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  • Trace() method doesnt work in FlashDevelop

    - by numerical25
    When I put a trace("test"); at the entry point of my flashdevelop project and run it. The application runs fine but I do not see the trace in the output. Below is my code package { import flash.display.Sprite; import flash.events.Event; /** * ... * @author Anthony Gordon */ public class Main extends Sprite { public function Main():void { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(e:Event = null):void { trace("test"); removeEventListener(Event.ADDED_TO_STAGE, init); // entry point var game:Game = new Game(stage); addChild(game); } }

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  • Joining Multiple Projects in one solution

    - by PCAddict
    I have started creating a game, and I added a second project, it's the standard XNA Windows game 3.1 project, and since the other project already had a Main to start the program and the 2nd is for game data, where as the first was for the drawing and graphical side of things (menu's etc) I thought I would remove the Main method, and now all I get are Errors saying there isn't a Valid main method, I tried to make it dependant on the other (since this data is loaded at run time and is such as quests/items etc) but it still wont let me run the solution at all. the code for the main method is still in the 1st project, and if I delete the 2nd project it runs fine, although no game data so I only get menus... Thank you in advance for any assistance.

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  • C#: Windows Forms: Getting keystrokes in a panel/picturebox?

    - by Rosarch
    I'm making a level editor for a game using windows forms. The form has several drop down menus, text boxes, etc, where the user can type information. I want to make commands like CTRL + V or CTRL + A available for working within the game world itself, not text manipulation. The game world is represented by a PictureBox contained in a Panel. This event handler isn't ever firing: private System.Windows.Forms.Panel canvas; // ... this.canvas = new System.Windows.Forms.Panel(); // ... this.canvas.PreviewKeyDown += new System.Windows.Forms.PreviewKeyDownEventHandler(this.canvas_PreviewKeyDown); What is the preferred way of doing this? Can a panel even receive keyboard input? I would like to allow the user to use copy/paste/select-all commands when working with the text input, but not when placing objects in the game world.

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  • Top 10 collection completion - a monster in-query formula in MySQL?

    - by Andrew Heath
    I've got the following tables: User Basic Data (unique) [userid] [name] [etc] User Collection (one to one) [userid] [game] User Recorded Plays (many to many) [userid] [game] [scenario] [etc] Game Basic Data (unique) [game] [total_scenarios] I would like to output a table that shows the collection play completion percentage for the Top 10 users in descending order of %: Output Table [userid] [collection_completion] 3 95% 1 81% 24 68% etc etc In my mind, the calculation sequence for ONE USER is: grab user's total owned scenarios from User Collection joined with Game Basic Data and COUNT(gbd.total_scenarios) grab all recorded plays by COUNT(DISTINCT scenario) for that user Divide all recorded plays by total owned scenarios So that's 2 queries and a little PHP massage at the end. For a list of users sorted by completion percentage things get a little more complicated. I figure I could grab all users' collection totals in one query, and all users recorded plays in another, and then do the calcs and sort the final array in PHP, but it seems like overkill to potentially be doing all that for 1000+ users when I only ever want the Top 10. Is there a wicked monster query in MySQL that could do all that and LIMIT 10? Or is sticking with PHP handling the bulk of the work the way to go in this case?

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  • Dangers of Windows API and Administrator accounts?

    - by Brett Powell
    I wrote a game server plugin last night that allowed me to create a user account and set it as administrator, which is a huge problem. Of course the simple fix is to create a basic user account with limited privileges for the game servers, so they would not have access to do things like this. I wanted to find out if there's anything else in the Windows API that would create such a huge vulnerability though? I guess I want to just make sure that when the client's game servers accounts are moved to limited access accounts, we won't have to worry about any of them using the windows API to sabotage the machines. There is already enough exploits in the game itself to worry about, without having to worry about client's taking over the machines with plugins lol. Some of the questions relative would be... Can you disable/enable Remote Desktop from c++? Can you get a list of AD user groups from c++? (not that a user belongs to, but a complete list)

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  • AS3 - Can't access properties or methods of a MC child that has been added in script

    - by Chris
    Hi All - I am still a bit of a beginner at AS3, so bear with me, please. I have created a loop to instantiate tiles on a board. In the following example, "Gametiles" is an array containing objects of class "Tile" which is a class that extends MovieClip. "Game" is a MC that I added to the stage in the flash developing environment. for(var i:uint=0;i < Gametiles.length;i++){ var pulledTile = Gametiles[i]; var tilename:String = "I_Tile_" + pulledTile.grid_y + "_" + pulledTile.grid_x; var createdTile = new InteractiveTile(); pulledTile.addAnims(createdTile); Game.addChildAt(pulledTile, 0); Game.getChildAt(0).name = tilename; } The above code works - but with a tricky problem. If I did something like the following: trace(Game.I_Tile_1_3.x); I get "TypeError: Error #1010: A term is undefined and has no properties." However, I am able to access theses children in the following manner: var testing = Game.getChildByName("I_Tile_1_3") trace(testing.x); This method is a bit cumbersome though. I really don't want to have to create a var and call getChildByName every time I want to interact with these properties or methods. How can I set up these children so that I can access them directly without the extra steps?

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  • Movieclip stacking in Actionscript

    - by Glycerine
    I'm building a game of which the interface is one of the first items to load on screen. Sound button, pause and all the bits - During the game - all manor of things are dynamically added and removed to the stage. Therefore my interface goes behind my game scene. How do I ensure the movieclip always stays on top? Can I override the addChild of my Document Class and every time a new child is added, I restack the interface to the top?

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  • Bitmapfontatlas cocos2d performance issue

    - by meboz
    This question was also asked in the cocos2d forums but they are a little slower than here. Hi, Im trying to resolve a performance issue in my game. I have all of my game images on the one spritesheet. I now have a score label for which i have generated a font file with the Hiero tool. Ideally I'd like to update my score label with the current score on every update. However there seems to be a significant performance hit when doing so, which i believe is the result of the game images texture and the font texture swapping each update. Can anyone suggest a way to avoid this? Possibly by combining the font images with the game images in the one image file to avoid the texture swapping? Cheers

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  • InApp Purchase supported content types

    - by Chandan Shetty SP
    In InApp purchase guide i saw these are the supported content types - Digital Books,Virtual poker chips current games, In-game tool or accessory, etc... And non-supported - Physical books, Virtual poker chips for other games, In-game credits for virtual goods, etc... I didn't understand "In-game credits for virtual goods" what is this? In my game i am using some credits to skip certain levels, if credits are not available user can buy credits through inApp purchase then he can skip level... Is it valid supported content type for In-App purchase?

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  • How can I render a custom view in a UIScrollView at varying zoom levels without distorting the view?

    - by eczarny
    The scenario: I have a custom view (a subclass of UIView) that draws a game board. To enable the ability to zoom into, and pan around, the board I added my view as a subview of UIScrollView. This kind of works, but the game board is being rendered incorrectly. Everything is kind of fuzzy, and nothing looks right. The question: How can I force my view to be redrawn correctly ay varying scales? I'm providing my view with the current scale and sending it a setNeedsDisplay message after the scroll view is done zooming in/out, but the game board is still being rendered incorrectly. My view should be redrawing the game board depending on the zoom level, but this isn't happening. Does the scroll view perform a generic transformation on subviews? Is there a way to disable this behavior?

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  • How to reset the value of NSInterval ?

    - by srikanth rongali
    I am writing a small game. After the completion of the game we get the previous screen. So, we can play again. But problem is that the time interval (NSTime Interval)started first time while running game is still continuing. For example the time interval of my touch when I first started game is 3.0 seconds. When again I played (not quitting the application) the time interval is 3.0 seconds + interval till the present touch ? Hoe can I make it work ? Please help me with solution for my problem.

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  • postmessage for directinput

    - by kevin
    can someone PLEASE point me in the right direction all i want to do is simulate a mouse click in a video game that is minimized the video game i am doing this for allows macroing like this, so its all good however, the game uses directinput so using postmessage and sendmessage is not working

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  • How to stop the targets generated by schedule:@selector(target:) interval:timeInterval ?

    - by srikanth rongali
    I am using [self schedule:@selector(target:) interval:timeInterval]; for generating bullets in shooting game in cocos2d. In target: I called method targetGenerate to generate for bullet. The enemy generates these bullets. After the player won or enemy won the game the bullets should stop. But, I could not make them stop. I used flags for this. But they did either work. If I set flag1 = 1; for game won. I am using [self schedule:@selector(update:)]; for updating the bullet position to know it hits the player or not ? And I tried like this -(id)init { if( (self = [super init]) ) { //code for enemy [self schedule:@selector(target:) interval:timeInterval]; [self schedule:@selector(update:)]; }return self; } -(void)target:(ccTime)dt { if(flag != 1) [self targetGenerate]; } -(void)targetGenerate { //code for the bullet to generate; CCSprite *bullet = … } -(void)update:(ccTime)dt { //code for to know intersection of bullet and player } But it was not working. How can I make the bullets to disappear after player won the game or enemy won the game ? Thank you.

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  • android mobile development performance vs extensibility

    - by mixm
    im developing a game in android, and i've been thinking about subdividing many of the elements of the game (e.g. game objects) into separate classes and sub-classes. but i know that method calls to these objects will cause some overhead. would it be better to improve performance or to improve extensibility?

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  • Polling versus socket servers for online Flash games

    - by justin
    Hi, I want to make an online flash game, it will have social features but the gameplay will be primarily single-player. For example, no two players will appear on the screen at once, the social interaction will be through asynchronous messages, there won't be real-time chat or anything. Much of the logic would happen in the client, the server would validate the client logic, but it wouldn't need to be totally synchronous, which is why I'm thinking polling might be satisfactory. I have read in many places that socket servers can be more efficient than using polling for online games, but is that mainly a consideration for games that are more multi-player with more mult-player interactions than the game I have descriebed? If many users are playing online at the same time, but each playing a relatively isolated game, and not interacting to in real-time with each players, could polling be okay, or would using sockets be advisable no matter what if you have an online game that you envision many people playing at the same time? Thanks!

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  • savedInstanceState cannot be resolved to a variable

    - by Hector
    I'm currently working through "The Android Developers Cookbook" and one of the tutorials involves multiple activities in an app. To give a bit of background right now I have to .java files, a "menu screen" and a "game screen". The menu screen simply has a button that leads to the game screen which is currently empty except for a button that takes you back to the menu screen. Currently the game.java file is giving me a "savedInstanceState error" this is the code I am working on. public void onCreate(Bundle savedInsanceState) { // below is where the error comes up super.onCreate(savedInstanceState); setContentView(R.layout.game); Button startButton = (Button) findViewById(R.id.end_game); startButton.setOnClickListener(new OnClickListener() { public void onClick(View view) { finish(); } }); } I'm not sure why the error is coming up because on the first java file that same "public void...setContentView..." bit of code compiled perfectly fine... Please help!

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  • Pass the values from ListView control to text boxes in c#

    - by Kumu
    private void deleteDisplayGamesButton_Click(object sender, EventArgs e) { //Game game = new Game(homeTeamComboBox.Text, int.Parse(homeScoreUpDown.Value.ToString()), awayTeamComboBox.Text, int.Parse(awayScoreUpDown.Value.ToString())); deleteDisplayGamesListView.Items.Clear(); deleteDisplayGamesListView.View = View.Details; foreach (Game currentgame in footballLeagueDatabase.games) { ListViewItem row = new ListViewItem(); row.SubItems.Add(currentgame.HomeTeam.ToString()); row.SubItems.Add(currentgame.HomeScore.ToString()); row.SubItems.Add(currentgame.AwayTeam.ToString()); row.SubItems.Add(currentgame.AwayScore.ToString()); deleteDisplayGamesListView.Items.Add(row); } } I need to pass the values from above ListView control to following text boxes when I use the deleteDisplayGamesListView_SelectedIndexChanged method. private void deleteDisplayGamesListView_SelectedIndexChanged(object sender, EventArgs e) { deleteModifyHomeTeamTxt.Text = ""; deleteModifyHomeScoreUpDown.Text = ""; deleteModifyAwayTeamTxt.Text = ""; deleteModifyAwayScoreUpDown.Text = ""; foreach (Game currentgame in footballLeagueDatabase.games); { ?----------------------------- } } Futhermore I need to clear this data from the ListView Control. If you know how to do this please let me know.

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  • Probability Random Number Generator

    - by Excl
    Let's say I'm writing a simple luck game - each player presses Enter and the game assign him a random number between 1-6. Just like a cube. At the end of the game, the player with the highest number wins. Now, let's say I'm a cheater. I want to write the game so player #1 (which will be me) has a probability of 90% to get six, and 2% to get each of the rest numbers (1, 2, 3, 4, 5). So, how can I generate a number random, and set the probability for each number? Thanks.

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  • Stop 2 identical queries from executing almost simultaneously?

    - by James Simpson
    I have developed an AJAX based game where there is a bug caused (very remote, but in volume it happens at least once per hour) where for some reason two requests get sent to the processing page almost simultaneously (the last one I tracked, the requests were a difference of .0001 ms). There is a check right before the query is executed to make sure that it doesn't get executed twice, but since the difference is so small, the check hasn't finished before the next query gets executed. I'm stumped, how can I prevent this as it is causing serious problems in the game. Just to be more clear, the query is starting a new round in the game, so when it executes twice, it starts 2 rounds at the same time which breaks the game, so I need to be able to stop the script from executing if the previous round isn't over, even if that previous round started .0001 ms ago.

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  • Garbage collection - manually wiping EVERYTHING!

    - by Glycerine
    I have been building a game for a while (nearly done) - But the game needs a replay button and its a big task. I know the GC is dreadful in flash, but I wanted to know if there is a way to wipe EVERYTHING as if the flash app has just begun. Clearing memory, game data - I haven't to worry about game loading as its not really heavy on data. Everything pretty much lives in a DataModel - but I fear if I just clear the all variables, I'll have pockets of orphaned memory. Any forwarding idea would be great. cheers guys.

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  • Communicating to Parent SWF

    - by Glycerine
    Hey guys I'm having such a hard time of it today. I have a game, I've loaded into a parent SWF - I would like my parent SWF to accept events I dispatch from within the game, or have the ability to talk both ways. -- Reason is, I would like to unload and load the game back in, once the end screen is active. Any help and I'll give you beer. thanks in advance.

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  • Non-blocking MySQL updates with java?

    - by justkevin
    For a multiplayer game I'm working on I'd like to record events to the mysql database without blocking the game update thread so that if the database is busy or a table is locked the game doesn't stop running while it waits for a write. What's the best way to accomplish this? I'm using c3p0 to manage the database connection pool. My best idea so far is to add query update strings to a synchronized list with an independent thread checking the list every 100ms and executing the queries it finds there.

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  • How do I use Criteria to make a join on a date field (in DB2) based on the year.

    - by HtmlTableGuru
    I have a java.util.Date field in my Object. I would like to use Criteria to select all rows that have a date field with a given year. The SQL would look like the following: SELECT * FROM GAME GM WHERE YEAR(GM.GAME_DATE) = 2010 How can I use Criteria to accomplish this? Thanks in advance. public Collection<Game> getGamesByDate(Date date){ Collection<Game> games = null; try { session.beginTransaction(); Criteria criteria = session.createCriteria(Game.class); criteria .... ... ... games = criteria.list(); } catch (HibernateException e) { e.printStackTrace(); } return games; }

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  • How to set Foreground Color in a ListBox single element?

    - by user1038056
    I'm doing a game. I have a list of users (nicks): List<string> users; This list is used to show to the users on a ListBox, call listaJogadores. public delegate void actualizaPlayersCallback(List<string> users); public void actualizaPlayers(List<string> users) { listaJogadores.BeginInvoke(new actualizaPlayersCallback(this.actualizarListaPlayers), new object[] { users }); } public void actualizarListaPlayers(List<string> users) { listaJogadores.Items.Clear(); for (int i = 0; i < users.Count; i++) { listaJogadores.Items.Add(users.ElementAt(i)); } } When a user is playing, then it have is nick on the list of games: List<Game> games; What I want is when a player enter in a game, the color of is nick show in listaJogadores, must be Red! When I have only one player in a game, everything is ok, all the players see the nick of that player in red, but when another player go to a game, then I get an ArgumentOutOfRangeException in the instruction string nick = tmp.players.ElementAt(i).getNick(); This is my code... Give me some ideas/help please! I think that the problem is the for(), but how can I manipulate an entire list without doing a loop? listaJogadores.DrawMode = DrawMode.OwnerDrawFixed; private void listaJogadores_DrawItem(object sender, DrawItemEventArgs e) { e.DrawBackground(); Brush textBrush = SystemBrushes.ControlText; Font drawFont = e.Font; for (int i = 0; i < games.Count; i++) { Game tmp; tmp = games.ElementAt(i); for (int j = 0; j < tmp.players.Count; j++) { string nick = tmp.players.ElementAt(i).getNick(); if (listaJogadores.Items[e.Index].ToString() == nick) { textBrush = Brushes.Red;//RED.... if ((e.State & DrawItemState.Selected) > 0) drawFont = new Font(drawFont.FontFamily, drawFont.Size, FontStyle.Bold); } else if ((e.State & DrawItemState.Selected) > 0) { textBrush = SystemBrushes.HighlightText; } } } e.Graphics.DrawString(listaJogadores.Items[e.Index].ToString(), drawFont, textBrush, e.Bounds); }

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