hasn't changed in decades. Other than to fix a bug, which is rare, we don't tend to touch that code much. The archive file format is described in /usr/include/ar.h, and I won't repeat the details here. Instead, here is a rough overview of the archive file format, implemented by System V Release 4 (SVR4) Unix systems such as Solaris: Every archive starts with a "magic number". This is a sequence of 8 characters: "!<arch>\n". The magic number is followed by 1 or more members. A member starts with a fixed header, defined by the ar_hdr structure in/usr/include/ar.h. Immediately following the header comes the data for the member. Members must be padded at the end with newline characters so that they have even length. The requirement to pad members to an even length is a dead giveaway as to the age of the archive format. It tells you that this format dates from the 1970's, and more specifically from the era of 16-bit systems such as the PDP-11 that Unix was originally developed on. A 32-bit system would have required 4 bytes, and 64-bit systems such as we use today would probably have required 8 bytes. 2 byte alignment is a poor choice for ELF object archive members. 32-bit objects require 4 byte alignment, and 64-bit objects require 64-bit alignment. The link-editor uses mmap() to process archives, and if the members have the wrong alignment, we have to slide (copy) them to the correct alignment before we can access the ELF data structures inside. The archive format requires 2 byte padding, but it doesn't prohibit more. The Solaris ar command takes advantage of this, and pads ELF object members to 8 byte boundaries. Anything else is padded to 2 as required by the format. The archive header (ar_hdr) represents all numeric values using an ASCII text representation rather than as binary integers. This means that an archive that contains only text members can be viewed using tools such as cat, more, or a text editor. The original designers of this format clearly thought that archives would be used for many file types, and not just for objects. Things didn't turn out that way of course — nearly all archives contain relocatable objects for a single operating system and machine, and are used primarily as input to the link-editor (ld). Archives can have special members that are created by the ar command rather than being supplied by the user. These special members are all distinguished by having a name that starts with the slash (/) character. This is an unambiguous marker that says that the user could not have supplied it. The reason for this is that regular archive members are given the plain name of the file that was inserted to create them, and any path components are stripped off. Slash is the delimiter character used by Unix to separate path components, and as such cannot occur within a plain file name. The ar command hides the special members from you when you list the contents of an archive, so most users don't know that they exist. There are only two possible special members: A symbol table that maps ELF symbols to the object archive member that provides it, and a string table used to hold member names that exceed 15 characters. The '/' convention for tagging special members provides room for adding more such members should the need arise. As I will discuss below, we took advantage of this fact to add an alternate 64-bit symbol table special member which is used in archives that are larger than 4GB. When an archive contains ELF object members, the ar command builds a special archive member known as the symbol table that maps all ELF symbols in the object to the archive member that provides it. The link-editor uses this symbol table to determine which symbols are provided by the objects in that archive. If an archive has a symbol table, it will always be the first member in the archive, immediately following the magic number. Unlike member headers, symbol tables do use binary integers to represent offsets. These integers are always stored in big-endian format, even on a little endian host such as x86. The archive header (ar_hdr) provides 15 characters for representing the member name. If any member has a name that is longer than this, then the real name is written into a special archive member called the string table, and the member's name field instead contains a slash (/) character followed by a decimal representation of the offset of the real name within the string table. The string table is required to precede all normal archive members, so it will be the second member if the archive contains a symbol table, and the first member otherwise. The archive format is not designed to make finding a given member easy. Such operations move through the archive from front to back examining each member in turn, and run in O(n) time. This would be bad if archives were commonly used in that manner, but in general, they are not. Typically, the ar command is used to build an new archive from scratch, inserting all the objects in one operation, and then the link-editor accesses the members in the archive in constant time by using the offsets provided by the symbol table. Both of these operations are reasonably efficient. However, listing the contents of a large archive with the ar command can be rather slow. Factors That Limit Solaris Archive Size As is often the case, there was more than one limiting factor preventing Solaris archives from growing beyond the 32-bit limits of 2GB (32-bit signed) and 4GB (32-bit unsigned). These limits are listed in the order they are hit as archive size grows, so the earlier ones mask those that follow. The original Solaris archive file format can handle sizes up to 4GB without issue. However, the ar command was delivered as a 32-bit executable that did not use the largefile APIs. As such, the ar command itself could not create a file larger than 2GB. One can solve this by building ar with the largefile APIs which would allow it to reach 4GB, but a simpler and better answer is to deliver a 64-bit ar, which has the ability to scale well past 4GB. Symbol table offsets are stored as 32-bit big-endian binary integers, which limits the maximum archive size to 4GB. To get around this limit requires a different symbol table format, or an extension mechanism to the current one, similar in nature to the way member names longer than 15 characters are handled in member headers. The size field in the archive member header (ar_hdr) is an ASCII string capable of representing a 32-bit unsigned value. This places a 4GB size limit on the size of any individual member in an archive. In considering format extensions to get past these limits, it is important to remember that very few archives will require the ability to scale past 4GB for many years. The old format, while no beauty, continues to be sufficient for its purpose. This argues for a backward compatible fix that allows newer versions of Solaris to produce archives that are compatible with older versions of the system unless the size of the archive exceeds 4GB. Archive Format Differences Among Unix Variants While considering how to extend Solaris archives to scale to 64-bits, I wanted to know how similar archives from other Unix systems are to those produced by Solaris, and whether they had already solved the 64-bit issue. I've successfully moved archives between different Unix systems before with good luck, so I knew that there was some commonality. If it turned out that there was already a viable defacto standard for 64-bit archives, it would obviously be better to adopt that rather than invent something new. The archive file format is not formally standardized. However, the ar command and archive format were part of the original Unix from Bell Labs. Other systems started with that format, extending it in various often incompatible ways, but usually with the same common shared core. Most of these systems use the same magic number to identify their archives, despite the fact that their archives are not always fully compatible with each other. It is often true that archives can be copied between different Unix variants, and if the member names are short enough, the ar command from one system can often read archives produced on another. In practice, it is rare to find an archive containing anything other than objects for a single operating system and machine type. Such an archive is only of use on the type of system that created it, and is only used on that system. This is probably why cross platform compatibility of archives between Unix variants has never been an issue. Otherwise, the use of the same magic number in archives with incompatible formats would be a problem. I was able to find information for a number of Unix variants, described below. These can be divided roughly into three tribes, SVR4 Unix, BSD Unix, and IBM AIX. Solaris is a SVR4 Unix, and its archives are completely compatible with those from the other members of that group (GNU/Linux, HP-UX, and SGI IRIX). AIX AIX is an exception to rule that Unix archive formats are all based on the original Bell labs Unix format. It appears that AIX supports 2 formats (small and big), both of which differ in fundamental ways from other Unix systems: These formats use a different magic number than the standard one used by Solaris and other Unix variants. They include support for removing archive members from a file without reallocating the file, marking dead areas as unused, and reusing them when new archive items are inserted. They have a special table of contents member (File Member Header) which lets you find out everything that's in the archive without having to actually traverse the entire file. Their symbol table members are quite similar to those from other systems though. Their member headers are doubly linked, containing offsets to both the previous and next members. Of the Unix systems described here, AIX has the only format I saw that will have reasonable insert/delete performance for really large archives. Everyone else has O(n) performance, and are going to be slow to use with large archives. BSD BSD has gone through 4 versions of archive format, which are described in their manpage. They use the same member header as SVR4, but their symbol table format is different, and their scheme for long member names puts the name directly after the member header rather than into a string table. GNU/Linux The GNU toolchain uses the SVR4 format, and is compatible with Solaris. HP-UX HP-UX seems to follow the SVR4 model, and is compatible with Solaris. IRIX IRIX has 32 and 64-bit archives. The 32-bit format is the standard SVR4 format, and is compatible with Solaris. The 64-bit format is the same, except that the symbol table uses 64-bit integers. IRIX assumes that an archive contains objects of a single ELFCLASS/MACHINE, and any archive containing ELFCLASS64 objects receives a 64-bit symbol table. Although they only use it for 64-bit objects, nothing in the archive format limits it to ELFCLASS64. It would be perfectly valid to produce a 64-bit symbol table in an archive containing 32-bit objects, text files, or anything else. Tru64 Unix (Digital/Compaq/HP) Tru64 Unix uses a format much like ours, but their symbol table is a hash table, making specific symbol lookup much faster. The Solaris link-editor uses archives by examining the entire symbol table looking for unsatisfied symbols for the link, and not by looking up individual symbols, so there would be no benefit to Solaris from such a hash table. The Tru64 ld must use a different approach in which the hash table pays off for them. Widening the existing SVR4 archive symbol tables rather than inventing something new is the simplest path forward. There is ample precedent for this approach in the ELF world. When ELF was extended to support 64-bit objects, the approach was largely to take the existing data structures, and define 64-bit versions of them. We called the old set ELF32, and the new set ELF64. My guess is that there was no need to widen the archive format at that time, but had there been, it seems obvious that this is how it would have been done. The Implementation of 64-bit Solaris Archives As mentioned earlier, there was no desire to improve the fundamental nature of archives. They have always had O(n) insert/delete behavior, and for the most part it hasn't mattered. AIX made efforts to improve this, but those efforts did not find widespread adoption. For the purposes of link-editing, which is essentially the only thing that archives are used for, the existing format is adequate, and issues of backward compatibility trump the desire to do something technically better. Widening the existing symbol table format to 64-bits is therefore the obvious way to proceed. For Solaris 11, I implemented that, and I also updated the ar command so that a 64-bit version is run by default. This eliminates the 2 most significant limits to archive size, leaving only the limit on an individual archive member. We only generate a 64-bit symbol table if the archive exceeds 4GB, or when the new -S option to the ar command is used. This maximizes backward compatibility, as an archive produced by Solaris 11 is highly likely to be less than 4GB in size, and will therefore employ the same format understood by older versions of the system. The main reason for the existence of the -S option is to allow us to test the 64-bit format without having to construct huge archives to do so. I don't believe it will find much use outside of that. Other than the new ability to create and use extremely large archives, this change is largely invisible to the end user. When reading an archive, the ar command will transparently accept either form of symbol table. Similarly, the ELF library (libelf) has been updated to understand either format. Users of libelf (such as the link-editor ld) do not need to be modified to use the new format, because these changes are encapsulated behind the existing functions provided by libelf. As mentioned above, this work did not lift the limit on the maximum size of an individual archive member. That limit remains fixed at 4GB for now. This is not because we think objects will never get that large, for the history of computing says otherwise. Rather, this is based on an estimation that single relocatable objects of that size will not appear for a decade or two. A lot can change in that time, and it is better not to overengineer things by writing code that will sit and rot for years without being used. It is not too soon however to have a plan for that eventuality. When the time comes when this limit needs to be lifted, I believe that there is a simple solution that is consistent with the existing format. The archive member header size field is an ASCII string, like the name, and as such, the overflow scheme used for long names can also be used to handle the size. The size string would be placed into the archive string table, and its offset in the string table would then be written into the archive header size field using the same format "/ddd" used for overflowed names.

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  • Windows' MSN Zone internet games will not launch due to error

    - by zechdc
    I keep getting this error when trying to launch Internet Spades on a Windows XP machine: Spades is unable to start. Close some other programs and try again, or try reinstalling Spades using Add/Remove Programs in Control Panel. I used the Add/Remove programs to disable, then enable games. It asked for the Windows XP CD which I put in. Did some stuff like it was working. Still get the same error message.

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  • Record keyboard/mouse macros for games

    - by Dan
    I want to record a keyboard/mouse macro for automatically playing repetitive flash games. The programs I'm familiar with xnee/gnee/pnee and xmacro don't work under Ubuntu 10.04. (Xnee gives "Xnee failed due to bad data received from RECORD extension" for version 3.02, which is a known issue which I haven't found a solution for, and xmacro just plain doesn't work...) Are there any other methods I could use besides these two programs? Thanks

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  • Periodic Slowdowns During Games

    - by Daniel
    Hi, I am having trouble with my laptop. A problem that happens is a slowdown that occurs every 5 minutes or so (problem can be seen during games). The fan will start to speed up and the laptop will slow down to about 50% of its original fps. This will persist for about 30 seconds and then continue back. Here are my specs: Intel T3400 (2.16GHz, 2 cores, 1M cache) 3 GB RAM (PC2-5300 333MHz) Mobile Intel 4 Series Express (1.26 GB VRAM)

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  • Bastion - Indie Humble Bundle

    - by user68008
    I have downloaded Bastion for Ubuntu and installed in the home folder normally. When executing "Games Bastion" nothing happens. Running Bastion directly from the installation folder results in the error below Unhandled Exception: System.EntryPointNotFoundException: glProgramParameteri at (wrapper managed-to-native) OpenTK.Graphics.OpenGL.GL/Core:ProgramParameteri (uint,OpenTK.Graphics.OpenGL.AssemblyProgramParameterArb,int) at OpenTK.Graphics.OpenGL.GL.ProgramParameter (Int32 program, AssemblyProgramParameterArb pname, Int32 value) [0x00000] in <filename unknown>:0 at Microsoft.Xna.Framework.Graphics.EffectPass.ApplyPass () [0x00000] in <filename unknown>:0 at Microsoft.Xna.Framework.Graphics.Effect.DefineTechnique (System.String techniqueName, System.String passName, Int32 vertexIndex, Int32 fragmentIndex) [0x00000] in <filename unknown>:0 at Microsoft.Xna.Framework.Graphics.SpriteEffect..ctor (Microsoft.Xna.Framework.Graphics.GraphicsDevice graphicsDevice) [0x00000] in <filename unknown>:0 at Microsoft.Xna.Framework.Graphics.SpriteBatch..ctor (Microsoft.Xna.Framework.Graphics.GraphicsDevice graphicsDevice) [0x00000] in <filename unknown>:0 at GSGE.ExceptionGame.LoadContent () [0x00000] in <filename unknown>:0 <snip> I have tried some solutions on the internet, like adding OpenTK.dll.config the line below: <dllmap os="linux" dll="libXi" target="libXi.so.6"/> This didn't help. Also tried running as sudo and that didn't help. Some posts said that this might be a problem with Ubuntu noveau drivers. But I'm using the NVIDIA proprietary drivers. DISTRIB_ID=Ubuntu DISTRIB_RELEASE=10.04 DISTRIB_CODENAME=lucid DISTRIB_DESCRIPTION="Ubuntu 10.04.4 LTS" OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: GeForce 9400 GT/PCI/SSE2 OpenGL version string: 3.2.0 NVIDIA 195.36.24 direct rendering: Yes

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  • HTML5 or Javascript game engine to develop a browser game

    - by Jack Duluoz
    I would like to start developing a MMO browser game, like Travian or Ogame, probably involving also a bit of more sophisticated graphical features such as players interacting in real time with a 2d map or something like that. My main doubt is what kind of development tools I should use: I've a good experience with PHP and MySQL for the server side and Javascript (and jQuery) regarding the client side. Coding everything from scratch would be of course really painful so I was wondering if I should use a javascript game engine or not. Are there (possibly free) game engine you would recommend? Are they good enough to develop a big game? Also, I saw a lot of HTML5 games popping up lately but I'm now sure if using HTML5 is a good idea or not. Would you recommend it? What are the pro and cons about using HTML5? If you'd recommend it, do you have any good links regarding game development with HTML5? (PS: I know that HTML5 and a Javascript engine are not mutually exclusive, I just didn't know how to formulate a proper title since English is not my main language. So, please, answer addressing HTML5 and a game engine pro and cons separately)

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  • PHP Browser Game Question - Pretty General Language Suitability and Approach Question

    - by JimBadger
    I'm developing a browser game, using PHP, but I'm unsure if the way I'm going about doing it is to be encouraged anymore. It's basically one of those MMOs where you level up various buildings and what have you, but, you then commit some abstract fighting entity that the game gives you, to an automated battle with another player (producing a textual, but hopefully amusing and varied combat report). Basically, as soon as two players agree to fight, PHP functions on the "fight.php" page run queries against a huge MySQL database, looking up all sorts of complicated fight moves and outcomes. There are about three hundred thousand combinations of combat stance, attack, move and defensive stances, so obviously this is quite a resource hungry process, and, on the super cheapo hosted server I'm using for development, it rapidly runs out of memory. The PHP script for the fight logic currently has about a thousand lines of code in it, and I'd say it's about half-finished as I try to add a bit of AI into the fight script. Is there a better way to do something this massive than simply having some functions in a PHP file calling the MySQL Database? I taught myself a modicum of PHP a while ago, and most of the stuff I read online (ages ago) about similar games was all PHP-based. but a) am I right to be using PHP at all, and b) am I missing some clever way of doing things that will somehow reduce server resource requirements? I'd consider non PHP alternatives but, if PHP is suitable, I'd rather stick to that, so there's no overhead of learning something new. I think I'd bite that bullet if it's the best option for a better game, though.

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  • How to make Xbox joypad work with Bastion?

    - by Alistair Buxton
    I have an XBox joypad: Bus 005 Device 004: ID 045e:0289 Microsoft Corp. Xbox Controller S When I start Bastion from the terminal the following is output: Number of joysticks: 1 Number of buttons for joystick: 0 - 10 Number of axes for joystick: 0 - 6 Number of PovHats for joystick: 0 - 1 When I load up the game it displays a message "press any key" and at this point, if I press a button on the joypad it advances to the main menu. However, the up/down/left/right controls do not work and the button will not operate the menu. When I enter the control configuration, the joypad section is disabled and displays a message "joypad not detected." If I enter the control customization and try to reconfigure one of the controls, noises can be heard when pressing joypad buttons, but the input is otherwise ignored. Further information which may or may not be relevant: My controller is an original Xbox controller, not a 360 controller. XNA games on Windows apparently only work with Xbox360 controllers because they use xinput rather than direct input, see eg here. My controller works (almost) properly with MonoGame trunk samples, but Bastion uses a modified MonoGame and crashes when run against trunk, so I can't add debugging to see where the problem is. Bug can also be reproduced with a Xbox 360 wired controller.

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