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  • Ubuntu 12.10 Wine Crash Error Help

    - by Hao
    I'm trying to get wine to work for Hawken. I used winetricks and installed all the necessary components. Wine works fine with other games I have installed but when I try to run Hawken it crashes while loading with the following error: fixme:iphlpapi:CancelIPChangeNotify (overlapped 0xf2afb8): stub I'm new to Ubuntu so I have no idea how to fix this. Any help would be much appreciated. *Update: I've done some backtracking and it seems that this error is caused by the launcher not wine itself.

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  • Game window systems and internal frames

    - by 2080
    I don't know if this is a valid question, but: What kind of window manager do games use which have internal frames (Frames inside frames)? Does this differ between the programming languages (Are e.g. in Java the AWT/Swing libraries used to manage these and other graphical elements, such as buttons,or is this to restrictive (speed, graphical possibilities?)) A special example would be EVE Online, where the client can use the ingame windows like on a normal desktop.

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  • Package Installation Failure

    - by mahima
    Whenever I try to install any new package or upgrade a package, it fails with below mentioned error: Setting up install-info (4.13a.dfsg.1-5ubuntu1) ... /etc/environment: line 1: PATH=/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/games: No such file or directory dpkg: error processing install-info (--configure): subprocess installed post-installation script returned error exit status 1 No apport report written because MaxReports is reached already Errors were encountered while processing: install-info E: Sub-process /usr/bin/dpkg returned an error code (1) I checked all the directories mentioned in PATH variable exists.

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  • Why is Spritebatch drawing my Textures out of order?

    - by Andrew
    I just started working with XNA Studio after programming 2D games in java. Because of this, I have absolutely no experience with Spritebatch and sprite sorting. In java, I could just layer the images by calling the draw methods in order. For a while, my Spritebatch was working fine in deferred sorting mode, but when I made a change to one of my textures, it suddenly started drawing them out of order. I have searched for a solution to this problem, but nothing seems to work. I have tried adding layer depths to the sprites and changing the sort mode to BackToFront or FrontToBack or even immediate, but nothing seems to work. Here is my drawing code: protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Gray); Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); for (int x = 0; x < 5; x++) { for (int y = 0; y < 5; y++) { region[x, y].draw(((float)w / aw)); // Draws the Tile-Based background } } player.draw(spriteBatch, ((float)w / aw));//draws the character (This method is where the problem occurs) enemy.draw(spriteBatch, (float)w/aw); // draws a basic enemy Game1.spriteBatch.End(); base.Draw(gameTime); } player.draw method: public void draw(SpriteBatch sb, float ratio){ //draws the player base (The character without hair or equipment) sb.Draw(playerbase[0], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White,0,Vector2.Zero,SpriteEffects.None,0); //draws the player's hair sb.Draw(playerbase[3], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); //draws the player's shirt sb.Draw(equipment[0], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); //draws the player's pants sb.Draw(equipment[1], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); //draws the player's shoes sb.Draw(equipment[2], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); } the game has a top-down perspective much like the early legend of zelda games. It draws sections of the texture depending on which direction the character is facing and the animation frame. However, instead of drawing the character in the order the draw methods are called, it ends up drawing the character out of order. Please help me with this problem.

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  • Full-Scale Star Trek Props Recreated in LEGO

    - by Jason Fitzpatrick
    Is there a finer way to immortalize your love for one geeky thing than building it with another geeky thing? Flickr user Geeky Tom lives up to his name with these well done 1:1 Star Trek props crafted from LEGO bricks. Hit up the link below to check out the full gallery of phasers, tricorders, and more. LEGO Star Trek TOS [via Neatorama] How to Play Classic Arcade Games On Your PC How to Use an Xbox 360 Controller On Your Windows PC Download the Official How-To Geek Trivia App for Windows 8

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  • Problem with drawing textures in OpenGL ES

    - by droidmachine
    I'm developing a 2D game for Android and i'm using the framework which has been told in the book which named Beginning Android Games by Mario Zechner.So my framework is well designed and using OpenGL 1.1.It's similar to libgdx. When i put my textures adjacent each other in my 2d surface,there are some spaces size as 1 px.But this problem only occur on my tablet.There aren't a problem like this on my phone.It's like in this picture: What can be the problem?I can't fix it from one week.

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  • how to implement motion blur effect?

    - by PlayerOne
    I wanted to know how one would implement this motion blur or fade effect behind the soccer ball . Here is what I was thinking . You have the balls current position and you also keep its previous position(couple of sec back). and you draw a "streak" sprite between the 2 points. I have seen this effect lots of time implemented for projects in various 2d games and wanted to know if there is a standard technique. http://i45.tinypic.com/2n24j7r.png

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  • Scaling Down Pixel Art?

    - by Michael Stum
    There's plenty of algorithms to scale up pixel art (I prefer hqx personally), but are there any notable algorithms to scale it down? In my case, the game is designed to run at 1280x720, but if someone plays at a lower resolution I want it to still look good. Most Pixel Art discussions center around 320x200 or 640x480 and upscaling for use in console emulators, but I wonder how modern 2D games like the Monkey Island Remake look good on lower resolutions? (Ignoring the options of having multiple versions of assets (essentially, mipmapping))

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  • Starting point for a simple game written in action script [closed]

    - by Hossein
    Possible Duplicate: AS3/Flash Game Dev: Looking for good & current step by step. Hi, I want to develop a simple game like: http://www.albinoblacksheep.com/games/falldown2 And then making it a bit more fancy. But I don't know where to start. I have already started AS3 so I know about the syntax and stuff, but I am kinda lost. Does anyone knows of a nice starting point or a tutorial that can help me with this? Thanks

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  • ATI (fglrx) Dual monitor / laptop hot-plugging

    - by Brendan Piater
    I feel like I've gone back 5 years on my desktop today. I'll try not dump to much frustration here... I been running 12.04 since alpha with the ATI open source drivers and the gnome 3 desktop. I been generally very happy with them with only small issues along the way. Now of course it does not support 3D acceleration 100%, so games like my newly purchased Amnesia from the Humble bundle would not play. OK, no worries, the ATI driver is in the repos so let me have a go I thought. With all this testing that's been done with multi-monitor support, what could go wrong...? How I use my computer: It's laptop, with a HD 3670 card in it. I spend about 50% of the time working directly on the laptop (at home) and about 50% of the time working with an additional display connected (at work), multi desktop environment. What happening now: installed drivers things seemed to working, save some small other bugs (not critical) this morning I take my machine and plug the additional monitor into it, and nothing happens... ok fine. open "displays" try configure dual display, won't work open ati config "thing" (cause it is a thing, a crap thing) and set-up monitors there reboot it says (oh ffs, really.... ok) reboot, login and wow, I got a gnome 2 desktop (presume gnome 3 fall back) and no multi-monitor...great. (screenshot: http://ubuntuone.com/5tFe3QNFsTSIGvUSVLsyL7 ) after getting into a situation where I had to Ctrl + Alt + Del to get out of a frozen display, I eventually manage to set-up a single display desktop on the "main" monitor ok.. time to go home... unplug monitor... nothing happens.. oh boy here we go... try displays again, nothing, just hangs the display.. great. crash all the apps and reboot... So it's been a trying day... What I really hope is that someone else has figured out how to avoid this PAIN. Please help with a solution that: allows me run fglrx (so I can run the games I want) allows me to hot-plug a monitor to my laptop and remove it again allows me to change the display so include the hot-plugged monitor (preferable automatically like it did with the open drivers) Next best if that's not possible: switch between laptop only display and monitor only display easily (i.e. not having to reboot/logout/suspened etc) Really appreciate the time of anyone that has a solution. Thanks in advance. Regards Brendan PS: I guess I should file a bug about this too, so some direction as to the best place to file this would be appreciated too.

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  • Memory Glutton

    - by AreYouSerious
    I have to admit that I can't get enough storage. I have hard drives just sitting around in case I need to move somthing, or I'm going to a friends and either they want something I have or I want something they might have. What I'm going to talk about today is cost effective memory for devices. I don't know how this particualr device will work in a camera, as That's not what I use in my camera, in fact I don't have a camera that doesn't either use SD, or the old compact flash card, that's not so compact anymore. There's this thing that uses two micro sd cards to double the capacity of your memory, and it costs about 4 bucks, without the Micro SD card. I have had one for about a year and was going to throw it away because I couldn't get it to work with my computer, or with my Sony Reader. However I found out by one last ditch effort that this thing works beautifully with my Sony PSP. there is no software to speak of associated with this thing, you simply put in two SD cards of the same size... (if you put in two different sizes it will still work, you'll only double the smallest cards size though) and format through the psp. Viola you know have a 29 GB memory card for your PSP. why is this important ? well for starters you can carry more music and more videos. Second if you have gone the way of the hacker.... you can store more games on your card... There are just a few things you have to note.... I speak from experience... you have to use the usb connection to the PSP to do any file moving, as I said previously said card doesn't play well with my computers or card readers... I not saying it won't work at all, just hasn't work with anything I own. Second. If for some reason you try to Hack/crack your PSP don't attempt to delete a game from the psp, use the usb file browser to remove games. if you delete from the PSP you are likely to have to move all your files off, reformat and start again... just a couple things I have noticed... if I had done something like that.   anyway, Here's a link.... http://www.photofast-adapter.com/  and if you want to buy one, get it off ebay, I've seen them as low as $1.99

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  • Keeping the camera from going through walls in a first person game in Unity?

    - by Timothy Williams
    I'm using a modified version of the standard Unity First Person Controller. At the moment when I stand near walls, the camera clips through and lets me see through the wall. I know about camera occlusion and have implemented it in 3rd person games, but I have no clue how I'd accomplish this in a first person game, since the camera doesn't move from the player at all. How do other people accomplish this?

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  • Humble Indie Bundle Shows GNU/Linux Gaming Statistics

    <b>Inatux:</b> "Games have become the topic of late. Osmos developers wonder whether there is enough market share for GNU+Linux game ports to be worth the cost, but they aren't the only ones. It's been discussed time and time again, is a GNU+Linux -- or really any Unix or Unix-like -- port worth it?"

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  • Quicktips 1: Windows 7 Libraries; New website

    - by Michael B. McLaughlin
    I’m working on several large posts right now. So in the interim, I’ve decided to do shorter posts that contain something I find very helpful. This is the first. I’ve been using Windows 7 since April 2010. It’s the first OS I’ve ever worked with that I actually enjoy. I’ve used many over the years (KERNAL; PC DOS; MS-DOS 3.x+; Windows 3.0, 3.11, 95, 98, 98 SE, Me, NT 3.51, NT 4, 2000, XP, Vista, 7; various GNU/Linux distros starting with Debian 1.2 – most recently Ubuntu 10.04; ProDOS, Mac OS 9.X, Mac OS X (through 10.4); SunOS, Solaris; AIX, z/OS; OpenVMS). Some were frustrating. Some tolerable. Some were “nice except for…”. OS X actually started out as seemingly “nice” until every single release contained a breaking change to some major API and they then decided to flip-off everyone who had bought a Mac as little as two years earlier with the release of Snow Leopard without PPC support. Windows 7 is the first one that’s just “nice” without any qualifiers. There are so many little features that add up to make it nice. Today’s Quicktip is one of them. Quicktip 1: Create a Library for your Code One thing I particularly like about Windows 7 is the Libraries feature in Explorer. Specifically the fact that you can create custom ones. I used to spend a lot of time opening new Explorer windows and navigating my various Visual Studio projects folders. Custom libraries allowed me to simplify that whole process. I now simply go to my “Code” library and there it all is. Adding a new library is easy. Open an Explorer window. If you aren’t in your Libraries when it opens, navigate to Libraries. Click the “New library” button. Give it a name. Then right click on the new library you created and go to “Properties”. Click the “Include a folder…” button. Choose the folder you want and press “Include folder”. Voilà! If you wish to add more, simply click “Include a folder…” again and repeat. It’s true that this is just a small time saver. But it’s one of those things that just adds a really nice touch. ------------------------ In a separate note, just before Christmas I finally finished and published my new website: http://www.bobtacoindustries.com/ . I waited to post here about it until I found time to incorporate a few things I hadn’t had the time to do when I pushed it out for its “soft open”. Most of them are now done and so my site is now formally open. I have no plans or intentions of moving my blog ( http://blog.bobtacoindustries.com/ points here). I quite like it here, both in terms of the interface and also in terms of the concept (and realization thereof) of pooling geek bloggers to create a pool of knowledge and helpful tips, tricks, techniques, and advice. I created it simply because I felt that it was time to have a website as I venture further into my return to the land of software development. The “For Devs” section should hopefully be useful to developers, particularly the links section. It’s my curated list of sites that I regularly visit to solve problems, to help answer questions on Twitter and the AppHub forums, and to learn new things. I’ll be adding links to it periodically and will be including topic areas as I become acquainted with them enough to form a proper list. WPF will likely be the first topic area added. If there are any links you think I should add to the existing topics, let me know! I warn in advance that I’m less inclined to add blogs; there are simply too many good blogs and I do not want to have hundreds per topic area. So blogs are limited primarily, though not exclusively, to acknowledged experts in the subject area who generally blog regularly about it and who usually are part of the team that develops the product or technology in question. I’m much more amenable to including individual blogs posts in the techniques subcategory in the appropriate topic area. Ultimately, it’s a collection of things I find interesting and helpful. So please no hard feelings if I don’t add a link you think is awesome. I may well think it’s awesome too, but conclude that it doesn’t fit with my goals for the dev links area.

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  • Protection against CheatEngine and other injectors [duplicate]

    - by Lucas
    This question already has an answer here: Strategies to Defeat Memory Editors for Cheating - Desktop Games 10 answers Is protection against CheatEngine and other inject tools are possible to do? I was thinking a day and the only one idea I've got is about writting some small application which will scan the processes running every second, and in case if any injector will be found the game client will exit immadiately. I'm writing here to see your opinions on this case as some of you may have some expierence against protecting the game clients against DLL or PYC injection or something.

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  • Custom Music in Skyrim's Creation Kit?

    - by CptSupermrkt
    Can you bring in external music such as mp3s? If so, how? I didn't see anything about this in the wiki Bethesda released. Also how does this work with regards to the Steam Workshop? Don't imagine they would appreciate uploading copyrighted content. I don't particularly care about making a public mod, I just want to screw around privately and create dungeons/towns using music from some of my favorite games. Thanks.

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  • Google I/O Sandbox Case Study: Angry Birds

    Google I/O Sandbox Case Study: Angry Birds We interviewed Rovio, the makers of Angry Birds, at the Google I/O Sandbox on May 11, 2011 and they explained to us the benefits of building on Chrome. Angry Birds, one of the most popular games for mobile devices, is now available on Chrome! For more information about developing on Chrome, visit: code.google.com For more information on Rovio, visit: www.rovio.com From: GoogleDevelopers Views: 19 0 ratings Time: 01:14 More in Science & Technology

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  • Voice artist for a game for kids

    - by devmiles.com
    We're making a game for kids which should include about 50 spoken phrases. I'm asking for help in finding the right voice artist / studio for this. I've tried searching the web but couldn't find anything that would make me sure that it would work for us or games in general. So I'm looking for references from those of you who had a successful collaboration with artists or studios. Any help would be appreciated.

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  • Displaying performance data per engine subsystem

    - by liortal
    Our game (Android based) traces how long it takes to do the world logic updates, and how long it takes to a render a frame to the device screen. These traces are collected every frame, and displayed at a constant interval (currently every 1 second). I've seen games where on-screen data of various engine subsystems is displayed, with the time they consume (either in text) or as horizontal colored bars. I am wondering how to implement such a feature?

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  • map data structure in pacman

    - by Sam Fisher
    i am trying to make a pacman game in c# using GDI+, i have done some basic work and i have previously replicated games like copter-it and minesweeper. but i am confused about how do i implement the map in pacman, i mean which datastructure to use, so i can use it for moving AI controlled objects and check collisions with walls. i thought of a 2d array of ints but that didnt make sense to me. looking for some help. thanks.

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  • XNA Moddable Game - Architecture Design and Reflection

    - by David K
    I've decided to embark on an XNA moddable game project of a simple rogue style. For all purposes of this question, I'm going to not be using a scripting engine, but rather allow modders to directly compile assemblies that are loaded by the game at run time. I know about the security problems this may raise. So in order to expose the moddable content, I have gone about creating a generic project in XNA called MyModel. This contains a number of interfaces that all inherit from IPlugin, such as IGameSystem, IRenderingSystem, IHud, IInputSystem etc. Then I've created another project called MyRogueModel. This references MyModel project, and holds interfaces such as IMonster, IPlayer, IDungeonGenerator, IInventorySystem. More rogue specific interfaces, but again, all interfaces in this project inherit from IPlugin. Then finally, I've created another project called MyRogueGame, that references both MyModel and MyRogueModel projects. This project will be the game that you run and play. Here I have put the actual implementation of the Monster, DungeonGenerator, InputSystem and RenderingSystem classes. This project will also scan the mods directory during run time and load any IPlugins it finds using reflection and override anything it finds from the default. For example if it finds a new implementation of the DungeonGenerator it will use that one instead. Now my question is, in order to get this far, I have effectively 2 projects that contain nothing but interfaces... which seems a little... strange ? For people to create mods for the game, I would give them both the MyModel and MyRogueModel assemblies in which they would reference. I'm not sure whether this is the right way to do it, but my reasoning goes as follows : If I write 1 input system, I can use it in any game I write. If I create 3 rogue like games, and a modder writes 1 rendering system, that modder could use the rendering system for all 3 games, because it all comes from the MyModel project. I come from a more web based C# role, so having empty interface projects doesn't seem wrong, its just something I haven't done before. Before I embark on something that might be crazy, I'd just like to know whether this is a foolish idea and whether there's a better (or established) design principle I should be following ?

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  • Career Development: What should I learn next after Python? and Why? [closed]

    - by Josh
    Hi all I'm currently learning Python. I want to know what should I learn next out of these programming langauages: PHP Actionscript 3 Objective-C (iPhone applications) I work in the Multimedia industry and have decided to learn Python as a first programming language seriously because I would like to learn the basics of programming, to mainly write scripts at work that Automate task (eg. Edit multiple XML files quickly) At work we have a senior developer who knows Actionscript and PHP very well (although knows PHP better). We also have been developing iPhone applications for 2 weeks, Our senior developer could learn it although we have lots of work currently with PHP and Actionscript 3 type work and haven't had time or reason to pick up iOS development. Here are the reasons I want to learn each language, But I cannot decide what I'll learn next: PHP: I want to learn PHP because it will help with Web Development. PHP is very wanted by employers. Senior developer at work writes everything in it web sites, CMS etc. (including XML checks and scripts), I will learn a lot from him (once I learn the basics). However, I don't want to learn Web because you have to deal with lots of cross-browser problems. Actionscript 3: At work we are looking to put on another developer to help with online activities and very small games (using Actionscript 3.0 and Flash CS5) for (eg. First Aid Activities etc) I would like to do things that have a element of design as I'm better at Photoshop then developing. I want to be creative, I like to interact with users in a fun way. Objective-C (iPhone applications): We are a all mac office, we may get more iPhone, iPad application work(jobs) that need to be created. Work has found it nearly impossible to find good iPhone developers. I like apple products (Macs and iPhones), I would like to make my own games, applications in my spare time(if I knew how). Should I learn Actionscript first because it would be easier to learn then Objective-C? Should I learn PHP because it is very widely used? Should I learn Objective-C because it is really wanted by employers now?

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  • In-Game Encyclopedias

    - by SHiNKiROU
    There are some games where there is an in-game encyclopedia where you can know many things about characters and settings of the game. For example, the Codex in Mass Effect. I want to know if it is exclusive to Bioware, and get inspired about other encyclopedia systems. What are some other examples of in-game encyclopedias? How effective is it? I also want some examples where the in-game encyclopedia is not effective at all or an ignored feature

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