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  • iphone - UIViewController header view errors

    - by Fiona
    Hi there, So to give a little background: I've an app that has a UITableViewController- (ContactDetailViewController) In this view at the top, I require a few labels and buttons, followed by a group style tableview. So I've created a nib file containing these elements. (ContactHeaderView.xib) Then in the viewDidLoad of ContactDetailViewController I've loaded this nib as the headerView. See implementation file below: #import "ContactDetailViewController.h" #import "DisplayInfoViewController.h" #import "ActionViewController.h" @implementation ContactDetailViewController @synthesize name; @synthesize date; @synthesize nextAction; @synthesize nameLabel; @synthesize usernameLabel; @synthesize nextActionTextField; @synthesize dateLabel; @synthesize contactInfoButton; @synthesize backgroundInfoButton; @synthesize actionDoneButton; - (void)viewDidLoad { [super viewDidLoad]; } - (void)didReceiveMemoryWarning { // Releases the view if it doesn't have a superview. [super didReceiveMemoryWarning]; // Release any cached data, images, etc that aren't in use. } - (void)viewDidUnload { // Release any retained subviews of the main view. // e.g. self.myOutlet = nil; } #pragma mark Table view methods - (NSInteger)numberOfSectionsInTableView:(UITableView *)tableView { return 1; } // Customize the number of rows in the table view. - (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section { return 3; } - (UIView *) tableView:(UITableView *)tableView viewForHeaderInSection:(NSInteger)section { if (section == 0){ UIViewController *chv = [[[UIViewController alloc] initWithNibName:@"ContactHeaderView" bundle:nil] autorelease]; // self.nameLabel.text = self.name; return chv.view; }else{ return nil; } } - (CGFloat)tableView:(UITableView *)tableView heightForHeaderInSection:(NSInteger)section{ return 300.0; } // Customize the appearance of table view cells. - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *CellIdentifier = @"Cell"; UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier]; if (cell == nil) { cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier] autorelease]; } // Set up the cell... return cell; } - (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath { // Navigation logic may go here. Create and push another view controller. // AnotherViewController *anotherViewController = [[AnotherViewController alloc] initWithNibName:@"AnotherView" bundle:nil]; // [self.navigationController pushViewController:anotherViewController]; // [anotherViewController release]; } /* // Override to support conditional editing of the table view. - (BOOL)tableView:(UITableView *)tableView canEditRowAtIndexPath:(NSIndexPath *)indexPath { // Return NO if you do not want the specified item to be editable. return YES; } */ - (void)dealloc { [name release]; [date release]; [nextAction release]; [nameLabel release]; [usernameLabel release]; [nextActionTextField release]; [dateLabel release]; [contactInfoButton release]; [backgroundInfoButton release]; [actionDoneButton release]; [super dealloc]; } -(IBAction)displayContactInfo:(id)sender{ DisplayInfoViewController *divc = [[DisplayInfoViewController alloc] init]; divc.textView = self.nextAction; divc.title = @"Contact Info"; [self.navigationController pushViewController:divc animated:YES]; [divc release]; } -(IBAction)displayBackgroundInfo:(id)sender{ DisplayInfoViewController *divc = [[DisplayInfoViewController alloc] init]; divc.textView = self.nextAction; divc.title = @"Background Info"; [self.navigationController pushViewController:divc animated:YES]; [divc release]; } -(IBAction)actionDone:(id)sender{ ActionViewController *avc = [[ActionViewController alloc] init]; avc.title = @"Action"; avc.nextAction = self.nextAction; [self.navigationController pushViewController:avc animated:YES]; [avc release]; } @end Here's the Header File: #import <UIKit/UIKit.h> @interface ContactDetailViewController : UITableViewController { NSString *name; NSString *date; NSString *nextAction; IBOutlet UILabel *nameLabel; IBOutlet UILabel *usernameLabel; IBOutlet UITextField *nextActionTextField; IBOutlet UILabel *dateLabel; IBOutlet UIButton *contactInfoButton; IBOutlet UIButton *backgroundInfoButton; IBOutlet UIButton *actionDoneButton; } @property (nonatomic, retain) NSString *name; @property (nonatomic, retain) NSString *date; @property (nonatomic, retain) NSString *nextAction; @property (nonatomic, retain) IBOutlet UILabel *nameLabel; @property (nonatomic, retain) IBOutlet UILabel *usernameLabel; @property (nonatomic, retain) IBOutlet UITextField *nextActionTextField; @property (nonatomic, retain) IBOutlet UILabel *dateLabel; @property (nonatomic, retain) IBOutlet UIButton *contactInfoButton; @property (nonatomic, retain) IBOutlet UIButton *backgroundInfoButton; @property (nonatomic, retain) IBOutlet UIButton *actionDoneButton; -(IBAction)displayContactInfo: (id)sender; -(IBAction)displayBackgroundInfo: (id)sender; -(IBAction)actionDone: (id)sender; @end However when I run it, I get the following error message: * Terminating app due to uncaught exception 'NSUnknownKeyException', reason: '[ setValue:forUndefinedKey:]: this class is not key value coding-compliant for the key nameLabel.' In IB I've hooked up the labels/buttons/textbox to the File's Owner (set the File's Owner Class to: ContactDetailViewController) Anyone any idea what I'm doing wrong? Regards, Fiona

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  • Core Animation bad access on device

    - by user1595102
    I'm trying to do a frame by frame animation with CAlayers. I'm doing this with this tutorial http://mysterycoconut.com/blog/2011/01/cag1/ but everything works with disable ARC, when I'm try to rewrite code with ARC, it's works on simulator perfectly but on device I got a bad access memory. Layer Class interface #import <Foundation/Foundation.h> #import <QuartzCore/QuartzCore.h> @interface MCSpriteLayer : CALayer { unsigned int sampleIndex; } // SampleIndex needs to be > 0 @property (readwrite, nonatomic) unsigned int sampleIndex; // For use with sample rects set by the delegate + (id)layerWithImage:(CGImageRef)img; - (id)initWithImage:(CGImageRef)img; // If all samples are the same size + (id)layerWithImage:(CGImageRef)img sampleSize:(CGSize)size; - (id)initWithImage:(CGImageRef)img sampleSize:(CGSize)size; // Use this method instead of sprite.sampleIndex to obtain the index currently displayed on screen - (unsigned int)currentSampleIndex; @end Layer Class implementation @implementation MCSpriteLayer @synthesize sampleIndex; - (id)initWithImage:(CGImageRef)img; { self = [super init]; if (self != nil) { self.contents = (__bridge id)img; sampleIndex = 1; } return self; } + (id)layerWithImage:(CGImageRef)img; { MCSpriteLayer *layer = [(MCSpriteLayer*)[self alloc] initWithImage:img]; return layer ; } - (id)initWithImage:(CGImageRef)img sampleSize:(CGSize)size; { self = [self initWithImage:img]; if (self != nil) { CGSize sampleSizeNormalized = CGSizeMake(size.width/CGImageGetWidth(img), size.height/CGImageGetHeight(img)); self.bounds = CGRectMake( 0, 0, size.width, size.height ); self.contentsRect = CGRectMake( 0, 0, sampleSizeNormalized.width, sampleSizeNormalized.height ); } return self; } + (id)layerWithImage:(CGImageRef)img sampleSize:(CGSize)size; { MCSpriteLayer *layer = [[self alloc] initWithImage:img sampleSize:size]; return layer; } + (BOOL)needsDisplayForKey:(NSString *)key; { return [key isEqualToString:@"sampleIndex"]; } // contentsRect or bounds changes are not animated + (id < CAAction >)defaultActionForKey:(NSString *)aKey; { if ([aKey isEqualToString:@"contentsRect"] || [aKey isEqualToString:@"bounds"]) return (id < CAAction >)[NSNull null]; return [super defaultActionForKey:aKey]; } - (unsigned int)currentSampleIndex; { return ((MCSpriteLayer*)[self presentationLayer]).sampleIndex; } // Implement displayLayer: on the delegate to override how sample rectangles are calculated; remember to use currentSampleIndex, ignore sampleIndex == 0, and set the layer's bounds - (void)display; { if ([self.delegate respondsToSelector:@selector(displayLayer:)]) { [self.delegate displayLayer:self]; return; } unsigned int currentSampleIndex = [self currentSampleIndex]; if (!currentSampleIndex) return; CGSize sampleSize = self.contentsRect.size; self.contentsRect = CGRectMake( ((currentSampleIndex - 1) % (int)(1/sampleSize.width)) * sampleSize.width, ((currentSampleIndex - 1) / (int)(1/sampleSize.width)) * sampleSize.height, sampleSize.width, sampleSize.height ); } @end I create the layer on viewDidAppear and start animate by clicking on button, but after init I got a bad access error -(void)viewDidAppear:(BOOL)animated { [super viewDidAppear:animated]; NSString *path = [[NSBundle mainBundle] pathForResource:@"mama_default.png" ofType:nil]; CGImageRef richterImg = [UIImage imageWithContentsOfFile:path].CGImage; CGSize fixedSize = animacja.frame.size; NSLog(@"wid: %f, heigh: %f", animacja.frame.size.width, animacja.frame.size.height); NSLog(@"%f", animacja.frame.size.width); richter = [MCSpriteLayer layerWithImage:richterImg sampleSize:fixedSize]; animacja.hidden = 1; richter.position = animacja.center; [self.view.layer addSublayer:richter]; } -(IBAction)animacja:(id)sender { if ([richter animationForKey:@"sampleIndex"]) {NSLog(@"jest"); } if (! [richter animationForKey:@"sampleIndex"]) { CABasicAnimation *anim = [CABasicAnimation animationWithKeyPath:@"sampleIndex"]; anim.fromValue = [NSNumber numberWithInt:0]; anim.toValue = [NSNumber numberWithInt:22]; anim.duration = 4; anim.repeatCount = 1; [richter addAnimation:anim forKey:@"sampleIndex"]; } } Have you got any idea how to fix it? Thanks a lot.

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  • Hiding elements based on last closed element jquery script

    - by Jared
    Hi my question is, how can I make this jquery script close all previously opened children when entering a new parent? At the moment it traverses thru all the tree structure fine, but switching from one parent to another does not close the previous children, but rather only the each individual parents elements as a user browses. Here is the jquery I'm using: <script type="text/javascript"> $(document).ready($(function(){ $('#nav>li>ul').hide(); $('.children').hide(); $('#nav>li').mousedown(function(){ // check that the menu is not currently animated if ($('#nav ul:animated').size() == 0) { // create a reference to the active element (this) // so we don't have to keep creating a jQuery object $heading = $(this); // create a reference to visible sibling elements // so we don't have to keep creating a jQuery object $expandedSiblings = $heading.siblings().find('ul:visible'); if ($expandedSiblings.size() > 0) { $expandedSiblings.slideUp(0, function(){ $heading.find('ul').slideDown(0); }); } else { $heading.find('ul').slideDown(0); } } }); $('#nav>li>ul>li').mousedown(function(){ // check that the menu is not currently animated if ($('#nav ul:animated').size() == 0) { // create a reference to the active element (this) // so we don't have to keep creating a jQuery object $heading2 = $(this); // create a reference to visible sibling elements // so we don't have to keep creating a jQuery object $expandedSiblings2 = $heading2.siblings().find('.children:visible'); if ($expandedSiblings2.size() > 0) { $expandedSiblings2.slideUp(0, function(){ $heading2.find('.children').slideDown(0); }); } else { $heading2.find('.children').slideDown(0); } } }); })); </script> and here is my html output <ul id="nav"> <li><a href="#">folder 4</a> <ul><li><a href="#">2001</a> <ul><li class="children"><a href="./directory//folder 4/2001/doc1.txt">doc1.txt</a></li> <li class="children"><a href="./directory//folder 4/2001/doc2.txt">doc2.txt</a></li> <li class="children"><a href="./directory//folder 4/2001/doc3.txt">doc3.txt</a></li> </ul> </li> <li><a href="#">2002</a> <ul><li class="children"><a href="./directory//folder 4/2002/doc1.txt">doc1.txt</a></li> <li class="children"><a href="./directory//folder 4/2002/doc2.txt">doc2.txt</a></li> <li class="children"><a href="./directory//folder 4/2002/doc3.txt">doc3.txt</a></li> <li class="children"><a href="./directory//folder 4/2002/doc4.txt">doc4.txt</a></li> </ul> </li> <li><a href="#">2003</a> <ul><li class="children"><a href="./directory//folder 4/2003/Copy of doc1.txt">Copy of doc1.txt</a></li> <li class="children"><a href="./directory//folder 4/2003/doc1.txt">doc1.txt</a></li> <li class="children"><a href="./directory//folder 4/2003/doc2.txt">doc2.txt</a></li> </ul> </li> <li><a href="#">2004</a> <ul><li class="children"><a href="./directory//folder 4/2004/doc1.txt">doc1.txt</a></li> <li class="children"><a href="./directory//folder 4/2004/doc2.txt">doc2.txt</a></li> <li class="children"><a href="./directory//folder 4/2004/doc3.txt">doc3.txt</a></li> <li class="children"><a href="./directory//folder 4/2004/doc4.txt">doc4.txt</a></li> </ul> </li> </ul> </li> <li><a href="#">folder1</a> <ul><li><a href="#">2001</a> <ul><li class="children"><a href="./directory//folder1/2001/doc1.txt">doc1.txt</a></li> <li class="children"><a href="./directory//folder1/2001/doc2.txt">doc2.txt</a></li> <li class="children"><a href="./directory//folder1/2001/doc3.txt">doc3.txt</a></li> </ul> </li> <li><a href="#">2002</a> <ul><li class="children"><a href="./directory//folder1/2002/doc1.txt">doc1.txt</a></li> <li class="children"><a href="./directory//folder1/2002/doc2.txt">doc2.txt</a></li> <li class="children"><a href="./directory//folder1/2002/doc3.txt">doc3.txt</a></li> <li class="children"><a href="./directory//folder1/2002/doc4.txt">doc4.txt</a></li> </ul> </li> <li><a href="#">2003</a> <ul><li class="children"><a href="./directory//folder1/2003/Copy of doc1.txt">Copy of doc1.txt</a></li> <li class="children"><a href="./directory//folder1/2003/doc1.txt">doc1.txt</a></li> <li class="children"><a href="./directory//folder1/2003/doc2.txt">doc2.txt</a></li> </ul> </li> <li><a href="#">2004</a> <ul><li class="children"><a href="./directory//folder1/2004/doc1.txt">doc1.txt</a></li> <li class="children"><a href="./directory//folder1/2004/doc2.txt">doc2.txt</a></li> <li class="children"><a href="./directory//folder1/2004/doc3.txt">doc3.txt</a></li> <li class="children"><a href="./directory//folder1/2004/doc4.txt">doc4.txt</a></li> </ul> </li> </ul> </li> <li><a href="#">folder2</a> <ul><li><a href="#">2001</a> <ul><li class="children"><a href="./directory//folder2/2001/doc1.txt">doc1.txt</a></li> <li class="children"><a href="./directory//folder2/2001/doc2.txt">doc2.txt</a></li> <li class="children"><a href="./directory//folder2/2001/doc3.txt">doc3.txt</a></li> </ul> </li> <li><a href="#">2002</a> <ul><li class="children"><a href="./directory//folder2/2002/doc1.txt">doc1.txt</a></li> <li class="children"><a href="./directory//folder2/2002/doc2.txt">doc2.txt</a></li> <li class="children"><a href="./directory//folder2/2002/doc3.txt">doc3.txt</a></li> <li class="children"><a href="./directory//folder2/2002/doc4.txt">doc4.txt</a></li> </ul> </li> <li><a href="#">2003</a> <ul><li class="children"><a href="./directory//folder2/2003/Copy of doc1.txt">Copy of doc1.txt</a></li> <li class="children"><a href="./directory//folder2/2003/doc1.txt">doc1.txt</a></li> <li class="children"><a href="./directory//folder2/2003/doc2.txt">doc2.txt</a></li> </ul> </li> <li><a href="#">2004</a> <ul><li class="children"><a href="./directory//folder2/2004/doc1.txt">doc1.txt</a></li> <li class="children"><a href="./directory//folder2/2004/doc2.txt">doc2.txt</a></li> <li class="children"><a href="./directory//folder2/2004/doc3.txt">doc3.txt</a></li> <li class="children"><a href="./directory//folder2/2004/doc4.txt">doc4.txt</a></li> </ul> </li> </ul> </li> <li><a href="#">folder3</a> <ul><li><a href="#">2001</a> <ul><li class="children"><a href="./directory//folder3/2001/doc1.txt">doc1.txt</a></li> <li class="children"><a href="./directory//folder3/2001/doc2.txt">doc2.txt</a></li> <li class="children"><a href="./directory//folder3/2001/doc3.txt">doc3.txt</a></li> </ul> </li> <li><a href="#">2002</a> <ul><li class="children"><a href="./directory//folder3/2002/doc1.txt">doc1.txt</a></li> <li class="children"><a href="./directory//folder3/2002/doc2.txt">doc2.txt</a></li> <li class="children"><a href="./directory//folder3/2002/doc3.txt">doc3.txt</a></li> <li class="children"><a href="./directory//folder3/2002/doc4.txt">doc4.txt</a></li> </ul> </li> <li><a href="#">2003</a> <ul><li class="children"><a href="./directory//folder3/2003/Copy of doc1.txt">Copy of doc1.txt</a></li> <li class="children"><a href="./directory//folder3/2003/doc1.txt">doc1.txt</a></li> <li class="children"><a href="./directory//folder3/2003/doc2.txt">doc2.txt</a></li> </ul> </li> <li><a href="#">2004</a> <ul><li class="children"><a href="./directory//folder3/2004/doc1.txt">doc1.txt</a></li> <li class="children"><a href="./directory//folder3/2004/doc2.txt">doc2.txt</a></li> <li class="children"><a href="./directory//folder3/2004/doc3.txt">doc3.txt</a></li> <li class="children"><a href="./directory//folder3/2004/doc4.txt">doc4.txt</a></li> </ul> </li> </ul> </li> </ul> I assume my problem is, jquery isn't closing the children between each new parent so I need to make a call, but I'm a bit lost on how to do that. I know the code is pretty messy, this project was done in a huge rush and a very tight timeframe. Appreciate your answers and any other constructive comments, cheers :)

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  • Add Background Images and Themes to Windows 7 Media Center

    - by DigitalGeekery
    Are you tired of the same Windows Media Center look and feel? Today we’ll show you how change the background and apply themes to WMC. Changing the Basic Color Scheme in WMC There are a couple of very basic color scheme options built in to Windows 7 Media Center. From the WMC Start Menu, select Settings on the Tasks strip and then select General. On the General settings screen select Visual and Sound Effects.   Under Color scheme you’ll find options for Windows Media Center standard, High contrast white, and High contrast black. Simply select a color scheme and click Save before exiting.   If you have used Media Center before you are familiar with the standard blue default theme. There is also the high contrast white. And, the high contrast black. Changing the Background Image with Media Center Studio Themes and custom backgrounds need to be added with the third-party software, Media Center Studio. You can find the download link at the end of this article. You can use your own high resolution photo, or download one from the Internet. For best results, you’ll want to find an image that meets or exceeds the resolution of your monitor. Also, using a darker colored background image is ideal as it should contrast better with the lighter colored text of the start menu. Once you’ve downloaded and installed Media Center Studio (link below), open the application select the Home tab on the ribbon and make sure you are on the Themes tab below. Click New. Select Biography from the left pane and type in a name for your new theme.   Next, click on the triangle next to Images to expand the list below. You’ll want to browse to Images > Common > Background. You should see a list of PNG image files located below Background. We will want to swap out the COMMON.ANIMATED.BACKGROUND.PNG and the COMMON.BACKGROUND.PNG images. Select COMMON.ANIMATED.BACKGROUND.PNG and click on the Browse button on the right.   Browse for your photo and click Open. Your selected image will appear on the left pane. Now, do the same for the COMMON.BACKGROUND.PNG. When finished, select the Home tab on the ribbon at the top and click Save.   Now switch to the Themes tab on the ribbon and the Themes tab below. (There are two Themes tabs which can be a bit confusing). Select your theme on the right pane and click Apply. Note: You won’t see the image backgrounds displayed. Your theme will be applied to Media Center. Close out of Media Center Studio and open Windows Media Center to check out your new background.   You can load multiple backgrounds images and switch them periodically as your mood changes. You might like to find a nice background featuring your favorite movie or TV show.   Perhaps you can even find a background of your favorite sports team.   Installing Themes with Media Center Studio Theme7MC has made available a small group of Media Center Studio Theme packs that are simple to download and install. You can find the download link below. Note: Before installing a theme, turn off any extenders and close Windows Media Center. Download any (or all) of the Theme7MC theme packages to your Media Center PC. Open Media Center Studio, select the Themes tab (the one at the top) and click Import Theme.   Browse for the theme you wish to import and click Open. Select your theme from the themes pane and click Apply. Media Center Studio will proceed to apply your theme. You should then see your new theme appear under Current theme on the left theme pane. Close out of Media Center Studio. Open Media Center and enjoy your new theme. Conclusion Media Center Studio runs on Windows 7 or Vista and gives users a solution for personalizing their Media Center backgrounds. It is a Beta application, however, so it still has a few bugs. Currently, there are only a handful of themes available at Themes7MC, but what they have is pretty slick. If you’d like to further customize the look of Media Center, check out our previous article on how to customize the Media Center start menu with Media Center Studio. Downloads Media Center Studio Theme7MC Similar Articles Productive Geek Tips Using Netflix Watchnow in Windows Vista Media Center (Gmedia)How To Rip a Music CD in Windows 7 Media CenterAutomatically Mount and View ISO files in Windows 7 Media CenterSchedule Updates for Windows Media CenterIntegrate Hulu Desktop and Windows Media Center in Windows 7 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 CloudBerry Online Backup 1.5 for Windows Home Server Snagit 10 VMware Workstation 7 Acronis Online Backup AceStock, a Tiny Desktop Quote Monitor Gmail Button Addon (Firefox) Hyperwords addon (Firefox) Backup Outlook 2010 Daily Motivator (Firefox) FetchMp3 Can Download Videos & Convert Them to Mp3

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  • Create a Lucky Desktop with our Saint Patrick’s Day Icons Three Pack

    - by Asian Angel
    Saint Patrick’s Day is almost here, so if you are wanting to add a nice touch of luck (and green) to your desktop then take a look at these three fun icon packs we have for you. Note: Available in .ico and .png format. Irish Icons [Icon Stick] Note: Available for Windows and Mac. St. Patty’s Kidcons [Iconfactory] Note: Available for Windows and Mac. St. Patrick’s Day Icons [Bry-Back Manor] These icons will make a nice addition to our Saint Patrick’s Day Wallpaper Five Pack, so browse on over and go for the green! Internet Explorer 9 Released: Here’s What You Need To KnowHTG Explains: How Does Email Work?How To Make a Youtube Video Into an Animated GIF

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  • Three.js Collada import animation not working

    - by Peter Vasilev
    I've been trying to export a Collada animated model to three js. Here is the model: http://bayesianconspiracy.com/files/model.dae It is imported properly(I can see the model) but I can't get it to animate. I've been using the two Collada examples that come with Three js. I've tried just replacing the path with the path to my model but it doesn't work. I've also tried tweaking some stuff but to no avail. When the model is loaded I've checked the 'object.animations' object which seems to be loaded fine(can't tell for sure but there is lots of stuff in it). I've also tried the Three.js editor: http://threejs.org/editor/ which loads the model properly again but I can't play the animation : ( I am using Three JS r62 and Blender 2.68. Any help appreciated!!

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  • What are good sites that provide free media resources for hobby game development?

    - by m_oLogin
    (Note : This question is being transfered from stackoverflow to gamedev.stackexchange where it belongs) I really suck at graphics / music / 3D modeling / animation and it's a must-have when you have a hundred hobby game development projects you're working on. I'm looking for different quality sources on the web that provide free resources. [EDIT] Some resources given by the answers, in bold the biggest resource per section: MODELS TurboSquid archive3d 3Dvia Google Sketchup ShareCG SPRITES OpenGameArt (also contains textures and 3D models) LostGarden (a couple of isometric tilesets) The Protagonist Domain (2 sprite sets) Reiner's Tilesets (also contains a couple of 3D models) Flying Yogi (3 sprite sets) Has Graphics (a couple of links to tile sets) ANIMATED SPRITES The Spriters Resource (mostly sprites from released games) CLIPART / VECTOR BASED Clker OpenClipArt PHOTOS EveryStockPhoto TEXTURES CG Textures OpenFrag MUSIC Jamendo OpSound SOUND EFFECTS FreeSound StoneWashed MySoundFx OTHER PRECOMPILED LISTS FreeGameDev.net

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  • OpenGL ES 2.0: Using VBOs?

    - by Bunkai.Satori
    OpenGL VBOs (vertex buffer objects) have been developed to improve performance of OpenGL (OpenGL ES 2.0 in my case). The logic is that with the help of VBOs, the data does not need to be copied from client memory to graphics card on per frame basis. However, as I see it, the game scene changes continuously: position of objects change, their scaling and rotating change, they get animated, they explode, they get spawn or disappear. In such highly dynamic environment, such as computer game scene is, what is the point of using VBOs, if the VBOs would need to be constructed on per-frame basis anyway? Can you please help me to understand how to practically take beneif of VBOs in computer games? Can there be more vertex based VBOs (say one per one object) or there must be always exactly only one VBO present for each draw cycle?

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  • OpenGL ES 2.0: Filtering Polygons within VBO

    - by Bunkai.Satori
    Say, I send 10 polygon pairs (one polygon pair == one 2d sprite == one rectangle == two triangles) into OpenGL ES 2.0 VBO. The 10 polygon pairs represent one animated 2D object consisting of 10 frames. The 10 frames, of course, can not be rendered all at the same time, but will be rendered in particular order to make up smooth animation. Would you have an advice, how to pick up proper polygon pair for rendering (4 vertices) inside Vertex Shader from the VBO? Creating separate VBO for each frame would end up with thousands of VBOs, which is not the right way of doing it. I use OpenGL ES 2.0, and VBOs for both Vertices and Indices.

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  • 3DS Max MassFX -- Animation to XNA without bones/skins?

    - by AnKoe
    I made a model in which a number of cobble stones fall into a hole using the rigid bodies in 3DS Max 2012 MassFX. They are just editable polys, no skin, no bone. I want this to play (Take 001, 0-100 frames) when the game loads the mesh. I haven't found a way to get to the animation though. Does anyone have suggestions? All the tutorials for animated skinned models don't seem to work with a model set up like this? Do I really need to give each of 145 rocks a bone? If so, does anyone have a suggestion how to streamline that, or if there is an alternate solution to achieving this effect? The animation only needs to play once when the game starts, and that's it. Thanks.

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  • Future Tech Duke

    - by Tori Wieldt
    Do you like the new Duke? Have you gotten the new Duke screensaver yet? Follow @java or Like I <3 Java on Facebook and get the latest 3D, animated "Future Tech Duke" screensaver.   If you haven't already, register now to watch the global July 7 Java 7 community celebration and learn more about Java moving forward. We are looking for questions from the community to be asked during the panel Q & A. Enter your questions as a comment here, or tweet it with #java7. There's lots of great content being created for Java 7: technical articles, videos, updated web pages (can you say "layer cake?"), T-shirts, presentations, and there will be lots of Java 7 content in the new Java Magazine. See you at the Java 7 celebration event! Duke will be there!

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  • Xoom Giveaway Courtesy of the Complete Android Guide [Giveaway]

    - by Jason Fitzpatrick
    If you’re an Android fan and looking to score an Android 3.0 tablet, you can enter to win a Xoom tablet courtesy of the Complete Android Guide. What do you need to do? Per their official rules: Contribute content to the site. To do so: Sign up (via the Register link in the top-right corner). Email android ‘at’ completeguides ‘dot’ net and request contributor access to this site. Write a killer tutorial, reference or chapter for the book.  Buy the book, in paperback or ebook form.  The deadline is March 31, the winner will be drawn in in April. Note: The link to the officials rules appears defunct, we’ll update shortly when the URL is fixed. Xoom Drawing @ Complete Android Guide [Complete Guides] How To Make a Youtube Video Into an Animated GIFHTG Explains: What Are Character Encodings and How Do They Differ?How To Make Disposable Sleeves for Your In-Ear Monitors

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  • TableTop: Inside Last Night on Earth

    - by Jason Fitzpatrick
    In this edition of TableTop, Wil Wheaton, Felicia Day, and friends explore Last Night on Earth–a campy and cooperative game that pits teams of humans and zombies against each other in an infested small town. Each game is unique thanks to a modular game board and a hefty deck of scenarios for players to work their way through. You can read more about the game at BoardgameGeek or watch the above video above for a–highly animated–overview of the game. TableTop Episode 15: Last Night on Earth Can Dust Actually Damage My Computer? What To Do If You Get a Virus on Your Computer Why Enabling “Do Not Track” Doesn’t Stop You From Being Tracked

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  • Twitter Finally Adds “Always use HTTPS” Option, You Should Enable It Now

    - by ETC
    From the “It’s about time” department: Twitter has finally joined Facebook and Gmail with a new “Always Use HTTPS” option in the preferences. If you use the twitter.com site, you should enable it right now. If you’re using Facebook without the encryption enabled, you should definitely learn how to make your Facebook session more secure as well. Twitter Blog: Making Twitter more secure: HTTPS Internet Explorer 9 Released: Here’s What You Need To KnowHTG Explains: How Does Email Work?How To Make a Youtube Video Into an Animated GIF

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  • How can I create a fast, real-time, fixed length glowing ray?

    - by igf
    Similar to the disintegrate skill in Diablo 3. It should not light other objects in scene. Just glowing and animated. Like in this video http://www.youtube.com/watch?v=D_c4x6aQAG8. Should I use pack of pre-computed glow sources textures for each frame of ray animation like in this article http://http.developer.nvidia.com/GPUGems/gpugems_ch21.html and put it in bloom shader? Is there any other efficient ways to achive this effect? I'm using OpenGL ES 2.0.

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  • What should be contained in a game scene graph?

    - by Bunkai.Satori
    Would you help me to clarify, please, what what exactly should be contained within a game scene graph? See the following list, please: Game Actors? (obviously yes, all the objects changing state should be the major prart of the Scene Graph) Simple static game ojbects? (I mean ojects places in the background that do not get animated, neither do they collide) Game Triggers? Game Lights? Game Cameras? Weapon Bullets? Game Explosions and Special Effects? The above considered object types. Now to the coverage of the scene graph: Should a scene graph contain the whole game level map since the level start, or should it contain only the visible portion of the map? If the second is true, it would mean that scene graph would be continuously updated, by adding/removing game objects, as the player moves. However, containing only the visible are of the map obviously would be much faster to traverse and update.

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  • Repurpose a Wire Basket as a Game Controller Organizer

    - by Jason Fitzpatrick
    If you’re looking for an easy way to organize your console controllers, this simple repurposing hack turns an IKEA wire basket intended for managing cable clutter into a game controller stand. You won’t need a Dremel tool to install this hack; all you need to do to follow in the foot steps of IKEAHackers reader Leslie is to install a SIGNUM cable basket (or similar cable organizer) upside down so loom curves up instead of down. Instant wire cradle for your controllers (or possibly an open air charging station for your small electronics). Check out the link below for more details. Game Controller Management System [IKEAHackers] How To Make a Youtube Video Into an Animated GIFHTG Explains: What Are Character Encodings and How Do They Differ?How To Make Disposable Sleeves for Your In-Ear Monitors

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  • Cool Cleaner for Android Makes Cache and History Wiping a Snap

    - by Jason Fitzpatrick
    Cool Cleaner for Android is a free application that consolidates the process of clearing the varies caches and histories on your Android dead-simple wiping. If you frequently clear the cache and history files for applications on your phone, Cool Cleaner will save you a ton of time. Rather than navigating to various applications and sub-menus to clear out the cache and the history, Cool Cleaner acts as a dashboard for all your apps. From the History and Cache tabs in the app you can wipe everything from your outgoing call log to your Market search history and more. If the app has a history file or cache you can wipe it from Cool Cleaner–including non-stock apps like Facebook, TweetDeck, game apps, etc. Cool Cleaner is a free ad-supported application. Hit up the link below to read more and grab a copy. Cool Cleaner [Android Market via Addictive Tips] How To Make a Youtube Video Into an Animated GIFHTG Explains: What Are Character Encodings and How Do They Differ?How To Make Disposable Sleeves for Your In-Ear Monitors

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  • Maintain proper symbol order when applying an armature in flash

    - by Michael Taufen
    I am trying to animate a character's leg in flash CS 5.5 for a game I am working on. I decided to use the bone tool because it's awesome. The problem I am having, however, is that for my character to be animated properly, the symbols that make up his leg (upper leg, lower leg, and shoe) need to be on top of each other in a specific way (otherwise the shoe looks like its next to the leg, etc). Applying the bones results in the following problem: the first symbol I apply it to is placed in the rear on the armature layer, the next on top of it, and so on, until the final symbol is already on top. I need them to be in the opposite order, but arrange send to back does nothing on the armature layer. How can I fix this? tl;dr: The bone tool is not maintaining the stacking order of my objects, please help. Thanks for helping :).

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  • Migration from XNA to SharpDX

    - by Wouter
    My fear is that XNA has reached the end of the road. To keep up with the latest technology a shift to another game framework might be needed. We have many games in a large codebase, all based on XNA. My question is, how much work would it be to migrate to SharpDX and are there other possibilities? Our code base mainly uses basic 3D rendering and the SpriteBatch, no fancy shader stuff. Update: I should have mentioned we only use 2.5D, we have a simple engine that builds textured quads to render text and animated sprites. Also for sound we use XACT (what else..) with some effects.

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  • What's the best game engine to use for my PC game project? [closed]

    - by user19860
    I'm in the planning phase of creating an action-rpg for the PC, and I'd like to create a League of Legends style look for the game (animated/cartoony). Any idea which engine best replicates this look? I ask because when I look at a lot of the UDk/Unreal games, they've all got the more realistic 3-D look that I'd like to avoid, so I was wondering if an alternate look was possible on that type of engine. Source SDK and Unity also look very interesting, I just don't know what types of visual capabilities these engines have. Thanks in advance.

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  • Problems in exporting terrain from autodesk 3ds

    - by Jatin Kumar
    i am trying to make small counter strike sort of game and for the terrain part i have exported the terrain in 3ds format from Autodesk 3ds-max and imported the same in opengl using lib3ds. Its working fine but with few problems: The terrain is mainly made up of some cubical boxes with texture on them and placed on a big flat surface with boundary wall. In opengl i have enabled anti aliasing but still there is too much aliasing on the boundaries (visible when rotating the camera). I have tiled the floor with some image but in opengl it is just the single image stretched over the complete surface. I have exported animated model (Skelton+mesh+material+animation) from 3ds and used cal3d library for reading the same. Model has a gun also which is not appearing in opengl and it too has too much of aliasing problem. I have googled around but couldn't find any relevant solutions. Thanks in advance

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  • How can I implement an Iris Wipe effect?

    - by Vandell
    For those who doesn't know: An iris wipe is a wipe that takes the shape of a growing or shrinking circle. It has been frequently used in animated short subjects, such as those in the Looney Tunes and Merrie Melodies cartoon series, to signify the end of a story. When used in this manner, the iris wipe may be centered around a certain focal point and may be used as a device for a "parting shot" joke, a fourth wall-breaching wink by a character, or other purposes. Example from flasheff.com Your answer may or may not include a coding sample, a language agnostic explanation is considered enough.

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  • How to Highlight a Row in Excel Using Conditional Formatting

    - by Erez Zukerman
    Conditional formatting is an Excel feature you can use when you want to format cells based on their content. For example, you can have a cell turn red when it contains a number lower than 100. But how do you highlight an entire row? If you’ve never used Conditional Formatting before, you might want to look at Using Conditional Cell Formatting in Excel 2007. It’s one version back, but the interface really hasn’t changed much. But what if you wanted to highlight other cells based on a cell’s value? The screenshot above shows some codenames used for Ubuntu distributions. One of these is made up; when I entered “No” in the “Really” column, the entire row got different background and font colors. To see how this was done, read on.How To Make a Youtube Video Into an Animated GIFHTG Explains: What Are Character Encodings and How Do They Differ?How To Make Disposable Sleeves for Your In-Ear Monitors

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  • Calculate gears rotation for a realtime simulation

    - by nkint
    Hi I'm trying to do a game with real time simulations of gears. There is a big Gear with inside a smaller gear. I managed to draw gears with different diameters but equal size teeth, but if i try to move the smaller one inside the bigger one the movement is odd. see the animated gif. the biggest gear is in center C1 and the small in the center C2. I calculate C2 position in this way: C2.x = C1.x + C1_RADIUS-C2_RADIUS) * cos(t); C2.y = C1.y - C1_RADIUS-C2_RADIUS) * sin(t); for t that goes from 0 to TWO_PI in n steps. I apply as rotation the angle t, but maybe it is wrong and i have to calculate another rotation for get a perfect joint

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