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  • Messenger Thinks My Ip is Invalid

    - by Umut Benzer
    Hello. I am using Windows Live Messenger 2009 on Windows 7. I am using a 3G modem (ZTE Propietary USB Modem) I connect to the Internet using a software my ISP provided me. In last three days, my Messenger started to disconnect. Here is what I observed and tried to do: 1- I can browse web, can do FTP transfer etc. and obiviously have a valid IP. 2- I can sign in to Messenger (appear offline) but when I change my status to anything other then appear offline, Messenger says my connection to service has been lost. (However, it exists.) 3- When I run, MSN Connection Troubleshooter, it says my IP is invalid. When I click repair, it says repaired and just after that, I run the troubleshooter again, and it says my IP is invalid again. (However, it is valid and I am browsing the net.) 4- If I connect the Internet through eterhet or wireless there is no problem at all. 5- I re-installed Messenger (deleting all settings manually through registry and folders), re-installed all drivers and software related to USB 3G Modem. It doesn't work. And then, I took a full backup then formatted entire computer, installed a fresh windows 7, after 5 minutes, the same problem occured. What do you recommend? What can I do? Addition As seen on screenshot, it says Server IPv4 adress is 0.0.0.0 It seems like a problem, I don't know if it is. If it is, how can I solve it? Here is what I get, when I netstat. PPP adapter TTNET internet: Connection-specific DNS Suffix . : IPv4 Address. . . . . . . . . . . : 217.174.39.122 Subnet Mask . . . . . . . . . . . : 255.255.255.255 Default Gateway . . . . . . . . . : 0.0.0.0 Wireless LAN adapter Wireless Network Connection 2: Media State . . . . . . . . . . . : Media disconnected Connection-specific DNS Suffix . : Wireless LAN adapter Wireless Network Connection: Media State . . . . . . . . . . . : Media disconnected Connection-specific DNS Suffix . : ege.edu.tr Ethernet adapter Local Area Connection: Media State . . . . . . . . . . . : Media disconnected Connection-specific DNS Suffix . : Tunnel adapter Local Area Connection* 16: Media State . . . . . . . . . . . : Media disconnected Connection-specific DNS Suffix . : Tunnel adapter Local Area Connection* 13: Media State . . . . . . . . . . . : Media disconnected Connection-specific DNS Suffix . : Tunnel adapter 6TO4 Adapter: Media State . . . . . . . . . . . : Media disconnected Connection-specific DNS Suffix . : Tunnel adapter Local Area Connection* 9: Media State . . . . . . . . . . . : Media disconnected Connection-specific DNS Suffix . : Tunnel adapter Local Area Connection* 11: Media State . . . . . . . . . . . : Media disconnected Connection-specific DNS Suffix . : Tunnel adapter Local Area Connection* 12: Media State . . . . . . . . . . . : Media disconnected Connection-specific DNS Suffix . : Tunnel adapter Local Area Connection* 14: Media State . . . . . . . . . . . : Media disconnected Connection-specific DNS Suffix . : Tunnel adapter Local Area Connection* 17: Media State . . . . . . . . . . . : Media disconnected Connection-specific DNS Suffix . : Tunnel adapter Local Area Connection* 25: Media State . . . . . . . . . . . : Media disconnected Connection-specific DNS Suffix . : Tunnel adapter Local Area Connection* 20: Media State . . . . . . . . . . . : Media disconnected Connection-specific DNS Suffix . : Tunnel adapter Local Area Connection* 18: Media State . . . . . . . . . . . : Media disconnected Connection-specific DNS Suffix . : Tunnel adapter Local Area Connection* 19: Media State . . . . . . . . . . . : Media disconnected Connection-specific DNS Suffix . : Tunnel adapter Local Area Connection* 22: Media State . . . . . . . . . . . : Media disconnected Connection-specific DNS Suffix . : Tunnel adapter Local Area Connection* 21: Media State . . . . . . . . . . . : Media disconnected Connection-specific DNS Suffix . : Tunnel adapter Local Area Connection* 15: Media State . . . . . . . . . . . : Media disconnected Connection-specific DNS Suffix . : Tunnel adapter Local Area Connection* 23: Connection-specific DNS Suffix . : IPv6 Address. . . . . . . . . . . : 2001:0:4137:9e74:2448:3909:2a2c:eb7b Link-local IPv6 Address . . . . . : fe80::2448:3909:2a2c:eb7b%30 Default Gateway . . . . . . . . . : Tunnel adapter Local Area Connection* 24: Media State . . . . . . . . . . . : Media disconnected Connection-specific DNS Suffix . : Tunnel adapter isatap.{CFFCFEDB-6B53-42E0-B091-548B9ADE9C9D}: Media State . . . . . . . . . . . : Media disconnected Connection-specific DNS Suffix . : Tunnel adapter Local Area Connection* 26: Media State . . . . . . . . . . . : Media disconnected Connection-specific DNS Suffix . : Tunnel adapter Local Area Connection* 27: Media State . . . . . . . . . . . : Media disconnected Connection-specific DNS Suffix . : Tunnel adapter Local Area Connection* 29: Media State . . . . . . . . . . . : Media disconnected Connection-specific DNS Suffix . : Tunnel adapter Local Area Connection* 31: Media State . . . . . . . . . . . : Media disconnected Connection-specific DNS Suffix . : Tunnel adapter Local Area Connection* 28: Media State . . . . . . . . . . . : Media disconnected Connection-specific DNS Suffix . : Tunnel adapter Local Area Connection* 32: Connection-specific DNS Suffix . : IPv6 Address. . . . . . . . . . . : 2002:d9ae:277a::d9ae:277a Default Gateway . . . . . . . . . : 2002:c058:6301::c058:6301 Tunnel adapter Local Area Connection* 30: Media State . . . . . . . . . . . : Media disconnected Connection-specific DNS Suffix . : Tunnel adapter isatap.{157CF713-B3AC-4701-87A9-14C23CA60AAB}: Media State . . . . . . . . . . . : Media disconnected Connection-specific DNS Suffix . : Tunnel adapter isatap.ege.edu.tr: Media State . . . . . . . . . . . : Media disconnected Connection-specific DNS Suffix . : Tunnel adapter isatap.{0D3CD01B-0993-4B37-89B8-12557ECF484D}: Media State . . . . . . . . . . . : Media disconnected Connection-specific DNS Suffix . :

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  • Single player game into Multiplayer game

    - by jeyanthinath
    I developed a Single player game in Flash (Tic Tac Toe) and in the Multiplayer mode i will be able to do both player playing on the same system with out network. I would like to extend it and make it enable to play the Multiplayer game for two player playing it online. How i can be made give me some ideas , How test the Multiplayer game playing along with different computers(I do not have internet connection in home). How I able to change the single player game into Multiplayer game , any minor changes required or I have to change the code base completely. In which way i can make it possible.

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  • Help me solve my problem with NPR Media Player

    - by Calcipher
    First of, let me apologize for this getting a bit technical. Several weeks ago, I found that while using NPR's media player (e.g. click on 'Listen to the Show' - this is what I've been using as a test) the stream would suddenly halt after a minute or three. I could not get the stream to restart without reloading the page. Now, I assumed this was an issue with NPR's player and Linux (or just a bug in their stuff in general) so I began to dig, the following is what I have tried to date (please note, the tldr; option is to skip to the latest thing as I think I know what is causing the problem). Note: All testing has been done, for consistency purposes, on a clean install of Chromium with no pluggins running. My machine is Ubuntu 10.10x64. First thing I always try, I disabled all firewall stuff on the system (UFW, default deny all, allow ssh). No change, firewall back up for all additional tests unless otherwise noted. In any case, UFW is stateful, so connections it started on a non-specified on different ports will continue to work. I deleted my ~/.macromeda and ~/.adobe folders, restarted (just to be sure) and tried. Program still froze. I decided the problem might be with my install of flash, so I purged the version I had (and the home folders again). I installed the x64 version of flash from a PPA. This had no effect. I decided that the problem might be with the version of flash, so I purged the x64 version and installed the standard x32 version that comes with Ubuntu. No luck. Back to the x64 version for consistency, I decided to set up a 64-bit mini 'clone' of my system in VirtualBox. I was able to run the media player with no problem. I rsynced (in archive mode) my home directory from my real machine to the virtual machine (with bridged networking, so it was fully visible on the network). I also used a few tricks to install ALL of the same software (and repositories) from the real machine to the virtual machine. I was still able to listen to the player. I decided that the problem was with my install (after all, it had gone through two major version upgrades). As I have /home/ on a separate partition it was easy to reinstall and use the same trick from #6 to have my system up and running again within about an hour. I continue to have issues with the NPR Media Player. By this point the weekend had come. At work, I use a wired connection while at home I use a wireless connection. For some reason I forgot that I was having problems and used the NPR Media Player over the weekend. Low and behold it worked just fine at home on wireless (note: for various reasons, I could not test this on wired at home). Following from #6, I decided that the problem was either something with the network at work or still something with my account. As the latter was easier to test, I created a new account on my system and used that at work. The Media Player worked. At a loss, I decided to watch the traffic with tshark (the text based brother of wireshark) - X's to protect the innocent, I am the XXX.24.200.XXX: sudo tshark -i eth0 -p -t a -R "ip.addr == XXX.24.200.XXX && ip.addr == XXX.166.98.XXX" As you would expect, there were tons and tons of packets, but each and every time the player froze, this is what I got 08:42:20.679200 XXX.166.98.XXX - XXX.24.200.XXX TCP macromedia-fcs 56371 [PSH, ACK] Seq=817686 Ack=6 Win=65535 Len=1448 TSV=495713325 TSER=396467 08:42:20.718602 XXX.24.200.XXX - XXX.166.98.XXX TCP [TCP ZeroWindow] 56371 macromedia-fcs [ACK] Seq=6 Ack=819134 Win=0 Len=0 TSV=396475 TSER=495713325 08:42:21.050183 XXX.166.98.XXX - XXX.24.200.XXX TCP [TCP ZeroWindowProbe] macromedia-fcs 56371 [ACK] Seq=819134 Ack=6 Win=65535 Len=1 TSV=495713362 TSER=396475 08:42:21.050221 XXX.24.200.XXX - XXX.166.98.XXX TCP [TCP ZeroWindowProbeAck] [TCP ZeroWindow] 56371 macromedia-fcs [ACK] Seq=6 Ack=819134 Win=0 Len=0 TSV=396508 TSER=495713362 08:42:21.680548 XXX.166.98.XXX - XXX.24.200.XXX TCP [TCP ZeroWindowProbe] macromedia-fcs 56371 [ACK] Seq=819134 Ack=6 Win=65535 Len=1 TSV=495713425 TSER=396508 08:42:21.680605 XXX.24.200.XXX - XXX.166.98.XXX TCP [TCP ZeroWindowProbeAck] [TCP ZeroWindow] 56371 macromedia-fcs [ACK] Seq=6 Ack=819134 Win=0 Len=0 TSV=396571 TSER=495713425 08:42:22.910354 XXX.166.98.XXX - XXX.24.200.XXX TCP [TCP ZeroWindowProbe] macromedia-fcs 56371 [ACK] Seq=819134 Ack=6 Win=65535 Len=1 TSV=495713548 TSER=396571 08:42:22.910400 XXX.24.200.XXX - XXX.166.98.XXX TCP [TCP ZeroWindowProbeAck] [TCP ZeroWindow] 56371 macromedia-fcs [ACK] Seq=6 Ack=819134 Win=0 Len=0 TSV=396694 TSER=495713548 08:42:25.340458 XXX.166.98.XXX - XXX.24.200.XXX TCP [TCP ZeroWindowProbe] macromedia-fcs 56371 [ACK] Seq=819134 Ack=6 Win=65535 Len=1 TSV=495713791 TSER=396694 08:42:25.340517 XXX.24.200.XXX - XXX.166.98.XXX TCP [TCP ZeroWindowProbeAck] [TCP ZeroWindow] 56371 macromedia-fcs [ACK] Seq=6 Ack=819134 Win=0 Len=0 TSV=396937 TSER=495713791 08:42:30.170698 XXX.166.98.XXX - XXX.24.200.XXX TCP [TCP ZeroWindowProbe] macromedia-fcs 56371 [ACK] Seq=819134 Ack=6 Win=65535 Len=1 TSV=495714274 TSER=396937 08:42:30.170746 XXX.24.200.XXX - XXX.166.98.XXX TCP [TCP ZeroWindowProbeAck] [TCP ZeroWindow] 56371 macromedia-fcs [ACK] Seq=6 Ack=819134 Win=0 Len=0 TSV=397420 TSER=495714274 08:42:39.801738 XXX.166.98.XXX - XXX.24.200.XXX TCP [TCP ZeroWindowProbe] macromedia-fcs 56371 [ACK] Seq=819134 Ack=6 Win=65535 Len=1 TSV=495715237 TSER=397420 08:42:39.801784 XXX.24.200.XXX - XXX.166.98.XXX TCP [TCP ZeroWindowProbeAck] [TCP ZeroWindow] 56371 macromedia-fcs [ACK] Seq=6 Ack=819134 Win=0 Len=0 TSV=398383 TSER=495715237 08:42:59.032648 XXX.166.98.XXX - XXX.24.200.XXX TCP [TCP ZeroWindowProbe] macromedia-fcs 56371 [ACK] Seq=819134 Ack=6 Win=65535 Len=1 TSV=495717160 TSER=398383 08:42:59.032696 XXX.24.200.XXX - XXX.166.98.XXX TCP [TCP ZeroWindowProbeAck] [TCP ZeroWindow] 56371 macromedia-fcs [ACK] Seq=6 Ack=819134 Win=0 Len=0 TSV=400306 TSER=495717160 08:43:00.267721 XXX.24.200.XXX - XXX.166.98.XXX TCP 56371 macromedia-fcs [FIN, ACK] Seq=6 Ack=819134 Win=0 Len=0 TSV=400430 TSER=495717160 08:43:00.267827 XXX.24.200.XXX - XXX.166.98.XXX TCP 56371 macromedia-fcs [RST, ACK] Seq=7 Ack=819134 Win=65535 Len=0 TSV=400430 TSER=495717160 So, as you can see, my machine is sending out a ZeroWindow packet (which I think means some buffer or another filled up) which causes the Media Player to halt (unfortunately, terminally - no controls on it really do anything anymore). Any ideas, at all, what would cause this? Why only on eth0 under my main account?

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  • Microsoft Desktop Player is a Valuable Tool for IT Pro’s

    - by Mysticgeek
    If you are an IT Professional, a new education tool introduced by Microsoft is the MS Desktop Player. Today we take a look at what it has to offer, from Webcasts, White Papers, Training Videos, and more. Microsoft Desktop Player You can run the player from the website (shown here) or download the application for use on your local machine (link below). It allows you to easily access MS training and information in a central interface. To get the Desktop version, download the .msi file from the site… And run through the installer…   When you first start out, enter in if you’re an IT Pro, Developer and your role. Then you can decide on the resources you’re looking for such as Exchange Server, SharePoint, Windows 7, Security…etc. Here is an example of checking out a Podcast on Office 2007 setup and configuration from TechNet radio. Under Settings you can customize your search results and local resources. This helps you narrow down pertinent information for your needs. If you find something you really like, hover the pointer over the screen and you can add it to your library, share it, send feedback, and check for additional resources. If you don’t need items in your library they can be easily deleted. Under the News tab you get previews of Microsoft news items, clicking on it will open the full article in a separate browser. While you’re watching a presentation you can show or hide the details related to it. Conclusion Microsoft Desktop Player is currently in Beta, but has a lot of cool features to offer for your learning needs. You can easily find Podcasts, Webcasts, and more without having to browse all over the place. In our experience we didn’t notice any bugs, and what it offers so far works well. If you’re a geek who’s constantly browsing TechNet and other Microsoft learning sites, this helps keep everything consolidated in one app.  Download Microsoft Desktop Player Similar Articles Productive Geek Tips Fixing When Windows Media Player Library Won’t Let You Add FilesBuilt-in Quick Launch Hotkeys in Windows VistaNew Vista Syntax for Opening Control Panel Items from the Command-lineHow to Get Virtual Desktops on Windows XPWindows 7 Welcome Screen Taking Forever? Here’s the Fix (Maybe) TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Snagit 10 Zoofs, find the most popular tweeted YouTube videos Video preview of new Windows Live Essentials 21 Cursor Packs for XP, Vista & 7 Map the Stars with Stellarium Use ILovePDF To Split and Merge PDF Files TimeToMeet is a Simple Online Meeting Planning Tool

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  • [MINI HOW-TO] Update Your Zune Player Software

    - by Mysticgeek
    Keeping your computer and software up to date is very important in keeping everything running smooth and secure. It’s also important to keep your geeky gadgets updated as well. Here we take a look at updating a Zune HD. Note: In this example we’re updating a Zune HD out of the box which hasn’t been updated yet. The first thing you’ll need to do if you haven’t already is download and install the latest Zune software (link below). Now plug your Zune into your computer with the included USB connection cable and give it a moment to be recognized. Next launch the Zune Desktop software and you should get the following screen. Just accept the EULA… Then the update kicks off. Make sure not to disconnect the Zune while the update takes place. The update will take a few minutes, and after it’s complete you should be good to go and can start using your Zune. To update your player in the future, go to General Settings then Player Update. Just like your computer’s hardware and software, you want to keep your other geeky gadgets updated as well. This will help the device run more smoothly, and sometimes add additional functionality. Download Zune 4.0 Similar Articles Productive Geek Tips Switch Ubuntu Server to use Internet Repositories Instead of cdromGreat Sounding Music and Skin Possibilities with XionExaile 0.3.0 is a Music Player for UbuntuMake VLC Player Look like Windows Media Player 11Unofficial Windows XP Themes Created by Microsoft TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 PCmover Professional Increase the size of Taskbar Previews (Win 7) Scan your PC for nasties with Panda ActiveScan CleanMem – Memory Cleaner AceStock – The Personal Stock Monitor Add Multiple Tabs to Office Programs The Wearing of the Green – St. Patrick’s Day Theme (Firefox)

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  • 2010 FIFA World Cup Silverlight Smooth Streaming Player with Live Messenger

    - by FernandoCortes
    Finally after weeks of hard work the World Cup Silverlight player is ready to watch the spanish team in action. This Silverlight Player use Smooth Streaming technology, enables adaptive streaming of media to Silverlight and other clients over HTTP. Smooth Streaming provides a high-quality viewing experience that scales massively on content distribution networks, making true HD 1080p media experiences a reality. The player integrate leading social networks such as Microsoft Live Messenger, Twitter and Facebook to chat in a public chat and with your Windows Live Messenger contacts list completely private. All supported on Microsoft Azure in one of the biggest deployments in this platform (350 instances). We integrate Windows Live Messenger with Siverlight using the javascript messenger library, version 3.5. Check out this video, in spanish, where Antón and me explain how to integrate Silverlight and Live Messenger: http://www.channels.com/episodes/show/8900143/-Codecamp-es-2009-Messenger-Cortes-Molleda   Player Uri http://mundial2010.telecinco.es/ (Spanish Television)   Developer & Design Team Antón Molleda (Developer) Luis Guerrero (Developer) Raúl Varela (Designer) Ricardo Acosta (Designer) Fernando Cortés Hierro (myself)

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  • Box2D Platform body not moving player body along with it

    - by onedayitwillmake
    I am creating a game using Box2D (Javascript implementation) - and I added the ability to have a static platform, that is moved along an axis as a function of a sine. My problem is when the player lands on the platform, as the platform moves along the X axis - the player is not moved along with it, as you visually would expect. The player can land on the object, and if it hits the side of the object, it does colide with it and is pushed. This image might explain better than I did: After jumping on to the red platform the player character will fall off as the platform moves to the right UPDATE: Here is a live demo showing the problem: http://onedayitwillmake.com/ChuClone/slideexample.php

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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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  • Android 3.0 Music Player Video Preview

    - by Gopinath
    Earlier this week, some folks over on the XDA developers forum got their hands on a leaked test build of a revamped Android music player that could possibly be shipping with Android’s next OS upgrade, Honeycomb. This evening the footage was spotted by Engadget, and now the word is spreading like wildfire: Android is going to get a default music player that isn’t totally mediocre. via TechCrunch This article titled,Android 3.0 Music Player Video Preview, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • Keeping player aligned to grid in Pacman

    - by user17577
    I am making a Pacman game using XNA. The game is tile based, with each tile being 32 pixels. As the player moves, I need to know whenever it is perfectly on a tile (ie position of 32, 64, etc...) so that I can check to see if the next tile is free. I am using the following logic to test this. if (position.X % 32 == 0 && position.Y %32 == 0) { onTile = true; } I figure that I need to make the player's speed evenly divide 32. Everything works fine if I make the player's speed an integer such as 4 or 8. But if I make the speed something like 6.4, I end up with positions such as 64.00001, and my if statement no longer works correctly. How can I keep the player aligned with the grid, while allowing a wider range of player speeds than 1, 2, 4, 8, 16, and 32? Or is there some better way to go about this? Thanks

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  • How to Install Windows Media Player 11 on Wine

    - by namkid
    I am battling to install Windows Media Player 11 on Wine. I have tried the following: Open a Terminal (Applications, Accessories, Terminal) and type "sudo apt-get install wine." This installs Wine Windows Emulator, a free application that allows you to run many Windows programs within Linux. Download Windows Media Player 11 for Windows XP (link in Resources) and save it to Ubuntu's desktop. Once downloaded, right-click and select "Open with Wine Windows Emulator." Follow the on-screen prompts for installing it to your system. Go to "Applications" then "Wine," select "Programs" and open "Windows Media Player." Click "File" then "Open" and locate a DRM file you want to play. Select "OK" to load it into Media Player. I installed Wine (Which is step 1). But I am having problems with step 2 (Download Windows Media Player 11 for Windows XP (link in Resources) and save it to Ubuntu's desktop). I'm just not finding a way to do it. I may be overlooking the (link in Resources) Can't find it. I am stuck!

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  • how to stream audio and video files, but use any media player on Windows (without using Windows file

    - by RamyenHead
    I want to access and play media files on machine S (Windows XP) from machine C (Windows XP). Using Windows File Sharing ("share this folder" stuff), if it works, I would share the folder containing media files on machine S, and I would be able to play media files, sitting in front of C, using any media player I want. Windows somehow ensures that the remote files behave like local files. But Windows file sharing won't work for me, is there any alternative? If two machines were both Linux, I would install an SSH server on S and use Nautilus from C to access and play media files. The reason why I can't use Windows file sharing is, my campus use two different subnets, I have S and C on different subnets and it seems that the firewall governing the whole network in campus doesn't allow file sharing between different subnets. I tried changing Windows Firewall settings on S to allow C in, it still wouldn't work, so it must be the other firewall.

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  • Unity Player Controls Streaming Music Services From Chrome Toolbar

    - by Jason Fitzpatrick
    Chrome: If you’re a frequent Pandora, Grooveshark, or other popular streaming music station listener, Unity Player puts play control and song info on the Chrome Toolbar. Rather than sending you digging through your tabs to find the window with Pandora–or Google Music, Grooveshark, 8Tracks, Hypemachine, or any of the other dozen supported services–Unity Player pulls up a one-click control panel for easy pause/play, skip, and access to other service features like thumbs up/down flagging. Unity Player is free, works wherever Chrome does. Unity Player [via Addictive Tips] Make Your Own Windows 8 Start Button with Zero Memory Usage Reader Request: How To Repair Blurry Photos HTG Explains: What Can You Find in an Email Header?

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  • Draw Bug 2D player Camera

    - by RedShft
    I have just implemented a 2D player camera for my game, everything works properly except the player on the screen jitters when it moves between tiles. What I mean by jitter, is that if the player is moving the camera updates the tileset to be drawn and if the player steps to the right, the camera snaps that way. The movement is not smooth. I'm guessing this is occurring because of how I implemented the function to calculate the current viewable area or how my draw function works. I'm not entirely sure how to fix this. This camera system was entirely of my own creation and a first attempt at that, so it's very possible this is not a great way of doing things. My camera class, pulls information from the current tileset and calculates the viewable area. Right now I am targettng a resolution of 800 by 600. So I try to fit the appropriate amount of tiles for that resolution. My camera class, after calculating the current viewable tileset relative to the players location, returns a slice of the original tileset to be drawn. This tileset slice is updated every frame according to the players position. This slice is then passed to the map class, which draws the tile on screen. //Map Draw Function //This draw function currently matches the GID of the tile to it's location on the //PNG file of the tileset and then draws this portion on the screen void Draw(SDL_Surface* background, int[] _tileSet) { enforce( tilesetImage != null, "Tileset is null!"); enforce( background != null, "BackGround is null!"); int i = 0; int j = 0; SDL_Rect DestR, SrcR; SrcR.x = 0; SrcR.y = 0; SrcR.h = 32; SrcR.w = 32; foreach(tile; _tileSet) { //This code is matching the current tiles ID to the tileset image SrcR.x = cast(short)(tileWidth * (tile >= 11 ? (tile - ((tile / 10) * 10) - 1) : tile - 1)); SrcR.y = cast(short)(tileHeight * (tile > 10 ? (tile / 10) : 0)); //Applying the tile to the surface SDL_BlitSurface( tilesetImage, &SrcR, background, &DestR ); //this keeps track of what column/row we are on i++; if ( i == mapWidth ) { i = 0; j++; } DestR.x = cast(short)(i * tileWidth); DestR.y = cast(short)(j * tileHeight); } } //Camera Class class Camera { private: //A rectangle representing the view area SDL_Rect viewArea; //In number of tiles int viewAreaWidth; int viewAreaHeight; //This is the x and y coordinate of the camera in MAP SPACE IN PIXELS vect2 cameraCoordinates; //The player location in map space IN PIXELS vect2 playerLocation; //This is the players location in screen space; vect2 playerScreenLoc; int playerTileCol; int playerTileRow; int cameraTileCol; int cameraTileRow; //The map is stored in a single array with the tile ids //this corresponds to the index of the starting and ending tile int cameraStartTile, cameraEndTile; //This is a slice of the current tile set int[] tileSetCopy; int mapWidth; int mapHeight; int tileWidth; int tileHeight; public: this() { this.viewAreaWidth = 25; this.viewAreaHeight = 19; this.cameraCoordinates = vect2(0, 0); this.playerLocation = vect2(0, 0); this.viewArea = SDL_Rect (0, 0, 0, 0); this.tileWidth = 32; this.tileHeight = 32; } void Init(vect2 playerPosition, ref int[] tileSet, int mapWidth, int mapHeight ) { playerLocation = playerPosition; this.mapWidth = mapWidth; this.mapHeight = mapHeight; CalculateCurrentCameraPosition( tileSet, playerPosition ); //writeln( "Tile Set Copy: ", tileSetCopy ); //writeln( "Orginal Tile Set: ", tileSet ); } void CalculateCurrentCameraPosition( ref int[] tileSet, vect2 playerPosition ) { playerLocation = playerPosition; playerTileCol = cast(int)((playerLocation.x / tileWidth) + 1); playerTileRow = cast(int)((playerLocation.y / tileHeight) + 1); //writeln( "Player Tile (Column, Row): ","(", playerTileCol, ", ", playerTileRow, ")"); cameraTileCol = playerTileCol - (viewAreaWidth / 2); cameraTileRow = playerTileRow - (viewAreaHeight / 2); CameraMapBoundsCheck(); //writeln( "Camera Tile Start (Column, Row): ","(", cameraTileCol, ", ", cameraTileRow, ")"); cameraStartTile = ( (cameraTileRow - 1) * mapWidth ) + cameraTileCol - 1; //writeln( "Camera Start Tile: ", cameraStartTile ); cameraEndTile = cameraStartTile + ( viewAreaWidth * viewAreaHeight ) * 2; //writeln( "Camera End Tile: ", cameraEndTile ); tileSetCopy = tileSet[cameraStartTile..cameraEndTile]; } vect2 CalculatePlayerScreenLocation() { cameraCoordinates.x = cast(float)(cameraTileCol * tileWidth); cameraCoordinates.y = cast(float)(cameraTileRow * tileHeight); playerScreenLoc = playerLocation - cameraCoordinates + vect2(32, 32);; //writeln( "Camera Coordinates: ", cameraCoordinates ); //writeln( "Player Location (Map Space): ", playerLocation ); //writeln( "Player Location (Screen Space): ", playerScreenLoc ); return playerScreenLoc; } void CameraMapBoundsCheck() { if( cameraTileCol < 1 ) cameraTileCol = 1; if( cameraTileRow < 1 ) cameraTileRow = 1; if( cameraTileCol + 24 > mapWidth ) cameraTileCol = mapWidth - 24; if( cameraTileRow + 19 > mapHeight ) cameraTileRow = mapHeight - 19; } ref int[] GetTileSet() { return tileSetCopy; } int GetViewWidth() { return viewAreaWidth; } }

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  • Moving the jBullet collision body to with the player object

    - by Kenneth Bray
    I am trying to update the location of the rigid body for a player class, as my player moves around I would like the collision body to also move with the player object (currently represented as a cube). Below is my current update method for when I want to update the xyz coords, but I am pretty sure I am not able to update the origin coords? : public void Update(float pX, float pY, float pZ) { posX = pX; posY = pY; posZ = pZ; //update the playerCube transform for the rigid body cubeTransform.origin.x = posX; cubeTransform.origin.y = posY; cubeTransform.origin.z = posZ; cubeRigidBody.getMotionState().setWorldTransform(cubeTransform); processTransformMatrix(cubeTransform); } I do not have rotation updated, as I do not actually want/need the player body to rotate at all currently. However, in the final game this will me put in place.

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  • AndEngine player, background and camera

    - by valdemar593
    I'm developing a 2D shooter using AndEngine. At the moment I'm trying to make the camera follow the player. As I've understood the common approach is to use the SmoothCamera zooming it and setting the chased entity. The problem is that the camera follows the player WITH background moving also (RepeatingSpriteBackground), so it looks like the player doesn't move at all though the actual position changes. So I don't really get how to make the camera follow the player and have the background not moving. Thanks in advance.

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  • Windows Media Player Vulnerability, PCAnywhere Warning

    Windows Media Player Vulnerability Targeted by Drive-by-download Attack Security firm Trend Micro recently released details on malware that has been targeting the MIDI Remote Code Execution Vulnerability found in Microsoft's Windows Media Player. A post on Trend Micro's Malware Blog offered further insight into the malware that has been exploiting the CVE-2012-0003 vulnerability. The malware's authors have been successful in exploiting the vulnerability by tricking unsuspecting victims into opening a specially engineered MIDI file in Windows Media Player. This Web-based drive-by-download ...

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  • is requiring a video player download acceptable

    - by wantTheBest
    Our site currently is going to require our users to download a player to view videos they will want to view on our site. The videos get uploaded by users from various sources (smartphones in 3gp format for example). However most people have Flash on their machines. I am trying to 'make a gentle stand' and tell the team that requiring a download of a video player is not acceptable. My thinking is this: instead of allowing people to upload 3gp and other formats then re-serving the exact format on REQUESTs from our site's users we will instead use a video converter such as FFMpeg to convert every uploaded video to FLV for viewing on flash. so when a user requests to view one of the videos on our site -- boom they probably already have Flash installed so we just play the video in their Flash player. I feel serving up FLV flash video is best. Does it ring true that requiring, say, a 3gp player download just to view a video is the wrong approach?

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  • is requiring a video player download acceptable

    - by wantTheBest
    Our site currently is going to require our users to download a player to view videos they will want to view on our site. The videos get uploaded by users from various sources (smartphones in 3gp format for example). However most people have Flash on their machines. I am trying to 'make a gentle stand' and tell the team that requiring a download of a video player is not acceptable. My thinking is this: instead of allowing people to upload 3gp and other formats then re-serving the exact format on REQUESTs from our site's users we will instead use a video converter such as FFMpeg to convert every uploaded video to FLV for viewing on flash. so when a user requests to view one of the videos on our site -- boom they probably already have Flash installed so we just play the video in their Flash player. I feel serving up FLV flash video is best. Does it ring true that requiring, say, a 3gp player download just to view a video is the wrong approach?

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