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  • Turn the Cables from Your Gaming or Electronics Setup into a Wall-Based Work of Art

    - by Asian Angel
    When it comes to gaming setups or our favorite electronics, there are always lots of cables to deal with. Now you could just bundle those cables up and try to hide them as best you can or you could turn them into a work of art… You can see additional pictures and find out how to set up your own wall-based work of art with those cables by visiting the blog post linked below. Feature Friday: Cords Away [via There I Fixed It] Here’s How to Download Windows 8 Release Preview Right Now HTG Explains: Why Linux Doesn’t Need Defragmenting How to Convert News Feeds to Ebooks with Calibre

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  • Managing multiple references of the same game entity in different places using IDs

    - by vargonian
    I've seen great questions on similar topics, but none that addressed this particular method: Given that I have multiple collections of game entities in my [XNA Game Studio] game, with many entities belonging to multiple lists, I'm considering ways I could keep track of whenever an entity is destroyed and remove it from the lists it belongs to. A lot of potential methods seem sloppy/convoluted, but I'm reminded of a way I've seen before in which, instead of having multiple collections of game entities, you have collections of game entity IDs instead. These IDs map to game entities via a central "database" (perhaps just a hash table). So, whenever any bit of code wants to access a game entity's members, it first checks to see if it's even in the database still. If not, it can react accordingly. Is this a sound approach? It seems that it would eliminate many of the risks/hassles of storing multiple lists, with the tradeoff being the cost of the lookup every time you want to access an object.

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  • Which java game engine is better? [closed]

    - by user1276078
    I'm new to mobile game development and I have a number of questions to ask. So if you could please answer them, it would be highly appreciated The game I'm trying to release is a 2D arcade game. My intention is to release it on both the iOS platform and the Android platform. My best language is Java, so I would like to use a game engine where I can code with that. Which game engine is the best to accomplish all of this? I know that to make an iOS game with Xcode you need to use a Mac. My question is, do you still need a Mac if you're making a game for iOS without Xcode (like with OpenGL or something Thank you in advance

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  • Mechanics of reasoning during programming interviews

    - by user129506
    This is not the usual "I don't want to write code during an interview", in this question the assumption is that I need to write code during an interview (think about the level of rewriting the quicksort or mergesort from scratch) I know how the algorithm work or I have a basic idea of how I should start working from there, i.e. I don't remember the algorithm by heart I noticed that even on a whiteboard, I always end up writing bugged code or code that doesn't compile. If there's a typo, whatever I usually live with that.. but when there's a crash due to some uncaught particular case I end up losing confidence in my skills. I realize that perhaps interviewers might want to look at how I write code and/or how I solve problems rather than proof-compiling my whiteboard code, but I'd like to ask how should I approach the above problem in mental terms, i.e. what mental steps should I follow when writing code for an interview with the two bullet points above. There must be a unique and agreed series of steps I should follow to avoid getting stuck/caught into particular exception cases (limit cases) that might end up wasting my time and my energies rather than focusing on the overall algorithm for the general case. I hope I made my point clear

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  • What technology should I use to write my game?

    - by Alon
    I have a great idea for a 3D network game, and I've concluded that it is possible to write it in Java as an applet which will live under the web browser, just like a full software in C++. And it will look and feel the same. The main advantage of Java on C++ is that with Java you can play without downloading any software. I have already thought about the download of the graphics, sound, etc but I found a solution for it. RuneScape just proves that it is possible. So my first question is, should my game live on a web browser or on the operating system? I think that in a web browser it is much more portable, although you need install Java and stuff. But the fact is, that most MMO games are currently not in the web. If you suggest in a software so please suggest a language either - C++ or something more productive like Python or C#? So after choosing a language, I need a graphics solution. Should I write directly with OpenGL/DirectX or use a game engine? What game engine should I use? Ogre? jMonkeyEngine? What's your opinion? Thank you! P.S: Please don't use answers like "Use what you know".

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  • How should I plan the inheritance structure for my game?

    - by Eric Thoma
    I am trying to write a platform shooter in C++ with a really good class structure for robustness. The game itself is secondary; it is the learning process of writing it that is primary. I am implementing an inheritance tree for all of the objects in my game, but I find myself unsure on some decisions. One specific issue that it bugging me is this: I have an Actor that is simply defined as anything in the game world. Under Actor is Character. Both of these classes are abstract. Under Character is the Philosopher, who is the main character that the user commands. Also under Character is NPC, which uses an AI module with stock routines for friendly, enemy and (maybe) neutral alignments. So under NPC I want to have three subclasses: FriendlyNPC, EnemyNPC and NeutralNPC. These classes are not abstract, and will often be subclassed in order to make different types of NPC's, like Engineer, Scientist and the most evil Programmer. Still, if I want to implement a generic NPC named Kevin, it would nice to be able to put him in without making a new class for him. I could just instantiate a FriendlyNPC and pass some values for the AI machine and for the dialogue; that would be ideal. But what if Kevin is the one benevolent Programmer in the whole world? Now we must make a class for him (but what should it be called?). Now we have a character that should inherit from Programmer (as Kevin has all the same abilities but just uses the friendly AI functions) but also should inherit from FriendlyNPC. Programmer and FriendlyNPC branched away from each other on the inheritance tree, so inheriting from both of them would have conflicts, because some of the same functions have been implemented in different ways on the two of them. 1) Is there a better way to order these classes to avoid these conflicts? Having three subclasses; Friendly, Enemy and Neutral; from each type of NPC; Engineer, Scientist, and Programmer; would amount to a huge number of classes. I would share specific implementation details, but I am writing the game slowly, piece by piece, and so I haven't implemented past Character yet. 2) Is there a place where I can learn these programming paradigms? I am already trying to take advantage of some good design patterns, like MVC architecture and Mediator objects. The whole point of this project is to write something in good style. It is difficult to tell what should become a subclass and what should become a state (i.e. Friendly boolean v. Friendly class). Having many states slows down code with if statements and makes classes long and unwieldy. On the other hand, having a class for everything isn't practical. 3) Are there good rules of thumb or resources to learn more about this? 4) Finally, where does templating come in to this? How should I coordinate templates into my class structure? I have never actually taken advantage of templating honestly, but I hear that it increases modularity, which means good code.

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  • Games development with a game loop that's abstracted away

    - by Davy8
    Most game development happens with a main game loop. Are there any good articles/blog posts/discussions about games without a game loop? I imagine they'd mostly be web games, but I'd be interested in hearing otherwise. (As a side note, I think it's really interesting that the concept is almost exclusively used in gaming as far as I'm aware, perhaps that may be another question.) Edit: I realize there's probably a redraw loop somewhere. I guess what I really mean is a loop that is hidden to you. Frames are something you as the developer are not concerned with as you're working on a higher level of abstraction. E.g. someLootItem.moveTo(inventory, someAnimatationType) and that will move from the loot box to your inventory using the specified animation type without the game developer having to worry about the implementation details of that animation. Maybe that's how "real" games end up working, but from reading most tutorials they seem to imply a much more granular level of control is used, but that might just be an artifact of being a tutorial. Edit2: I think most people are misunderstanding what I'm trying to ask, likely because I'm having trouble describing exactly what I'm trying to ask. After some more thinking perhaps what I'm referring to is more along the lines of what I believe is referred to as "scripting" where you're working at a very high level and having some game engine take care of the low level details. For example, take custom maps in Starcraft II or Warcraft III. Many of the "maps" have gameplay that deviates enough from the primary game that they could be considered a separate game written on the same engine. What I'm referring to then is along those lines. I may be wrong because I only dabbed in the Warcraft III editor, but as far as I remember no where in the map editor do you control the game loop, and yet you can create many different games out of it. In my mind, these are games in their own right. If you're playing DotA you don't say you're playing Warcraft III, you say you're playing DotA because that's the actual game you're playing. Such a system may impose limitations that don't exist if you're creating a game from scratch, but it greatly reduces development time because much of the "hard" work has already been done for you. Hopefully that clarifies what I'm asking. Another example of what is I mean, is when you write a web app, of course it communicates through sockets and TCP. But does the average web developer doesn't explicitly write code for connecting sockets. They just need to know about receiving a request and sending a response. There are unique scenarios where you do occasionally need to use raw sockets, but it's generally rare in web development. In a similar fashion, it's very possible to write a game without directly using the game loop, even though one is used behind the scenes. Probably not a AAA title, but there must be hundreds of smaller scale games that can and possibly are written this way. Are there any good resources on writing these "simpler" games?

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  • How does a game developer get feedback from gamers (not developers) or start a forum community without paying for advertising or hiring Q&A teams?

    - by Carter81
    I am familiar with a lot of game developer forums, but I'd assume this is much less likely to attract more casual commentators. I also fear that feedback from a gamer's perspective would often be tainted by their game dev perspective. For example, if I were making a RTS game and wanted to get feedback from "The RTS gamers" where would I go? Is there a general idea of what type of website or forum to go to? Do you go to specific game websites, to try to "steal" attention? Would this not equate to spam or inappropriate posting? What is considered appropriate and inappropriate? I am not asking for specifics. I am asking how one "starts a community", or how one "gets feedback from gamers" without resorting to spamming forums or 'advertising' just to see what sticks. What TYPE OF PLACE does one go? Are there already sites designed for this purpose? I tried going to what was once a very popular forum for feedback from what I believed was a niche hardcore group of gamers in the genre, but its popularity seemed to have died significantly; Leaving only trolls and very young teenagers. The resulting feedback was quite disappointing, mainly for how little feedback it resulted. Many years ago, feedback would flood in by the hundreds so quickly. Without this website, I am at a loss as to where to go to see what people think of ideas, gather feedback from a gamer's perspective (not a developer's perspective), or where to pull from to start my own site's forum. I am out of ideas of what to do, short of going to various game forums to post in the off-topic sections there.

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  • How To Approach 360 Degree Snake

    - by Austin Brunkhorst
    I've recently gotten into XNA and must say I love it. As sort of a hello world game I decided to create the classic game "Snake". The 90 degree version was very simple and easy to implement. But as I try to make a version of it that allows 360 degree rotation using left and right arrows, I've come into sort of a problem. What i'm doing now stems from the 90 degree version: Iterating through each snake body part beginning at the tail, and ending right before the head. This works great when moving every 100 milliseconds. The problem with this is that it makes for a choppy style of gameplay as technically the game progresses at only 6 fps rather than it's potential 60. I would like to move the snake every game loop. But unfortunately because the snake moves at the rate of it's head's size it goes way too fast. This would mean that the head would need to move at a much smaller increment such as (2, 2) in it's direction rather than what I have now (32, 32). Because I've been working on this game off and on for a couple of weeks while managing school I think that I've been thinking too hard on how to accomplish this. It's probably a simple solution, i'm just not catching it. Here's some pseudo code for what I've tried based off of what makes sense to me. I can't really think of another way to do it. for(int i = SnakeLength - 1; i > 0; i--){ current = SnakePart[i], next = SnakePart[i - 1]; current.x = next.x - (current.width * cos(next.angle)); current.y = next.y - (current.height * sin(next.angle)); current.angle = next.angle; } SnakeHead.x += cos(SnakeAngle) * SnakeSpeed; SnakeHead.y += sin(SnakeAngle) * SnakeSpeed; This produces something like this: Code in Action. As you can see each part always stays behind the head and doesn't make a "Trail" effect. A perfect example of what i'm going for can be found here: Data Worm. Not the viewport rotation but the trailing effect of the triangles. Thanks for any help!

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  • Cocos2d: Changing b2Body x val every frame causes jitter

    - by Joey Green
    So, I have a jumping mechanism similar to what you would see in doodle jump where character jumps and you use the accelerometer to make character change direction left or right. I have a player object with position and a box2d b2Body with position. I'm changing the player X position via the accelerometer and the Y position according to box2d. pseudocode for this is like so -----accelerometer acceleration------ player.position = new X -----world update--------- physicsWorld-step() //this will get me the new Y according to the physics similation //so we keep the bodys Y value but change x to new X according to accelerometer data playerPhysicsBody.position = new pos(player.position.x, keepYval) player.position = playerPhysicsBody.position Now this is simplifying my code, but I'm doing the position conversion back and forth via mult or divide by PTM_. Well, I'm getting a weird jitter effect after I get big jump in acceleration data. So, my questions are: 1) Is this the right approach to have the accelerometer control the x pos and box2d control the y pos and just sync everthing up every frame? 2) Is there some issue with updating a b2body x position every frame? 3) Any idea what might be creating this jitter effect? I've collecting some data while running the game. Pre-body is before I set the x value on the b2Body in my update method after I world-step(). Post of course is afterwards. As you can see there is definitively a pattern. 012-06-19 08:14:13.118 Game[1073:707] pre-body pos 5.518720~24.362963 2012-06-19 08:14:13.120 Game[1073:707] post-body pos 5.060156~24.362963 2012-06-19 08:14:13.131 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.133 Game[1073:707] delta 0.016669 2012-06-19 08:14:13.135 Game[1073:707] pre-body pos 5.060156~24.689455 2012-06-19 08:14:13.137 Game[1073:707] post-body pos 5.502138~24.689455 2012-06-19 08:14:13.148 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.150 Game[1073:707] delta 0.016667 2012-06-19 08:14:13.151 Game[1073:707] pre-body pos 5.502138~25.006948 2012-06-19 08:14:13.153 Game[1073:707] post-body pos 5.043575~25.006948 2012-06-19 08:14:13.165 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.167 Game[1073:707] delta 0.016644 2012-06-19 08:14:13.169 Game[1073:707] pre-body pos 5.043575~25.315441 2012-06-19 08:14:13.170 Game[1073:707] post-body pos 5.485580~25.315441 2012-06-19 08:14:13.180 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.182 Game[1073:707] delta 0.016895 2012-06-19 08:14:13.185 Game[1073:707] pre-body pos 5.485580~25.614935 2012-06-19 08:14:13.188 Game[1073:707] post-body pos 5.026768~25.614935 2012-06-19 08:14:13.198 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.199 Game[1073:707] delta 0.016454 2012-06-19 08:14:13.207 Game[1073:707] pre-body pos 5.026768~25.905428 2012-06-19 08:14:13.211 Game[1073:707] post-body pos 5.469213~25.905428 2012-06-19 08:14:13.217 Game[1073:707] acceleration x -0.137421 2012-06-19 08:14:13.223 Game[1073:707] player velocity x: -65.022644 2012-06-19 08:14:13.229 Game[1073:707] delta 0.016603

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  • How do I approach large companies if I have a killer mobile game idea?

    - by Balázs Dávid
    I have an idea for a game that has potential, but I'm not a programmer. How do I tell this to development companies without having my idea stolen? All I want from the company is for somebody to watch a three minute long video presentation about my idea and if they see potential in it then we can talk about the details. I have already sent an e-mail to several big companies that have the expertise needed to code the game, they haven't answered me. Actually the idea is nothing fancy, no 3D, but fun and unique.

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  • How to approach big developer companies if I have a killer game idea? (for mobile devices)

    - by Balázs Dávid
    I have an idea for a game that has a potential, but I'm not a programmer. How to tell this to development companies without being my idea stolen? All I want from the company is first to watch a 3-minute long video presentation about my idea and if they see fantasy in it then we can talk about the details. I have already sent an e-mail to several big companies that have the expertise needed to code the game, they haven't answer me. Actually the idea is nothing fancy, no 3D, but fun and unique.

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  • Register Game Object Components in Game Subsystems? (Component-based Game Object design)

    - by topright
    I'm creating a component-based game object system. Some tips: GameObject is simply a list of Components. There are GameSubsystems. For example, rendering, physics etc. Each GameSubsystem contains pointers to some of Components. GameSubsystem is a very powerful and flexible abstraction: it represents any slice (or aspect) of the game world. There is a need in a mechanism of registering Components in GameSubsystems (when GameObject is created and composed). There are 4 approaches: 1: Chain of responsibility pattern. Every Component is offered to every GameSubsystem. GameSubsystem makes a decision which Components to register (and how to organize them). For example, GameSubsystemRender can register Renderable Components. pro. Components know nothing about how they are used. Low coupling. A. We can add new GameSubsystem. For example, let's add GameSubsystemTitles that registers all ComponentTitle and guarantees that every title is unique and provides interface to quering objects by title. Of course, ComponentTitle should not be rewrited or inherited in this case. B. We can reorganize existing GameSubsystems. For example, GameSubsystemAudio, GameSubsystemRender, GameSubsystemParticleEmmiter can be merged into GameSubsystemSpatial (to place all audio, emmiter, render Components in the same hierarchy and use parent-relative transforms). con. Every-to-every check. Very innefficient. con. Subsystems know about Components. 2: Each Subsystem searches for Components of specific types. pro. Better performance than in Approach 1. con. Subsystems still know about Components. 3: Component registers itself in GameSubsystem(s). We know at compile-time that there is a GameSubsystemRenderer, so let's ComponentImageRender will call something like GameSubsystemRenderer::register(ComponentRenderBase*). pro. Performance. No unnecessary checks as in Approach 1. con. Components are badly coupled with GameSubsystems. 4: Mediator pattern. GameState (that contains GameSubsystems) can implement registerComponent(Component*). pro. Components and GameSubystems know nothing about each other. con. In C++ it would look like ugly and slow typeid-switch. Questions: Which approach is better and mostly used in component-based design? What Practice says? Any suggestions about implementation of Approach 4? Thank you.

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  • Multiplayer Game Listen Servers: Ensuring Integrity

    - by Ankit Soni
    I'm making a simple multiplayer game of Tic Tac Toe in Python using Bridge (its an RPC service built over a message queue - RabbitMQ) and I'd like to structure it so that the client and the server are just one file. When a user runs the game, he is offered a choice to either create a game or join an existing game. So when a user creates a game, the program will create the game and also join him as a player to the game. This is basically a listen server (as opposed to a dedicated server) - a familiar concept in multiplayer games. I came across a really interesting question while trying to make this - how can I ensure that the player hosting the game doesn't tamper with it (or atleast make it difficult)? The player hosting the game has access to the array used to store the board etc., and these must be stored in the process' virtual memory, so it seems like this is impossible. On the other hand, many multiplayer games use this model for LAN games.

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  • Do leaderboard sets (in Game Center) allow 500 unique leaderboards?

    - by Korey Hinton
    The Game Kit Programming Guide for iOS claims: The number of different leaderboards allowed increases to 500 leaderboards per game when leaderboard sets have been enabled...Leaderboard sets offer developers the ability to combine several leaderboards into a single group. But their example (see image below) implies that a single leaderboard is placed into multiple leaderboard sets. Is that the only way to be able to use the full 500 leaderboards? by combining the same leaderboard into multiple sets? I want to be able to have 500 unique leaderboards that are not duplicated between sets. Is this possible?

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  • What should a game have in order to keep humans playing it?

    - by Adam Davis
    In many entertainment professions there suggestions, loose rules, or general frameworks one follows that appeal to humans in one way or another. For instance, many movies and books follow the monomyth. In video games I find many types of games that attract people in different ways. Some are addicted to facebook gem matching games. Others can't get enough of FPS games. Once in awhile, though, you find a game that seems to transcend stereotypes and appeals almost immediately to everyone that plays it. For instance, Plants Versus Zombies seems to have a very, very large demographic of players. There are other games similar in reach. I'm curious what books, blogs, etc there are that explore these game types and styles, and tries to suss out one or more popular frameworks/styles that satisfy people, while keeping them coming back for more.

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  • Is it a good idea to use a formula to balance a game's complexity, in order to keep players in constant flow?

    - by user1107412
    I read a lot about Flow theory and its applications to video games, and I got an idea sticking in my mind. If a number of weight values are applied to different parameters of a certain game level (i.e. the size of the level, the number of enemies, their overal strength, the variance in their behavior, etc), then it should be technically possible to find an overal score mechanism for each level in the game. If a constant ratio of complexity increase were empirically defined, for instance 1,3333, or say, the Golden Ratio, would it be a good idea to arrange the levels in such an order that the increase of overal complexity tends to increase that much? Has somebody tried it?

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  • Is there a good book or articles to learn about 2D Game Design and Effects?

    - by user28015
    I am not looking for a read how to develop games and how to implement one. I am looking for a general about possible effects in 2D Games and about general design of modern 2D gaming. I have programmed several smaller games over the years and also read books like "Golden Rules of Game Programming" by Martin Bronwlo. So I know how to implement games. What I am looking for are 2 things: Finishing touches such as effects like explosions, particles etc. Not how to make them, but how to design them so it looks right and cool. How to make a 2D game feel "more right" so that users get a satisfying gaming experience. I played a lot of 2D games but I could use some more advice.

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  • How can I fix latency problems for car game?

    - by Freddy
    Basically I'm trying to make a online car racing game for IOS using Game Center real time multiplayer. I have setup a timer that sends data every 0.02 seconds to the other player with the current position and current angle. However sometimes, it will take LONGER then these 0.02 seconds for the package to be sent and then received. In this case i have implemented a method that "calculate" what the next position should be if no position is received based on the last position and angle. However, when the data then receives for let say 0.04 seconds after, it will change back to the last position, which will result in the car "jumping" back and lag. And If i just keep ignoring the data it will never take any input from the other user. Is their any way to prevent this? I suppose this needs to be fixed with some client-sided algorithm.

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  • correct pattern to handle a lot of entities in a game

    - by lezebulon
    In my game I usually have every NPC / items etc being derived from a base class "entity". Then they all basically have a virtual method called "update" that I would class for each entity in my game at every frame. I am assuming that this is a pattern that has a lot of downsides. What are some other ways to manage different "game objects" throughout the game? Are there other well-known patterns for this? My game is a RPG if that changes anything

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  • Best game engine 2D for iOS

    - by Adelino
    which is the best 2D game enginefor iOS? I really need a game engine that allows me to modify the game code because I need to control the multi-touch events. I have a framework that detects the gesture that the player makes and I need to test this gesture recognizer in a game, so I have to have the freedom to change the game code. I don't want anything like GameSalad where you can't control anything. Thanks in advance.

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  • Game engine for all types of games [closed]

    - by Chorche
    I need a collection of libraries for game development. I don't know if it's called game engine. It should include everything i need to develope a game, so i could consentrate on the game development, without wasting my time choosing, and instaling libraries for everything. I don't need game engines that requires more than 100MB of diskspace. The engine, librarie collection or whatever it's called should only include tools for programing. So i need you help finding such an engine :)

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  • any source code for this kind of ajax game?

    - by Dels
    I tried to find source code for this kind of ajax game: http://www.pitstreet.com/cgi-bin/pitstreet/pitgame.pl?lang=en&game=6&level=5 Some info: The objective is to swap image with another with 3 same images or more in row (vertical or horizontal) Maybe someone willing help me?

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  • Could you please provide me with comments on a Java game of mine?

    - by Peter Perhác
    Hello there. I have marked this question as community wiki, so no rep points are thrown around. I made this game, Forest Defender, a proof-of-feasibility little project, which I would like to share with you and collect your constructive comments, first impressions, etc. It is a the first playable (and enjoyable) game I have released to the public, so I am, naturally, very eager to get some recognition by you, as my peers. I read in a StackOverflow blog, that One of the major reasons we created Stack Overflow to give every programmer a chance to be recognized by their peers. Recognized for their knowledge, their passion, [...] It comes in the form of a Java applet, I used an animation framework called PulpCore and I must say that it's been extremely enjoyable to work with it. I do recommend to people interested in Java game development. Since the product is free, fun, entirely commercial-free and I am willing to share the code to it (on request), I thought it would be OK to post this as a topic here. Moderators, please feel free to move this to another place if you deem the other place more appropriate. EDIT: I am ever so stupid to forget to include a link :-) http://www.perhac.com/shared/forest-defender/index.html

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