Search Results

Search found 9564 results on 383 pages for 'character encoding'.

Page 20/383 | < Previous Page | 16 17 18 19 20 21 22 23 24 25 26 27  | Next Page >

  • Overlay 2d weapon sprite over character sprite ?

    - by Mr.Gando
    Hello, I'm working on a game where my character needs to be able to have different weapons. For that I think that somehow overlaying the weapon over the moving sprite would be the correct choice, but I'm not sure about how could I do this. Assuming my Character spritesheet looks like this: And my preliminar weapon spritesheet ( haven't decided on a fixed square size for the weapon yet ), looks like this: How would you make the overlay to set the weapon correctly over the character hand for each of his frames? I know that one way would be just to have a weapon frame the same size as my character sprites, and overlay those too, but I think that if the game has way too much weapons (say 15 different kinds of one hand weaps) this could get pretty insane ( having one weapon sprite sheet the same size as the character sprite sheet for each type of weapon ) Do you guys have any advice on how to implement this? (supporting overlaying the weapon sprites over the character sprites) Thanks!

    Read the article

  • Convert DVD to MKV (et al) without transcoding/recompression

    - by Oli
    Like a lot of people, I have a lot of DVDs. But we also have a stupid amount of disk space and a media centre (Boxee) so the DVDs are getting less and less use. It would be nice to convert our DVDs into something more relevant to our needs. I've dabbled with DVD ripping before but whereas I'd usually transcode down to a smaller picture size with a better video compression algorithm, this takes a silly amount of time. I don't have a couple of hours available for each disk. (Sidebar: is there dedicated, Linux-friendly hardware to improve h264 encoding performance?) So I was wondering if there's anything that take the DVD filesystem, De-CSS it, and then stitch together any the VOBs that make up the main part of the film and package that up in a wrapping format like MKV. A bonus would be if it could grab the subtitles and stick them in too but that's not a requirement as Boxee can grab the subtitles online if it needs to.

    Read the article

  • Convert DVD to MKV (et al) without transcoding/recompression

    - by Oli
    Like a lot of people, I have a lot of DVDs. But we also have a stupid amount of disk space and a media centre (Boxee) so the DVDs are getting less and less use. It would be nice to convert our DVDs into something more relevant to our needs. I've dabbled with DVD ripping before but whereas I'd usually transcode down to a smaller picture size with a better video compression algorithm, this takes a silly amount of time. I don't have a couple of hours available for each disk. (Sidebar: is there dedicated, Linux-friendly hardware to improve h264 encoding performance?) So I was wondering if there's anything that take the DVD filesystem, De-CSS it, and then stitch together any the VOBs that make up the main part of the film and package that up in a wrapping format like MKV. A bonus would be if it could grab the subtitles and stick them in too but that's not a requirement as Boxee can grab the subtitles online if it needs to.

    Read the article

  • How to store character moves (sprite animations)?

    - by Saad
    So I'm thinking about making a small rpg, mainly to test out different design patterns I've been learning about. But the one question that I'm not too sure on how to approach is how to store an array of character moves in the best way possible. So let's say I have arrays of different sprites. This is how I'm thinking about implementing it: array attack = new array (10); array attack2 = new array(5); (loop) //blit some image attack.push(imageInstance); (end loop) Now every time I want the animation I call on attack or attack2; is there a better structure? The problem with this is let's say there are 100 different attacks, and a player can have up to 10 attacks equipped. So how do I tell which attack the user has; should I use a hash map?

    Read the article

  • Perl numerical sorting: how to ignore leading alpha character [migrated]

    - by Luke Sheppard
    I have a 1,660 row array like this: ... H00504 H00085 H00181 H00500 H00103 H00007 H00890 H08793 H94316 H00217 ... And the leading character never changes. It is always "H" then five digits. But when I do what I believe is a numerical sort in Perl, I'm getting strange results. Some segments are sorted in order, but then a different segment starts up. Here is a segment after sorting: ... H01578 H01579 H01580 H01581 H01582 H01583 H01584 H00536 H00537 H00538 H01585 H01586 H01587 H01588 H01589 H01590 ... What I'm trying is this: my @sorted_array = sort {$a <=> $b} @raw_array; But obviously it is not working. Anyone know why?

    Read the article

  • How to design a character animation system?

    - by Andrea Benedetti
    I'm searching for suggestions and resources on the possible ways to design a character animation system. I mean a system built on top of the graphics engine (as graphics engine I use Ogre3D, that provide an animation layer), and in strict contact with the logic of the game. It's for a sports title, so the question is not easy. Edit: What I'm searching for are suggestions and resources about the action state mechines (or animation state machines), that is build on top of the animation pipeline already provided by the graphics engine. So, a state-driver animation interface for use by virtually all higher-level game code.

    Read the article

  • Maya Animated Character export for XNA 4.0 problem

    - by FahidK
    To begin with, I'm trying to export an animated character in .fbx format from Maya 2013 to XNA 4.0 In Maya, The Model has a basic rig and the animations are in clips made in the Trax editor. so the issue i'm having is after selecting the model and the root joint and then hitting export in .fbx format, for some reason when i open the exported .fbx file the joint system is detached from the model with no animation. Btw, i have the animations in clips so that they can be called in code, for example "run","walk","attack". So, what can i do to solve this problem? Thank you.

    Read the article

  • Character with several colliders and rigidbodies

    - by Lautaro
    I am doing a PvP fighting game. This is the GameObject hierarchy of the player character. Player contains: Legs Sword Torso Head I want to be able to Register impacts of the sword on a specific body part Use AddForce on the whole player entity when a body part is struck Change the animation of the player that owns the sword that hit Questions Is it correct that the only rigidbody should be on the root Player GameObject ? Is it correct that The body parts should have colliders and be triggers ? Is it correct that The swords should have colliders but not be trigger ?

    Read the article

  • Unity3D Android - Move your character to a specific x position

    - by user3666251
    Im making a new game for android and I wanted to move my character (which is a cube for now) to a specific x location (on top of a flying floor/ground thingy) but I've been having some troubles with it.I've been using this script : var jumpSpeed: float = 3.5; var distToGround: float; function Start(){ // get the distance to ground distToGround = collider.bounds.extents.y; } function IsGrounded(): boolean { return Physics.Raycast(transform.position, -Vector3.up, distToGround + 0.1); } function Update () { // Move the object to the right relative to the camera 1 unit/second. transform.Translate(Vector3.forward * Time.deltaTime); if (Input.anyKeyDown && IsGrounded()){ rigidbody.velocity.x = jumpSpeed; } } And this is the result (which is not what I want) : https://www.youtube.com/watch?v=Fj8B6eI4dbE&feature=youtu.be Anyone has any idea how to do this ? Im new in unity and scripting.Im using java btw. Ty.

    Read the article

  • how to use string::find to look for a word rather each character seperately

    - by RubyKing
    Hello how would I look through a string for a word rather then each character in that word. I have my code here and it always seems to find everything that is .obj even if its o or b or j or "." is there anyway to get passed this here is my code? I checked the docuementation here link but nothing returned any results I craved so hard string &str = *it; if(it->find(".obj")) { cout << "Found .Obj" << endl; } I also tried to use string::compare but that failed :(

    Read the article

  • VS2008 asp.net spits out gibberish, possibly wrong encoding issue.

    - by Edward M Meshuris
    Hello, I have inherited a project, it was originally written in VS2005. I have made a few changes, but all are design. Now when I run the project using the visual studio's web server, in IE8, the page shows up just fine, however in FireFox 3.6.3, I get gibberish (a full page of this): ?I?%&/m?{J?J??t??$?@?????iG#)?*??eVe]f@?? ??{???{??;?N'????\fdl??J??!????~|?"~???????7????t?.???WO???? m???{'w?}?4??????x'}??W?{???G?G?]=?{???j|uo\?w???Pv??? My setup: Windows 7 Proffesional (All patches) VS2008 SP1 (I think all patches) Thank you for your help! -Edward

    Read the article

  • Is this a good approach to address double-base64-encoding?

    - by Freiheit
    My software understands attachments, like PNGs attached to user records. These attachments are usually sent in from outside sources as a Base64 encoded string. The database stores whatever data it is given, Base64 encoded or not. When I serve up the attachment for download I do this: if (Base64.isBase64(data)) { data = Base64.decodeBase64(data); } There is a potential for data that is double encoded. For instance the sender of a message had base64 encoded data, then encoded it again when building the message to send to me. I think the following code would address that circumstance: while (Base64.isBase64(data)) { data = Base64.decodeBase64(data); } So if data is encoded multiple times, it would be decoded until its in its 'raw' state and then served up for download. Is this approach an acceptable way to address that problem? Ideally some sort of checking could happen at the edge when I receive attachment data, but that will take more time. This looping seems to be a faster way to do it. The 'Base64' library is Apache Commons: http://commons.apache.org/codec/apidocs/org/apache/commons/codec/binary/Base64.html I trust it to properly identify Base64 encoded data.

    Read the article

  • Error in Postgres execute

    - by RAJA
    I'm using this function... -- Function: dbo.sp_acc_createaccount(character varying, integer, integer, character varying, character varying, character varying, character varying) -- DROP FUNCTION dbo.sp_acc_createaccount(character varying, integer, integer, character varying, character varying, character varying, character varying); CREATE OR REPLACE FUNCTION dbo.sp_acc_createaccount(IN in_orgmgrtype character varying, INOUT in_parentid integer, IN in_levelid integer, IN in_name character varying, IN in_phone character varying, IN in_webpage character varying, IN in_owner character varying, OUT out_accountid integer) RETURNS record AS $BODY$ DECLARE l_CoID int; l_CurrID int; l_OrgMgrId int; errmsg varchar(250); BEGIN IF in_ParentID = -1 THEN errmsg := 'execute sp_Acc_GetCompanyIDForUser failed'; l_CoID := dbo.sp_Acc_GetCompanyIDForUser(in_user); IF l_CoID = -2 THEN RAISE EXCEPTION 'execute sp_Acc_GetCompanyIDForUser failed'; END IF; errmsg := 'execute sp_Acc_GetOrgMgrIDForCompany failed'; l_OrgMgrID := dbo.sp_Acc_GetOrgMgrIDForCompany(in_OrgMgrType, l_CoID); IF l_OrgMgrID = -2 THEN RAISE EXCEPTION 'execute sp_Acc_GetOrgMgrIDForCompany failed'; END IF; in_ParentID := l_OrgMgrID; ELSE errmsg := 'Select orgmgrid failed'; SELECT OrgMgrID INTO l_CurrID FROM dbo.OrgMgr WHERE Name = in_Name AND ParentID = in_ParentID; END IF; -- if not, add it IF l_CurrID IS NULL THEN errmsg := 'Insert into orgmgr(account creation) failed'; INSERT INTO dbo.OrgMgr (ParentID, LevelID, Name, PrimaryPhone, WebPage, Owner) VALUES (in_ParentID, in_LevelID, in_Name, in_Phone, in_WebPage, in_Owner); out_AccountID := currval('dbo.OrgMgr_accountid_seq'); ELSE out_AccountID := -1; END IF; COMMIT; EXCEPTION WHEN RAISE_EXCEPTION THEN out_AccountID := 99; RAISE NOTICE 'ERROR : %',errmsg; WHEN OTHERS THEN out_AccountID := 99; RAISE EXCEPTION 'ERROR : %',errmsg; END $BODY$ LANGUAGE 'plpgsql' VOLATILE COST 100; ALTER FUNCTION dbo.sp_acc_createaccount(character varying, integer, integer, character varying, character varying, character varying, character varying) OWNER TO postgres; But.. it's showing error in execute time .. ERROR: SPI_execute_plan failed executing query "ROLLBACK": SPI_ERROR_TRANSACTION

    Read the article

  • how do i Raw url ENCODING/ DECODING in javascript and ruby to get the same answers in both?

    - by Mo
    Hi i am working on a web application where i have to encode and decode a string at the JavaScript side and ruby backend of the code. the only problem is that the escape methods for JavaScript and ruby have a small difference. in java script the " " is treated as "%20" but in ruby the " "(space) is encoded to "+". any way to work around this? another ruby method to encode a string in RAW url encode? thank you

    Read the article

  • Japanese character stored in SQL Server DB using ASP page that assumed it as ISO-8859-1 encoding

    - by Vishal Seth
    We have a legacy ASP based product that allowed the UI and Data languages of user groups to be configured according to their locations. CodePage and CharSet in ASP pages collecting data was set accordingly. I've noticed few instances in the SQL Server DB where users posted Japanese characters in the ASP page that assumes the oncoming stream to be of ISO-8859-1/Western and as a result, the data in the SQL table has gobbled up. While upgrading the client to our new product, I want to back-convert those "garbage" Japanese (in some instances Chinese) characters back to their actual form. Can I create some utility ASP page that would go through such data values and "fix" the wrongly-encoded strings and store everything back as utf-8 strings? In any case, I don't want to affect my French/Spanish/English characters that might be there as well.

    Read the article

  • Python: Removing particular character (u"\u2610") from string

    - by duhaime
    I have been wrestling with decoding and encoding in Python, and I can't quite figure out how to resolve my problem. I am looping over xml text files (sample) that are apparently coded in utf-8, using Beautiful Soup to parse each file, then looking to see if any sentence in the file contains one or more words from two different list of words. Because the xml files are from the eighteenth century, I need to retain the em dashes that are in the xml. The code below does this just fine, but it also retains a pesky box character that I wish to remove. I believe the box character is this character. (You can find an example of the character I wish to remove in line 3682 of the sample file above. On this webpage, the character looks like an 'or' pipe, but when I read the xml file in Komodo, it looks like a box. When I try to copy and paste the box into a search engine, it looks like an 'or' pipe. When I print to console, though, the character looks like an empty box.) To sum up, the code below runs without errors, but it prints the empty box character that I would like to remove. for work in glob.glob(pathtofiles): openfile = open(work) readfile = openfile.read() stringfile = str(readfile) decodefile = stringfile.decode('utf-8', 'strict') #is this the dodgy line? soup = BeautifulSoup(decodefile) textwithtags = soup.findAll('text') textwithtagsasstring = str(textwithtags) #this method strips everything between anglebrackets as it should textwithouttags = stripTags(textwithtagsasstring) #clean text nonewlines = textwithouttags.replace("\n", " ") noextrawhitespace = re.sub(' +',' ', nonewlines) print noextrawhitespace #the boxes appear I tried to remove the boxes by using noboxes = noextrawhitespace.replace(u"\u2610", "") But Python threw an error flag: UnicodeDecodeError: 'ascii' codec can't decode byte 0xe2 in position 280: ordinal not in range(128) Does anyone know how I can remove the boxes from the xml files? I would be grateful for any help others can offer.

    Read the article

  • How to implement friction in a physics engine based on "Advanced Character Physics"

    - by paldepind
    I have implemented a physics engine based on the concepts in the classic text Advanced Character Physics by Thomas Jakobsen. Friction is only discussed very briefly in the article and Jakobsen himself notes how "other and better friction models than this could and should be implemented." Generally how could one implement a believable friction model on top of the concepts from the mentioned article? And how could the found friction be translated into rotation on a circle? I do not want this question to be about my specific implementation but about how to combine Jakobsens ideas with a great friction system more generally. But here is a live demo showing the current state of my engine which does not handle friction in any way: http://jsfiddle.net/Z7ECB/embedded/result/ Below is a picture showing and example on how collision detection could work in an engine based in the paper. In the Verlet integration the current and previous position is always stored. Based on these a new position is calculated. In every frame I calculate the distance between the circles and the lines. If this distance is less than a circles radius a collision has occurred and the circle is projected perpendicular out of the offending line according to the size of the overlap (offset on the picture). Velocity is implicit due to Verlet integration so changing position also changes the velocity. What I need to do know is to somehow determine the amount of friction on the circle and move it backwards parallel to the line in order to reduce its speed.

    Read the article

  • 2D character controller in unity (trying to get old-school platformers back)

    - by Notbad
    This days I'm trying to create a 2D character controller with unity (using phisics). I'm fairly new to physic engines and it is really hard to get the control feel I'm looking for. I would be really happy if anyone could suggest solution for a problem I'm finding: This is my FixedUpdate right now: public void FixedUpdate() { Vector3 v=new Vector3(0,-10000*Time.fixedDeltaTime,0); _body.AddForce(v); v.y=0; if(state(MovementState.Left)) { v.x=-_walkSpeed*Time.fixedDeltaTime+v.x; if(Mathf.Abs(v.x)>_maxWalkSpeed) v.x=-_maxWalkSpeed; } else if(state(MovementState.Right)) { v.x= _walkSpeed*Time.fixedDeltaTime+v.x; if(Mathf.Abs(v.x)>_maxWalkSpeed) v.x=_maxWalkSpeed; } _body.velocity=v; Debug.Log("Velocity: "+_body.velocity); } I'm trying here to just move the rigid body applying a gravity and a linear force for left and right. I have setup a physic material that makes no bouncing and 0 friction when moving and 1 friction with stand still. The main problem is that I have colliders with slopes and the velocity changes from going up (slower) , going down the slope (faster) and walk on a straight collider (normal). How could this be fixed? As you see I'm applying allways same velocity for x axis. For the player I have it setup with a sphere at feet position that is the rigidbody I'm applying forces to. Any other tip that could make my life easier with this are welcomed :). P.D. While coming home I have noticed I could solve this applying a constant force parallel to the surface the player is walking, but don't know if it is best method.

    Read the article

  • A Kingdom To Conquer: Character Sketches

    - by George Clingerman
    Still not 100% sold on my title so it remains a working title for now, but here’s a series of character sketches I’ve done for a turn based strategy game I’m playing at making. I’ve been sketching these on various pieces of paper throughout the last two weeks and just finished the last of them today (my plan was for 16 different types of units and well, now I have them, so I consider that done!).                    Pretty rough sketches for now, but I’m pretty happy with the art style overall. I was wrestling for quite a while just HOW I wanted the game to look and then I finally stumbled across Art Baltazar and I was like, THAT’S IT! There’s a few characters I need to re-do a bit more, I feel they’re a bit TOO much like some of the characters that inspired them but I’m happy that the ideas are finally sketched out. I’ve also been playing a bit in InkScape working on making these guys digital. A pretty new experience for me since I’m not used to working with vector images but I think I’ll get the hang of it. Here’s the Knight all vectorized. Now if I could just start making some progress on the actual game itself…

    Read the article

  • Character progression through leveling, skills or items?

    - by Anton
    I'm working on a design for an RPG game, and I'm having some doubts about the skill and level system. I'm going for a more casual, explorative gaming experience and so thought about lowering the game complexity by simplifying character progression. But I'm having trouble deciding between the following: Progression through leveling, no complex skill progression, leveling increases base stats. Progression through skills, no leveling or base stat changes, skills progress through usage. Progression through items, more focus on stat-changing items, items confer skills, no leveling. However, I'm uncertain what the effects on gameplay might be in the end. So, my question is this: What would be the effects of choosing one of the above alternatives over the others? (Particularly with regards to the style and feel of the gameplay) My take on it is that the first sacrifices more frequent rewards and customization in favor of a simpler gameplay; the second sacrifices explicit customization and player control in favor of more frequent rewards and a somewhat simpler gameplay; while the third sacrifices inventory simplicity and a player metric in favor of player control, customization and progression simplicity. Addendum: I'm not really limiting myself to the above three, they are just the ones I liked most and am primarily interested in.

    Read the article

  • Blending animations for more character movements

    - by Noob Saibot
    I am making a hack n slash 3rd person game. And I want the character movements to be more dynamic not like fighting games where you have a moves list. I want to animate tons of different animations and have them "Tween" between each other? Because I want the controls to not be keyboard mouse. I want it to be all keyboard. that way you have up to 10 inputs (All your fingers) to blend and morph animations to create more fluid movements. In the end this will almost be similar to characters typing a phrase or string of keys rather than move forward mouse look click to melee. My question is. Has anyone done this before and would someone go about trying to tween lets say one for key on the keyboard excluding Tab, Caps, R+Shift, L+Shift, Enter, R+Ctrl, L+Ctrl, L+Alt, R+Alt, Windows Key, and Menu. So thats all the numbers, letters and punctuation keys. Thats 46 keys gives me a combination of 46P1 = 5502622159812088949850305428800254892961651752960000000000L (used Python) and with a minimum entry value of 2 keypresses shortening to half. This is not humanly possible to create so many inique animations in one lifetime. But I'm guessing there is a reason this hasn't been done already. Or if I just used 10 basic keys. Maybe ASDF SPACE (RIGHT HAND) 456+0 (LEFT HAND KEYPAD) it would give me 3,628,800 posible unique animations.

    Read the article

  • Efficient mapping layout in 2D side-scroller, and collisions between character and the world

    - by Jack
    I haven't touched Visual Studio for a couple months now, but I was playing a game from the '90s toady and had an epiphany: I was looking for something what i didn't need, and I wasn't using what I knew correctly. One of those realizations was collision, so let me tell you a bit about my project that I was working on. The project's graphics looks like Mario or Dangerous Dave, etc., you get the idea - old-school pixels. So anyway I remember trying to think of something else than AABB for character form, but I couldn't think of anything. Perhaps I could get a suggestion for this? Another thing is the world - I don't want it to be just linear world, I want mountains, etc.. My idea is to use triangles, and no idea yet what to do if I want just part of the cube, say 3/4 or 2/4 or whatever. Hard-coding such things seems inefficient. P.S. I am not looking at the precision level offered by Box2D. Actually I remember trying to implement it at first, but I failed as my understanding of C++ wasn't advanced enough, as it'll be mentioned below. P.P.S. I am programming in C++, and I haven't done it for a couple months now. I have no means of testing it either, as my PC is broken down, and this one can barely run games from late '90s, not to speak about a compiler or a program with inefficient resource management... I am also not an expert (obviously), I don't even know if I can consider myself an average programmer. In short, I am simply curious about my thoughts and my past experience when programming the game. I may come back to it when my PC is fixed, I'm already filling a note about these things.

    Read the article

  • How to handle URLs with diacritic characters

    - by user359650
    I am wondering how to handle URLs which correspond to strings containing diacritic (á, u, ´...). I believe what we're seeing mostly are URLs where diacritic characters where converted to their closest ASCII equivalent, for instance Rånades på Skyttis i Ö-vik converted to ranades-pa-skyttis-i-o-vik. However depending on the corresponding language, such conversion might be incorrect. For instance in German, ü should be converted to ue and not just u, as seen with the below URL representing the Bayern München string as bayern-muenchen: http://www.bundesliga.de/en/liga/clubs/fc-bayern-muenchen/index.php However what I've also noticed, is that browsers can render non-ASCII characters when they are percent-encoded in the URL, which is the approach Wikipedia has chosen, for instance http://de.wikipedia.org/wiki/FC_Bayern_M%C3%BCnchen which is rendered as: Therefore I'm considering the following approach for creating URL slugs: -(1) convert strings while replacing non-ASCII characters to their recommended ASCII representation: Bayern München - bayern-muenchen -(2) also convert strings to percent encoding: Bayern München - bayern_m%C3%BCnchen -create a 301 redirect from version (1) to version (2) Version (1) URLs could be used for marketing purposes (e.g. mywebsite.com/bayern-muenchen) but the URLs that would end being displayed in the browser bar would be version (2) URLs (e.g. mywebsite.com/bayern-münchen). Can you foresee particular problems with this approach? (Wikipedia is not doing it and I wonder why, apart from the fact that they don't need to market their URLs)

    Read the article

< Previous Page | 16 17 18 19 20 21 22 23 24 25 26 27  | Next Page >