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  • Best Platform/Engine for turn based Client/Server Android game

    - by Paradine
    I'm currently designing a turn based game for tablets. Initially for Android with porting to iOS later considered in design. I'm having trouble narrowing down the available technologies to even know where to spend my research time. I am hoping that if I explain what I am trying to achieve someone may be able to suggest a platform and/or engine. I've looked into some of the open source Engines ( http://www.cuteandroid.com/ten-open-source-android-2d-or-3d-game-engine-for-android-developers ) and some appear to handle much of what I might require - although with a higher focus on graphics than i need. Mages looks interesting although development appears to have ceased. If I could somehow leverage GoogleApps that would be excellent. Here is what I am trying to achieve: PvP turn based strategy game over internet - minimal animation and bandwidth required Players match up online using MetaGame system MatchID created on Resolution Server and Game starts Clients have 30 second countdown to select MoveString Clients sends small secure timestamped and MatchIDed MoveString to Resolution server Resolution server looks up Move String for each player, Resolves and Updates Players status in MatchID on Server Resolution server updates Client Views Repeat until victory conditions met - MatchID Closed, Rewards earned in MetaGame There will also need to be a full social and account system and metagame backend - but this could be running on separate system(s) Tablet in Offline mode would be catalog browsing and perhaps single player AI - bum I'm focusing on the Resolution Server at this point I'm not even certain if I would be looking at an Android App or a WebApp at this stage! I want a custom GUI so I guess an app - but maybe as I have little animation a WebApp might also work. Probably some combination of both. There will be very small overhead in data between client server - essentially a small text string every 30 seconds sent to the Resolution server which looks up the Effect and applies it to the Opponents string and determines some results to apply to the match. The client view is updated minimally with the results (only 5 in game Integers tracked) - perhaps triggering small animations/popups on the client to show the end result. e.g Explosion. If you have suggestions for a good technology or platform to best achieving the Resolution Server I'd love to hear. Also if you have experience with open source Engines - and could narrow down which (if any ) might be most suitable that would be a big help. Thanks in advance

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  • Rule of thumb for enemy art design in 2D platformer

    - by Terrance
    I'm at the early stages of developing a 2D side scrolling open ended platformer (think Metroidvania) and am having a bit of difficulty at enemy design inspiration for something of a scifi, nature, fantasy setting that isn't overly familar or obvious. I haven't seen too many articles, blogs or books that talk about the subject at great length. Is there a fair rule of thumb when coming up with enemy art with respect to keeping your player engaged?

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  • Search Engine Ranking Competition

    Search engine ranking competition just got tougher. With individuals and businesses pooling a team of SEO experts to update their website, SEO software, working on intensive keyword research, as well as tapping into social media marketing, continuous marketing is necessary to improve and maintain search engine ranking competitiveness.

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  • Playing NSF music in FMOD.net

    - by Tesserex
    So, as the title says, I want to be able to play NSF files using FMOD, because my project already uses FMOD and I'd rather not replace it. This will involve figuring out how existing players and emulators work and porting it. I haven't yet found an existing player that uses FMOD. My starting point is the MyNes source from http://sourceforge.net/projects/mynes/. There are two big steps between here and what I'm looking for. MyNes plays from a ROM, not NSF. So, I have to rip out the APU and get it to play NSF files. The MyNes APU uses SlimDX, so I have to convert that to FMOD.NET. I am really stuck about how to go about either of these, because I'm not that familiar with audio formats and it's hard finding resources online. So here are a few questions: From what I can tell from the NSF spec at http://kevtris.org/nes/nsfspec.txt, it's just contains the relevant memory section of the ROM, plus the header. If anyone can verify or correct this that would be great. The emulator APU uses data from the rest of the emulator to play, including things like cycle counts. I'm not sure what replaces this in a standalone player. Can't I just load all the music data at once into a stream and play it? Joining #1 and #2, does the header data from the NSF substitute for some of the ROM data in the emulator code? Using FMOD, will I be following the usercreatedsound example for loading a stream? And does this format count as PCM? Specifically MyNes says PCM8. Any tips on loading / playing the stream in FMOD are appreciated. As an aside, I don't really understand the loading / playing sections of the spec I linked at all. It seems to apply to 6502 systems / emulators only and not to my situation. I know it's a long shot for anyone here to have enough experience in this area to help, but anything you can provide is definitely appreciated. A link to an existing .NET library that does this would be even better, but I don't believe one exists.

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  • Have You Heard About Project Lucy?

    - by KKline
    Lucy, You Got Some 'Splainin to Do!' Quest Software's latest community initiative, Windows Azure-based Project Lucy, has debuted! Project Lucy is part infrastructure analytics, part social media experiment, and part performance data warehouse. The best things about Project Lucy include: It’s Free - just like our SQLServerPedia website, Project Lucy is free to anyone who wants to upload a trace file It’s 1oo% web-based - you don’t have to download or maintain anything and updates roll out seamlessly,...(read more)

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  • Adobe lance un outil expérimental de conversion de Flash vers l'HTML5, « Wallaby » est disponible gratuitement pour Windows et Mac

    Adobe lance « Wallaby », un outil expérimental de conversion de Flash vers l'HTML5 Pour Windows et Mac OS Adobe vient de sortir une préversion de « Wallaby », un outil expérimental de conversion des fichiers sources Flash (.FLA) en des ensembles de fichiers HTML5, SVG, CSS, images et JavaScript pouvant fonctionner sans la présence du lecteur Adobe Player. Comme cas d'utilisation, on pense tout de suite à l'iOS d'Apple où Flash est toujours le grand absent malgré les tentatives réitérées d'Adobe, chaque fois

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  • Ledge grab and climb in Unity3D

    - by BallzOfSteel
    I just started on a new project. In this project one of the main gameplay mechanics is that you can grab a ledge on certain points in a level and hang on to it. Now my question, since I've been wrestling with this for quite a while now. How could I actually implement this? I have tried it with animations, but it's just really ugly since the player will snap to a certain point where the animation starts.

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  • How to install Eclipse J2EE IDE from a tarball?

    - by Silambarasan
    I have downloaded Eclipse 3.6.1 as a tar.gz file from eclipse site. Then I extract using cmd: tar -zxvf eclipse-jee-helios-SR1-linux-gtk.tar.gz after execute this cmd I got eclipse folder in this there is eclipse file. When I double click on this eclipse file I'm getting following error: Could not display "/media/D-DEVELOPME/eclipse/eclipse". There is no application installed for executable files is there any solution for it?

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  • Freshen the RTS genre

    - by William Michael Thorley
    This isn't really a question, but a request for feedback. RPS (Rock, Paper, Scissors) RTS (Real Time Strategy) Demo version is out: The game is simple. It is an RTS. Why has it been made? Many if not most RTS’s are about economy and large numbers of unit types. The genre hasn’t actually developed the gameplay drastically from the very first RTS’s produced, some lesson have been learned, but the games are really very similar to how they have always been. RPS brings new gameplay to the RTS genre. Through three means: • New combat mechanics: RPS has two unique modes (as well as the old favourite) of resolving weapon fire. These change how combat happens, and make application of the correct units vital to success. From this comes the requirement to run Intel on your enemies. • Fixed Resource Economy: Each player has a fixed amount of energy, This means that there is a definite end to the game. You can attrition your enemy and try to outlast them, or try to outspend your opponent and destroy them. There is a limit to how fast ships can be built, through the generation of construction blocks, but energy is the fast limit on economy. • Game Modes: Game modes add victory conditions and new game pieces. The game is overseen by a controller which literally runs the game. Games are no longer line them up, gun them down. This means that new tactics must be played making skirmish games fresh with novel tactics without adding huge amounts of new game units to learn. I’ve produced RPS from the ground. I will be running a kickstarter in the near future, but right now I want feedback and input from the game developing community. Regarding the concepts, where RPS is going, the game modes, the combat mechanics. How it plays. RPS will give fresh gameplay to the genre so it must be right. It works over the internet or a LAN and supports single player games. Get it. Play it. Tell me about your games. Thank you Demo: https://dl.dropbox.com/u/51850113/RPS%20Playtest.zip Tutorials: https://dl.dropbox.com/u/51850113/RPSGamePlay.zip

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  • The Flexibility of of Internet Radio Stations

    The emergence of Internet radio stations is one of the most exciting developments in this generation of web 2.0. Everyone are now in to the social media networking and video streaming. Everyone in th... [Author: Tine Meyer - Computers and Internet - April 08, 2010]

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  • CPU DB like IMDB for Microprocessors

    - by Jason Fitzpatrick
    If you’re interested in the history of microprocessors, the CPU DB at Stanford is a massive database of microprocessors that covers everything from code names to speed to processor families. Play with their visuals or download the entire database and make your own. CPU DB [Stanford.edu] The Best Free Portable Apps for Your Flash Drive Toolkit How to Own Your Own Website (Even If You Can’t Build One) Pt 3 How to Sync Your Media Across Your Entire House with XBMC

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  • Flash Analytics: The Tracking of the Flash Content

    The usage of flash player games has increased with the passage of time. In fact these days the flash games are available at the social networking web sites as well. The number of people playing these... [Author: Abel Nickson - Computers and Internet - April 05, 2010]

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  • How to Get a Quality Brochure Design

    Today?s small businesses are trying to send their message to the customers in new ways than ever. There is no argument about the effectiveness of the new media but there is also no argument against t... [Author: Emily Matthew - Web Design and Development - March 31, 2010]

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  • Arthur C. Clarke Describe the Future Internet in 1974 [Video]

    - by Jason Fitzpatrick
    Arthur C. Clarke–futurist and Sci-Fi writer–talks to a reporter from the Australian Broadcasting Network about the future of computing and the internet in this 1974 interview. Clearly he had a pretty good handle on the direction information technology and networking was going–we’re certainly using computers largely in the fashion he describes. [via Neatorama] The Best Free Portable Apps for Your Flash Drive Toolkit How to Own Your Own Website (Even If You Can’t Build One) Pt 3 How to Sync Your Media Across Your Entire House with XBMC

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  • WPF TextBlock refresh in real time

    - by TheOnlyBrien
    I'm new to C#, in fact, this is one of the first projects I've tried to start on my own. I am curious why the TextBlock will not refresh with the following code? The WPF window does not even show up when I add the "while" loop to the code. I just want this to have a real time display of the days since I was born. Please help me out or give me constructive direction. using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Windows; using System.Windows.Controls; using System.Windows.Data; using System.Windows.Documents; using System.Windows.Input; using System.Windows.Media; using System.Windows.Media.Imaging; using System.Windows.Navigation; using System.Windows.Shapes; namespace daysAliveWPF { /// <summary> /// Interaction logic for MainWindow.xaml /// </summary> public partial class MainWindow : Window { public MainWindow() { InitializeComponent(); DateTime myBirthday = new DateTime(1984, 01, 19); while (true) { TimeSpan daysAlive = DateTime.Now.Subtract(myBirthday); MyTextBlock.Text = daysAlive.TotalDays.ToString(); } } } } Similar code has worked in a Console Window application, so I don't understand what's going on here. Console Application code snip that did work is: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace DisplayRealTime { class Program { static void Main(string[] args) { DateTime myBirthday = new DateTime(1984, 06, 19); while (true) { TimeSpan daysAlive = DateTime.Now.Subtract(myBirthday); Console.Write("\rTotal Days Alive: {0}", daysAlive.TotalDays.ToString(".#####")); } } } } Thank you!

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  • Convert DVDs and ISO Files to MKV with MakeMKV

    - by DigitalGeekery
    Looking for a quick and easy way to convert your DVDs or ISOs to MKV files? Today we take a look at the MakeMKV Beta which gets the job done very well. Installing and Using MakeMKV Download and install MakeMKV (See download link below) If converting a DVD, place it into your optical drive. When you open MakeMKV you will be greeted by it’s minimalistic interface. Click on the DVD to hard drive button to open the DVD, or the folder icon on the top menu to browse for an ISO file.   MakeMKV will open the disc or file. Once the disc or file is opened, you’ll see the titles listed in the window on the left. Double-click on the titles to expand the tree structure.   Remove any title or tracks you don’t want to convert by unselecting the check box to the left. On the right side of the window, click the folder icon to select browse for your file output directory. When ready, click the MakeMkv button to begin the conversion process.   Conversion will proceed.   When the conversion is finished. Click OK. That’s all there is to it! Your MKV file is ready to play. Conclusion MakeMKV is currently still in beta and during the beta phase it will rip both DVD and Blu-ray for free. However, the DVD ripping functionality will always remain free. After 30 days if you want to continue ripping Blu-ray discs, you’ll need to purchase a license. DVD rips are very quick…typically around 15-20 minutes depending on the length of the movie. MakeMKV is available for Windows, Mac, Linux and will rip and convert DVDs to MKV files. Not all media players natively support MKV playback, so if you’re having trouble playing MKV files, try downloading VLC Media player, or the latest version of the DivX codec. Download MakeMKV Similar Articles Productive Geek Tips How To Rip DVDs with VLCEasily Change Audio File Formats with XRECODEHow To Convert Video Files to MP3 with VLCConvert PDF Files to Word Documents and Other FormatsConvert DVD to MP4 / H.264 with HD Decrypter and Handbrake 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 DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Office 2010 Product Guides Google Maps Place marks – Pizza, Guns or Strip Clubs Monitor Applications With Kiwi LocPDF is a Visual PDF Search Tool Download Free iPad Wallpapers at iPad Decor Get Your Delicious Bookmarks In Firefox’s Awesome Bar

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  • The Best Free Portable Apps for Your Flash Drive Toolkit

    - by Lori Kaufman
    Large capacity, small-sized, affordable USB flash drives provide us with the ability to easily carry around gigs of data in our pockets. Why not take our favorite programs with us as well so we can work on any computer? We have collected links to many useful portable programs you can easily install on a USB flash drive and create a portable version of your desktop PC. How to Own Your Own Website (Even If You Can’t Build One) Pt 3 How to Sync Your Media Across Your Entire House with XBMC How to Own Your Own Website (Even If You Can’t Build One) Pt 2

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  • Stupid Geek Tricks: Manage Your SkyDrive Through the Command Line

    - by Taylor Gibb
    Originally launched as an April Fools prank by the Microsoft SkyDrive team, SkyCMD turned out to be a really geeky way to manage files and folders on your SkyDrive from the command line. Lets take a quick look. The Best Free Portable Apps for Your Flash Drive Toolkit How to Own Your Own Website (Even If You Can’t Build One) Pt 3 How to Sync Your Media Across Your Entire House with XBMC

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  • Tile-based 2D collision detection problems

    - by Vee
    I'm trying to follow this tutorial http://www.tonypa.pri.ee/tbw/tut05.html to implement real-time collisions in a tile-based world. I find the center coordinates of my entities thanks to these properties: public float CenterX { get { return X + Width / 2f; } set { X = value - Width / 2f; } } public float CenterY { get { return Y + Height / 2f; } set { Y = value - Height / 2f; } } Then in my update method, in the player class, which is called every frame, I have this code: public override void Update() { base.Update(); int downY = (int)Math.Floor((CenterY + Height / 2f - 1) / 16f); int upY = (int)Math.Floor((CenterY - Height / 2f) / 16f); int leftX = (int)Math.Floor((CenterX + Speed * NextX - Width / 2f) / 16f); int rightX = (int)Math.Floor((CenterX + Speed * NextX + Width / 2f - 1) / 16f); bool upleft = Game.CurrentMap[leftX, upY] != 1; bool downleft = Game.CurrentMap[leftX, downY] != 1; bool upright = Game.CurrentMap[rightX, upY] != 1; bool downright = Game.CurrentMap[rightX, downY] != 1; if(NextX == 1) { if (upright && downright) CenterX += Speed; else CenterX = (Game.GetCellX(CenterX) + 1)*16 - Width / 2f; } } downY, upY, leftX and rightX should respectively find the lowest Y position, the highest Y position, the leftmost X position and the rightmost X position. I add + Speed * NextX because in the tutorial the getMyCorners function is called with these parameters: getMyCorners (ob.x+ob.speed*dirx, ob.y, ob); The GetCellX and GetCellY methods: public int GetCellX(float mX) { return (int)Math.Floor(mX / SGame.Camera.TileSize); } public int GetCellY(float mY) { return (int)Math.Floor(mY / SGame.Camera.TileSize); } The problem is that the player "flickers" while hitting a wall, and the corner detection doesn't even work correctly since it can overlap walls that only hit one of the corners. I do not understand what is wrong. In the tutorial the ob.x and ob.y fields should be the same as my CenterX and CenterY properties, and the ob.width and ob.height should be the same as Width / 2f and Height / 2f. However it still doesn't work. Thanks for your help.

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