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  • Beginner flash game development: Start with framework or from scratch?

    - by captaincomic
    I want to write some simple flash games (as a hobby). I have a lot of programming experience, but no experience with Flash/ActionScript. My question is: As a beginner, is it a good idea to start with a framework like Flixel, FlashPunk or PushButton or would it be better to write my first games from scratch? Also, if you vote for using a framework, which one would you recommend? What are the differences? And another question: What about Flex, would you recommend using it?

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  • Creating a game engine in C++ and Python - Where do I start? [closed]

    - by Peter
    Yes, you read correctly, how does humble ole Peter here make an engine using the 2 languages he's proficient in to an extent. I have more than enough time and wish not to use any 3rd party "stuffs" (engine parts like methods, classes etc etc, fully from scratch). If anyone could PLEASE explain how this is done then i will love you forever. Thanks for reading, hoping for some productive answers. Thankyou very much. EDIT: Re read what i've said for the 4th time, forgot to mention; 2D sprite based, with voxels and physics. :D

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  • How do I create an efficient long, pannable, sprite-animated scene in a Windows Store game?

    - by Groo
    I am creating my first Windows Store application in XAML, and I cannot seem to find a proper example for the requirements I have. The basic idea of the app is to have a large scrollable canvas which would lazily start animating visible parts of the view as soon as user stops panning over a certain content (with some audio played also): My original idea was to use a StackPanel to add a bunch of custom controls, each of which would then animate itself once visible (with a short delay), but I have a couple of concerns: If the entire canvas is ~50 screen widths wide, is it feasible to load all content at the beginning, or do I need to plan doing some lazy loading during scrolling? For example, when I select a certain region in the Bing Travel app, it seems to lazily load tiles as I scroll it towards the end. Since content is stretched 100% vertically, and these animations are vectorized to be resolution independent, I am not sure if XAML (CompositionTarget) will be able to handle this, or I have to go for DirectX (MonoGame or C++) to get rid of flicker. Even better, is there an example for Windows 8 which uses a 100% vertically sized GridView with custom animated controls inside?

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  • If I were to start an Android or iPhone app or game, what program should I use?

    - by John
    I don't really know a lot about programming and the only things I do is using codes with Gamemaker, but I have read that it is too basic and it can't be used with iPhone or Android. Is there anything free that I can use to make games for those platforms? Or if not, any suggestions for engines or anything else? I was wondering about Unity, for example, is that a good investment to use for making games?

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  • how to make game objects to contain other objects?

    - by user3161621
    Im pretty undecided about what path to take here. The simplest that comes to mind is just adding a field List to the GameObject class where i would store the things contained in it. But would it be elegant and well tought? And would it be good performance wise?(ofc 99.9% of my objects wouldnt have anything stored in them...) What about deriving a ContainerObject from GameObject? This way only they would have additional fields but then i would have to change many things, my collections of objects would have to become a generic and id have to cast very often into GameObject...

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  • Should I use OpenGL while working with C++?

    - by Paralytic
    I am completely new to programming and game development for that matter. I am using the C++ software to create my Game Engine with the help of a beginners guide. I noticed it has a OpenGL option when starting up a new project. I've heard of OpenGL pertaining to game development, not sure what it is though. Should I be using OpenGL when creating my Game Engine? Will it matter if I just start with a blank slate?

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  • Tips for XNA WP7 Developers

    - by Michael B. McLaughlin
    There are several things any XNA developer should know/consider when coming to the Windows Phone 7 platform. This post assumes you are familiar with the XNA Framework and with the changes between XNA 3.1 and XNA 4.0. It’s not exhaustive; it’s simply a list of things I’ve gathered over time. I may come back and add to it over time, and I’m happy to add anything anyone else has experienced or learned as well. Display · The screen is either 800x480 or 480x800. · But you aren’t required to use only those resolutions. · The hardware scaler on the phone will scale up from 240x240. · One dimension will be capped at 800 and the other at 480; which depends on your code, but you cannot have, e.g., an 800x600 back buffer – that will be created as 800x480. · The hardware scaler will not normally change aspect ratio, though, so no unintended stretching. · Any dimension (width, height, or both) below 240 will be adjusted to 240 (without any aspect ratio adjustment such that, e.g. 200x240 will be treated as 240x240). · Dimensions below 240 will be honored in terms of calculating whether to use portrait or landscape. · If dimensions are exactly equal or if height is greater than width then game will be in portrait. · If width is greater than height, the game will be in landscape. · Landscape games will automatically flip if the user turns the phone 180°; no code required. · Default landscape is top = left. In other words a user holding a phone who starts a landscape game will see the first image presented so that the “top” of the screen is along the right edge of his/her phone, such that the natural behavior would be to turn the phone 90° so that the top of the phone will be held in the user’s left hand and the bottom would be held in the user’s right hand. · The status bar (where the clock, battery power, etc., are found) is hidden when the Game-derived class sets GraphicsDeviceManager.IsFullScreen = true. It is shown when IsFullScreen = false. The default value is false (i.e. the status bar is shown). · You should have a good reason for hiding the status bar. Users find it helpful to know what time it is, how much charge their battery has left, and whether or not their phone is in service range. This is especially true for casual games that you expect someone to play for a few minutes at a time, e.g. while waiting for some event to start, for a phone call to come in, or for a train, bus, or subway to arrive. · In portrait mode, the status bar occupies 32 pixels of space. This means that a game with a back buffer of 480x800 will be scaled down to occupy approximately 461x768 screen pixels. Setting the back buffer to 480x768 (or some resolution with the same 0.625 aspect ratio) will avoid this scaling. · In landscape mode, the status bar occupies 72 pixels of space. This means that a game with a back buffer of 800x480 will be scaled down to occupy approximately 728x437 screen pixels. Setting the back buffer to 728x480 (or some resolution with the same 1.51666667 aspect ratio) will avoid this scaling. Input · Touch input is scaled with screen size. · So if your back buffer is 600x360, a tap in the bottom right corner will come in as (599,359). You don’t need to do anything special to get this automatic scaling of touch behavior. · If you do not use full area of the screen, any touch input outside the area you use will still register as a touch input. For example, if you set a portrait resolution of 240x240, it would be scaled up to occupy a 480x480 area, centered in the screen. If you touch anywhere above this area, you will get a touch input of (X,0) where X is a number from 0 to 239 (in accordance with your 240 pixel wide back buffer). Any touch below this area will give a touch input of (X,239). · If you keep the status bar visible, touches within its area will not be passed to your game. · In general, a screen measurement is the diagonal. So a 3.5” screen is 3.5” long from the bottom right corner to the top left corner. With an aspect ratio of 0.6 (480/800 = 0.6), this means that a phone with a 3.5” screen is only approximately 1.8” wide by 3” tall. So there are approximately 267 pixels in an inch on a 3.5” screen. · Again, this time in metric! 3.5 inches is approximately 8.89 cm. So an 8.89 cm screen is 8.89 cm long from the bottom right corner to the top left corner. With an aspect ratio of 0.6, this means that a phone with an 8.89 cm screen is only approximately 4.57 cm wide by 7.62 cm tall. So there are approximately 105 pixels in a centimeter on an 8.89 cm screen. · Think about the size of your finger tip. If you do not have large hands, think about the size of the fingertip of someone with large hands. Consider that when you are sizing your touch input. Especially consider that when you are spacing two touch targets near one another. You need to judge it for yourself, but items that are next to each other and are each 100x100 should be fine when it comes to selecting items individually. Smaller targets than that are ok provided that you leave space between them. · You want your users to have a pleasant experience. Making touch controls too small or too close to one another will make them nervous about whether they will touch the right target. Take this into account when you plan out your game initially. If possible, do some quick size mockups on an actual phone using colored rectangles that you position and size where you plan to have your game controls. Adjust as necessary. · People do not have transparent hands! Nor are their hands the size of a mouse pointer icon. Consider leaving a dedicated space for input rather than forcing the user to cover up to one-third of the screen with a finger just to play the game. · Another benefit of designing your controls to use a dedicated area is that you’re less likely to have players moving their finger(s) so frantically that they accidentally hit the back button, start button, or search button (many phones have one or more of these on the screen itself – it’s easy to hit one by accident and really annoying if you hit, e.g., the search button and then quickly tap back only to find out that the game didn’t save your progress such that you just wasted all the time you spent playing). · People do not like doing somersaults in order to move something forward with accelerometer-based controls. Test your accelerometer-based controls extensively and get a lot of feedback. Very well-known games from noted publishers have created really bad accelerometer controls and been virtually unplayable as a result. Also be wary of exceptions and other possible failures that the documentation warns about. · When done properly, the accelerometer can add a nice touch to your game (see, e.g. ilomilo where the accelerometer was used to move the background; it added a nice touch without frustrating the user; I also think CarniVale does direct accelerometer controls very well). However, if done poorly, it will make your game an abomination unto the Marketplace. Days, weeks, perhaps even months of development time that you will never get back. I won’t name names; you can search the marketplace for games with terrible reviews and you’ll find them. Graphics · The maximum frame rate is 30 frames per second. This was set as a compromise between battery life and quality. · At least one model of phone is known to have a screen refresh rate that is between 59 and 60 hertz. Because of this, using a fixed time step with a target frame rate of 30 will cause a slight internal delay to build up as the framework is forced to wait slightly for the next refresh. Eventually the delay will get to the point where a draw is skipped in order to recover from the delay. (See Nick's comment below for clarification.) · To deal with that delay, you can either stay with a fixed time step and set the frame rate slightly lower or else you can go to a variable time step and make sure to adjust all of your update data (e.g. player movement distance) to take into account the elapsed time from the last update. A variable time step makes your update logic slightly more complicated but will avoid frame skips entirely. · Currently there are no custom shaders. This might change in the future (there is no hardware limitation preventing it; it simply wasn’t a feature that could be implemented in the time available before launch). · There are five built-in shaders. You can create a lot of nice effects with the built-in shaders. · There is more power on the CPU than there is on the GPU so things you might typically off-load to the GPU will instead make sense to do on the CPU side. · This is a phone. It is not a PC. It is not an Xbox 360. The emulator runs on a PC and uses the full power of your PC. It is very good for testing your code for bugs and doing early prototyping and layout. You should not use it to measure performance. Use actual phone hardware instead. · There are many phone models, each of which has slightly different performance levels for I/O, screen blitting, CPU performance, etc. Do not take your game right to the performance limit on your phone since for some other phones you might be crossing their limits and leaving players with a bad experience. Leave a cushion to account for hardware differences. · Smaller screened phones will have slightly more dots per inch (dpi). Larger screened phones will have slightly less. Either way, the dpi will be much higher than the typical 96 found on most computer screens. Make sure that whoever is doing art for your game takes this into account. · Screens are only required to have 16 bit color (65,536 colors). This is common among smart phones. Using gradients on a 16 bit display can produce an ugly artifact known as banding. Banding is when, rather than a smooth transition from one color to another, you instead see distinct lines. Be careful to avoid this when possible. Banding can be avoided through careful art creation. Its effects can be minimized and even unnoticeable when the texture in question is always moving. You should be careful not to rely on “looks good on my phone” since some phones do have 32-bit displays and thus you’ll find yourself wondering why you’re getting bad reviews that complain about the graphics. Avoid gradients; if you can’t, make sure they are 16-bit safe. Audio · Never rely on sounds as your sole signal to the player that something is happening in the game. They might have the sound off. They might be playing somewhere loud. Etc. · You have to provide controls to disable sound & music. These should be separate. · On at least one model of phone, the volume control API currently has no effect. Players can adjust sound with their hardware volume buttons, but in game selectors simply won’t work. As such, it may not be worth the effort of providing anything beyond on/off switches for sound and music. · MediaPlayer.GameHasControl will return true when a game is hooked up to a PC running Zune. When Zune is running, any attempts to do anything (beyond check GameHasControl) with MediaPlayer will cause an exception to be thrown. If this exception is thrown, catch it and disable music. Exceptions take time to propagate; you don’t want one popping up in every single run of your game’s Update method. · Remember that players can already be listening to music or using the FM radio. In this case GameHasControl will be false and you should handle this appropriately. You can, alternately, ask the player for permission to stop their current music and play your music instead, but the (current) requirement that you restore their music when done is very hard (if not impossible) to deal with. · You can still play sound effects even when the game doesn’t have control of the music, but don’t think this is a backdoor to playing music. Your game will fail certification if your “sound effect” seems to be more like music in scope and length.

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  • Roadmap to Android development

    - by Matthew
    Hello, I've done a little research, and am interested in developing for Android. I've never programmed before, and have no idea how to go from zero experience to developing for a mobile device. My interest is in eventually making some sort of 2d game. Is there a lesson plan for starting from the ground up? I would think one would need to learn the Java language to start. Looking at the Sun website, it's a bit daunting. Is there a book, specifically, that would wrap up this knowledge in a bit of a directed lesson plan? I'm not sure if opengl-es is what would be required for 2d games. I've done a little research on this, and it's even far more daunting than Java itself. I can't even begin to figure out where to start with even just opengl, sans -es. My best guess would be that I need further knowledge in Java to continue with this, but even still, is it possible to learn concurrently with Java?

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  • XNA 2D mouse picking

    - by Corndog
    I'm working on a simple 2D Real time strategy game using XNA. Right now I have reached the point where I need to be able to click on the sprite for a unit or building and be able to reference the object associated with that sprite. From the research I have done over the last three days I have found many references on how to do "Mouse picking" in 3D which does not seem to apply to my situation. I understand that another way to do this is to simply have an array of all "selectable" objects in the world and when the player clicks on a sprite it checks the mouse location against the locations of all the objects in the array. the problem I have with this approach is that it would become rather slow if the number of units and buildings grows to larger numbers. (it also does not seem very elegant) so what are some other ways I could do this. (Please note that I have also worked over the ideas of using a Hash table to associate the object with the sprite location, and using a 2 dimensional array where each location in the array represents one pixel in the world. once again they seem like rather clunky ways of doing things.)

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  • Using repaint() method.

    - by owca
    I'm still struggling to create this game : http://stackoverflow.com/questions/2844190/choosing-design-method-for-ladder-like-word-game .I've got it almost working but there is a problem though. When I'm inserting a word and it's correct, the whole window should reload, and JButtons containing letters should be repainted with different style. But somehow repaint() method for the game panel (in Main method) doesn't affect it at all. What am I doing wrong ? Here's my code: Main: import java.util.Scanner; import javax.swing.*; import java.awt.*; public class Main { public static void main(String[] args){ final JFrame f = new JFrame("Ladder Game"); Scanner sc = new Scanner(System.in); System.out.println("Creating game data..."); System.out.println("Height: "); //setting height of the grid while (!sc.hasNextInt()) { System.out.println("int, please!"); sc.next(); } final int height = sc.nextInt(); /* * I'm creating Grid[]game. Each row of game contains Grid of Element[]line. * Each row of line contains Elements, which are single letters in the game. */ Grid[]game = new Grid[height]; for(int L = 0; L < height; L++){ Grid row = null; int i = L+1; String s; do { System.out.println("Length "+i+", please!"); s = sc.next(); } while (s.length() != i); Element[] line = new Element[s.length()]; Element single = null; String[] temp = null; String[] temp2 = new String[s.length()]; temp = s.split(""); for( int j = temp2.length; j>0; j--){ temp2[j-1] = temp[j]; } for (int k = 0 ; k < temp2.length ; k++) { if( k == 0 ){ single = new Element(temp2[k], 2); } else{ single = new Element(temp2[k], 1); } line[k] = single; } row = new Grid(line); game[L] = row; } //############################################ //THE GAME STARTS HERE //############################################ //create new game panel with box layout JPanel panel = new JPanel(); panel.setLayout(new BoxLayout(panel, BoxLayout.Y_AXIS)); panel.setBackground(Color.ORANGE); panel.setBorder(BorderFactory.createEmptyBorder(10, 10, 10, 10)); //for each row of the game array add panel containing letters Single panel //is drawn with Grid's paint() method and then returned here to be added for(int i = 0; i < game.length; i++){ panel.add(game[i].paint()); } f.setContentPane(panel); f.pack(); f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); f.setVisible(true); boolean end = false; boolean word = false; String text; /* * Game continues until solved() returns true. First check if given word matches the length, * and then the value of any row. If yes - change state of each letter from EMPTY * to OTHER_LETTER. Then repaint the window. */ while( !end ){ while( !word ){ text = JOptionPane.showInputDialog("Input word: "); for(int i = 1; i< game.length; i++){ if(game[i].equalLength(text)){ if(game[i].equalValue(text)){ game[i].changeState(3); f.repaint(); //simple debug - I'm checking if letter, and //state values for each Element are proper for(int k=0; k<=i; k++){ System.out.print(game[k].e[k].letter()); } System.out.println(); for(int k=0; k<=i; k++){ System.out.print(game[k].e[k].getState()); } System.out.println(); //set word to true and ask for another word word = true; } } } } word = false; //check if the game has ended for(int i = 0; i < game.length; i++){ if(game[i].solved()){ end = true; } else { end = false; } } } } } Element: import javax.swing.*; import java.awt.*; public class Element { final int INVISIBLE = 0; final int EMPTY = 1; final int FIRST_LETTER = 2; final int OTHER_LETTER = 3; private int state; private String letter; public Element(){ } //empty block public Element(int state){ this("", 0); } //filled block public Element(String s, int state){ this.state = state; this.letter = s; } public JButton paint(){ JButton button = null; if( state == EMPTY ){ button = new JButton(" "); button.setBackground(Color.WHITE); } else if ( state == FIRST_LETTER ){ button = new JButton(letter); button.setBackground(Color.red); } else { button = new JButton(letter); button.setBackground(Color.yellow); } return button; } public void changeState(int s){ state = s; } public void setLetter(String s){ letter = s; } public String letter(){ return letter; } public int getState(){ return state; } } Grid: import javax.swing.*; import java.awt.*; public class Grid extends JPanel{ public Element[]e; private Grid[]g; public Grid(){} public Grid( Element[]elements ){ e = new Element[elements.length]; for(int i=0; i< e.length; i++){ e[i] = elements[i]; } } public Grid(Grid[]grid){ g = new Grid[grid.length]; for(int i=0; i<g.length; i++){ g[i] = grid[i]; } Dimension d = new Dimension(600, 600); setMinimumSize(d); setPreferredSize(new Dimension(d)); setMaximumSize(d); } //for Each element in line - change state to i public void changeState(int i){ for(int j=0; j< e.length; j++){ e[j].changeState(3); } } //create panel which will be single row of the game. Add elements to the panel. // return JPanel to be added to grid. public JPanel paint(){ JPanel panel = new JPanel(); panel.setLayout(new GridLayout(1, e.length)); panel.setBorder(BorderFactory.createEmptyBorder(2, 2, 2, 2)); for(int j = 0; j < e.length; j++){ panel.add(e[j].paint()); } return panel; } //check if the length of given string is equal to length of row public boolean equalLength(String s){ int len = s.length(); boolean equal = false; for(int j = 0; j < e.length; j++){ if(e.length == len){ equal = true; } } return equal; } //check if the value of given string is equal to values of elements in row public boolean equalValue(String s){ int len = s.length(); boolean equal = false; String[] temp = null; String[] temp2 = new String[len]; temp = s.split(""); for( int j = len; j>0; j--){ temp2[j-1] = temp[j]; } for(int j = 0; j < e.length; j++){ if( e[j].letter().equals(temp2[j]) ){ equal = true; } else { equal = false; } } if(equal){ for(int i = 0; i < e.length; i++){ e[i].changeState(3); } } return equal; } //check if the game has finished public boolean solved(){ boolean solved = false; for(int j = 0; j < e.length; j++){ if(e[j].getState() == 3){ solved = true; } else { solved = false; } } return solved; } }

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  • making my player sprite land on top of my platform sprite

    - by Stone
    Hi, in my XNA game(im fairly new to XNA by the way) i would like to have my player sprite land on top of a platform. i have a player sprite class that inherits from my regular sprite class, and the regular sprite class for basic non playable sprite stuff such as boxes, background stuff, and platforms. However, i am unsure how to implement a way to make my player sprite land on a platform. My player Sprite can jump and move around, but i dont know where and how to check to see if it is on top of my platform sprite. My player sprites jump method is here private void Jump() { if (mCurrentState != State.Jumping) { mCurrentState = State.Jumping; mStartingPosition = Position; mDirection.Y = MOVE_UP; mSpeed = new Vector2(jumpSpeed, jumpSpeed); } } mStartingPosition is player sprites starting position of the jump, and Position is the player sprites current position. I would think that my code for checking to see whether my player sprite is on top of my platform sprite. I am unsure how to reference my platform sprite inside of the playersprite class and inside of the jump method. i think it should be something like this //platformSprite.CollisonBox would be the rectangle around the platform, but im not //sure how to check to see if player.Position is touching any point //on platformSprite.CollisionBox if(player.Position == platformSprite.CollisionBox) { player.mDirection = 0; } Again im pretty new to programming and XNA, and some of this logic i dont quite understand so any help on any of it would be greatly appreciated:D Thanks

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  • [C#][XNA 3.1] How can I host two different XNA windows inside one Windows Form?

    - by secutos
    I am making a Map Editor for a 2D tile-based game. I would like to host two XNA controls inside the Windows Form - the first to render the map; the second to render the tileset. I used the code here to make the XNA control host inside the Windows Form. This all works very well - as long as there is only one XNA control inside the Windows Form. But I need two - one for the map; the second for the tileset. How can I run two XNA controls inside the Windows Form? While googling, I came across the terms "swap chain" and "multiple viewports", but I can't understand them and would appreciate support. Just as a side note, I know the XNA control example was designed so that even if you ran 100 XNA controls, they would all share the same GraphicsDevice - essentially, all 100 XNA controls would share the same screen. I tried modifying the code to instantiate a new GraphicsDevice for each XNA control, but the rest of the code doesn't work. The code is a bit long to post, so I won't post it unless someone needs it to be able to help me. Thanks in advance.

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  • How do you rotate a sprite around its center by caclulating a new x and y position?

    - by Sam152
    I'm using Dark GDK and C++ to create a simple 2d game. I'm rotating an object but it rotates from the top left corner of the sprite. I have the following variables available: PlayerX PlayerY PlayerWidth PlayerHeight RotateAngle (360 x 0) Is there an algorithm that will modify the pivot point of the sprite, preferable to the center? Here is a small code sample: void Player::Move( void ) { if ( checkLeft() ) { PlayerX -= PlayerSpeed; if ( PlayerX < 0 ) PlayerX = 0; } if ( checkRight() ) { PlayerX += PlayerSpeed ; if ( PlayerX > 800 - PlayerWidth ) PlayerX = 800 - PlayerWidth; } if ( checkUp()) { PlayerY -= PlayerSpeed; if ( PlayerY < 0 ) PlayerY = 0; } if ( checkDown()) { PlayerY += PlayerSpeed; if ( PlayerY > 600 - PlayerHeight) PlayerY = 600 - PlayerHeight; } RotateAngle += 5; if(RotateAngle > 360) RotateAngle -=360; dbRotateSprite(Handle,RotateAngle); dbSprite ( 1 , PlayerX , PlayerY , Handle ); } Edit I'm considering opening up some reputation for this question, I have yet to be provided with an answer that works for me. If someone can provide an actual code sample that does the job, I'd be very happy. The problem with Blindy's answer is that no matter how much I simply translate it back or forth, the spirte still rotates around the top left hand corner and moving it somewhere rotating around the top left corner, then moving it back to the same position accomplishes nothing. Here is what I believe to be going on: Just so there is no confusion I have created a an image of what is going on. The left shows what is actually happening and the right shows what I need to happen.

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  • Making Javascript and HTML5 games

    - by Jeff Meatball Yang
    A long time ago (Netscape 4-era), I wrote Javascript-based games: Pong, Minesweeper, and John Conway's Life among them. I'm getting back into it, and want to get my hands even dirtier. I have a few games in mind: Axis & Allies clone, with rugged maps and complex rules. Tetris clone, possibly with real-time player-vs-player or player-vs-computer mode Breakout clone, with a couple weapons and particle velocities In all of these, I have only a few objectives: Use JavaScript and HTML 5 - it should run on Chrome, Safari, or maybe an iPad. Start small and simple, then build-up features. Learn something new about game design and implementation. So my questions are: How would you implement these games? Do you have any technology recommendations? If you've written these games, what was the hardest part? N.B. I also want to start from first-principles - if you recommend a framework/library, I would appreciate some theory or implementation details behind it. These games are different enough that I should learn something new from each one.

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  • I can't figure out why this fps counter is inaccurate.

    - by rmetzger
    I'm trying to track frames per second in my game. I don't want the fps to show as an average. I want to see how the frame rate is affected when I push keys and add models etc. So I am using a variable to store the current time and previous time, and when they differ by 1 second, then I update the fps. My problem is that it is showing around 33fps but when I move the mouse around really fast, the fps jumps up to 49fps. Other times, if I change a simple line of code elsewhere not related to the frame counter, or close the project and open it later, the fps will be around 60. Vsync is on so I can't tell if the mouse is still effecting the fps. Here is my code which is in an update function that happens every frame: FrameCount++; currentTime = timeGetTime (); static unsigned long prevTime = currentTime; TimeDelta = (currentTime - prevTime) / 1000; if (TimeDelta > 1.0f) { fps = FrameCount / TimeDelta; prevTime = currentTime; FrameCount = 0; TimeDelta = 0; } Here are the variable declarations: int FrameCount; double fps, currentTime, prevTime, TimeDelta, TimeElapsed; Please let me know what is wrong here and how to fix it, or if you have a better way to count fps. Thanks!!!!!! I am using DirectX 9 btw but I doubt that is relevant, and I am using PeekMessage. Should I be using an if else statement instead? Here is my message processing loop: MSG msg; ZeroMemory (&msg, sizeof (MSG)); while (msg.message != WM_QUIT) { if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { TranslateMessage (&msg); DispatchMessage (&msg); } Update (); RenderFrame (); }

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  • 2D Platformer Collision Problems With Both Axes

    - by AusGat
    I'm working on a little 2D platformer/fighting game with C++ and SDL, and I'm having quite a bit of trouble with the collision detection. The levels are made up of an array of tiles, and I use a for loop to go through each one (I know it may not be the best way to do it, and I may need help with that too). For each side of the character, I move it one pixel in that direction and check for a collision (I also check to see if the character is moving in that direction). If there is a collision, I set the velocity to 0 and move the player to the edge of the tile. My problem is that if I check for horizontal collisions first, and the player moves vertically at more than one pixel per frame, it handles the horizontal collision and moves the character to the side of the tile even if the tile is below (or above) the character. If I handle vertical collision first, it does the same, except it does it for the horizontal axis. How can I handle collisions on both axes without having those problems? Is there any better way to handle collision than how I'm doing it?

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  • More efficient comparison of numbers

    - by Pez Cuckow
    I have an array which is part of a small JS game I am working on I need to check (as often as reasonable) that each of the elements in the array haven't left the "stage" or "playground", so I can remove them and save the script load I have coded the below and was wondering if anyone knew a faster/more efficient way to calculate this. This is run every 50ms (it deals with the movement). Where bots[i][1] is movement in X and bots[i][2] is movement in Y (mutually exclusive). for (var i in bots) { var left = parseInt($("#" + i).css("left")); var top = parseInt($("#" + i).css("top")); var nextleft = left + bots[i][1]; var nexttop = top + bots[i][2]; if(bots[i][1]>0&&nextleft>=PLAYGROUND_WIDTH) { remove_bot(i); } else if(bots[i][1]<0&&nextleft<=-GRID_SIZE) { remove_bot(i); } else if(bots[i][2]>0&&nexttop>=PLAYGROUND_HEIGHT) { remove_bot(i); } else if(bots[i][2]<0&&nexttop<=-GRID_SIZE) { remove_bot(i); } else { //alert(nextleft + ":" + nexttop); $("#" + i).css("left", ""+(nextleft)+"px"); $("#" + i).css("top", ""+(nexttop)+"px"); } } On a similar note the remove_bot(i); function is as below, is this correct (I can't splice as it changes all the ID's of the elements in the array. function remove_bot(i) { $("#" + i).remove(); bots[i] = false; } Many thanks for any advice given!

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  • Accepting more simultaneous keyboard inputs

    - by unknownthreat
    Sometimes, a normal computer keyboard will only accept user's inputs up to a certain key simultaneously. I got a logitech keyboard that can accept up to 3-4 key presses at the same time. The computer does not accept any more input if you press more than 4 keys for this keyboard. And it also depends on certain areas of your keyboard as well. Some locations allow more key to be pressed (like the arrow keys), while some locations permit you to press only 1-2 keys. This also differs from keyboard to keyboard as well. Some older keyboards only accept up 1-2 keys. This isn't problematic with usual office work, but when it comes to gaming. For instance, imagine a platform game, where you have to jump, attack, and control direction at the same time. This implies several key presses and some keyboards cannot accept such simultaneous input. However, I've tried this on several games and the amount of possible keyboard inputs seem to be also different. Therefore, we have two issues: Keyboards have different amount of simultaneous inputs. Some games can accept more keyboard inputs than other games. At first, I thought this is hardware only problem, but why do some programs behave differently? Why some programs can accept more keyboard inputs than other programs? So how can we write our programs to accept more keyboard inputs?

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  • In Corona SDK the background image always cover other images

    - by user1446126
    I'm currently making a tower defense game with Corona SDK. However, while I'm making the gaming scene, The background scene always cover the monster spawn, I've tried background:toBack() ,however it's doesn't work.Here is my code: module(..., package.seeall) function new() local localGroup = display.newGroup(); local level=require(data.levelSelected); local currentDes = 1; monsters_list = display.newGroup() --The background local bg = display.newImage ("image/levels/1/bg.png"); bg.x = _W/2;bg.y = _H/2; bg:toBack(); --generate the monsters function spawn_monster(kind) local monster=require("monsters."..kind); newMonster=monster.new() --read the spawn(starting point) in level, and spawn the monster there newMonster.x=level.route[1][1];newMonster.y=level.route[1][2]; monsters_list:insert(newMonster); localGroup:insert(monsters_list); return monsters_list; end function move(monster,x,y) -- Using pythagoras to calauate the moving distace, Hence calauate the time consumed according to speed transition.to(monster,{time=math.sqrt(math.abs(monster.x-x)^2+math.abs(monster.y-y)^2)/(monster.speed/30),x=x, y=y, onComplete=newDes}) end function newDes() currentDes=currentDes+1; end --moake monster move according to the route function move_monster() for i=1,monsters_list.numChildren do move(monsters_list[i],200,200); print (currentDes); end end function agent() spawn_monster("basic"); end --Excute function above. timer2 = timer.performWithDelay(1000,agent,10); timer.performWithDelay(100,move_monster,-1); timer.performWithDelay(10,update,-1); move_monster(); return localGroup; end and the monster just stuck at the spawn point and stay there. but, When i comment these 3 lines of code: --local bg = display.newImage ("image/levels/1/bg.png"); --bg.x = _W/2;bg.y = _H/2; --bg:toBack(); The problem disappear Any ideas??Thanks for helping

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  • Optimized 2D Tile Scrolling in OpenGL

    - by silicus
    Hello, I'm developing a 2D sidescrolling game and I need to optimize my tiling code to get a better frame rate. As of right now I'm using a texture atlas and 16x16 tiles for 480x320 screen resolution. The level scrolls in both directions, and is significantly larger than 1 screen (thousands of pixels). I use glTranslate for the actual scrolling. So far I've tried: Drawing only the on-screen tiles using glTriangles, 2 per square tile (too much overhead) Drawing the entire map as a Display List (great on a small level, way to slow on a large one) Partitioning the map into Display Lists half the size of the screen, then culling display lists (still slows down for 2-directional scrolling, overdraw is not efficient) Any advice is appreciated, but in particular I'm wondering: I've seen Vertex Arrays/VBOs suggested for this because they're dynamic. What's the best way to take advantage of this? If I simply keep 1 screen of vertices plus a bit of overdraw, I'd have to recopy the array every few frames to account for the change in relative coordinates (shift everything over and add the new rows/columns). If I use more overdraw this doesn't seem like a big win; it's like the half-screen display list idea. Does glScissor give any gain if used on a bunch of small tiles like this, be it a display list or a vertex array/VBO Would it be better just to build the level out of large textures and then use glScissor? Would losing the memory saving of tiling be an issue for mobile development if I do this (just curious, I'm currently on a PC)? This approach was mentioned here Thanks :)

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  • Recursion - Ship Battle

    - by rgorrosini
    I'm trying to write a little ship battle game in java. It is 100% academic, I made it to practice recursion, so... I want to use it instead of iteration, even if it's simpler and more efficient in most some cases. Let's get down to business. These are the rules: Ships are 1, 2 or 3 cells wide and are placed horizontally only. Water is represented with 0, non-hit ship cells are 1, hit ship cells are 2 and sunken ships have all it's cells in 3. With those rules set, I'm using the following array for testing: int[][] board = new int[][] { {0, 1, 2, 0, 1, 0}, {0, 0, 1, 1, 1, 0}, {0, 3, 0, 0, 0, 0}, {0, 0, 2, 1, 2, 0}, {0, 0, 0, 1, 1, 1}, }; It works pretty good so far, and to make it more user-friendly I would like to add a couple of reports. these are the methods I need for them: Given the matrix, return the amount of ships in it. Same as a), but separating them by state (amount of non-hit ships, hit and sunken ones). I will need a hand with those reports, and I would like to get some ideas. Remember it must be done using recursion, I want to understand this, and the only way to go is practice! Thanks a lot for your time and patience :).

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  • A data structure based on the R-Tree: creating new child nodes when a node is full, but what if I ha

    - by Tom
    I realize my title is not very clear, but I am having trouble thinking of a better one. If anyone wants to correct it, please do. I'm developing a data structure for my 2 dimensional game with an infinite universe. The data structure is based on a simple (!) node/leaf system, like the R-Tree. This is the basic concept: you set howmany childs you want a node (a container) to have maximum. If you want to add a leaf, but the node the leaf should be in is full, then it will create a new set of nodes within this node and move all current leafs to their new (more exact) node. This way, very populated areas will have a lot more subdivisions than a very big but rarely visited area. This works for normal objects. The only problem arises when I have more than maxChildsPerNode objects with the exact same X,Y location: because the node is full, it will create more exact subnodes, but the old leafs will all be put in the exact same node again because they have the exact same position -- resulting in an infinite loop of creating more nodes and more nodes. So, what should I do when I want to add more leafs than maxChildsPerNode with the exact same position to my tree? PS. if I failed to explain my problem, please tell me, so I can try to improve the explanation.

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  • iOS: Best Way to do This w/o Calling Method 32 Times?

    - by user1886754
    I'm currently retrieving the Top 100 Scores for one of my leaderboards the following way: - (void) retrieveTop100Scores { __block int totalScore = 0; GKLeaderboard *myLB = [[GKLeaderboard alloc] init]; myLB.identifier = [Team currentTeam]; myLB.timeScope = GKLeaderboardTimeScopeAllTime; myLB.playerScope = GKLeaderboardPlayerScopeGlobal; myLB.range = NSMakeRange(1, 100); [myLB loadScoresWithCompletionHandler:^(NSArray *scores, NSError *error) { if (error != nil) { NSLog(@"%@", [error localizedDescription]); } if (scores != nil) { for (GKScore *score in scores) { NSLog(@"%lld", score.value); totalScore += score.value; } NSLog(@"Total Score: %d", totalScore); [self loadingDidEnd]; } }]; } The problem is I want to do this for 32 leaderboards. What's the best way of achieving this? Using a third party tool (Game Center Manager), I can get the following line to return a dictionary with leaderboard ID's as keys and the Top 1 highest score as values NSDictionary *highScores = [[GameCenterManager sharedManager] highScoreForLeaderboards:leaderboardIDs]; So my question is, how can I combine those 2 segments of code to pull in the 100 values for each leaderboard, resulting in a dictionary with all of the leaderboard names as keys, and the Total (of each 100 scores) of the leaderboards for values.

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  • Portal And Content - Content Integration - Best Practices

    - by Stefan Krantz
    Lately we have seen an increase in projects that have failed to either get user friendly content integration or non satisfactory performance. Our intention is to mitigate any knowledge gap that our previous post might have left you with, therefore this post will repeat some recommendation or reference back to old useful post. Moreover this post will help you understand ground up how to design, architect and implement business enabled, responsive and performing portals with complex requirements on business centric information publishing. Design the Information Model The key to successful portal deployments is Information modeling, it's a key task to understand the use case you designing for, therefore I have designed a set of question you need to ask yourself or your customer: Question: Who will own the content, IT or Business? Answer: BusinessQuestion: Who will publish the content, IT or Business? Answer: BusinessQuestion: Will there be multiple publishers? Answer: YesQuestion: Are the publishers computer scientist?Answer: NoQuestion: How often do the information changes, daily, weekly, monthly?Answer: Daily, weekly If your answers to the questions matches at least 2, we strongly recommend you design your content with following principles: Divide your pages in to logical sections, where each section is marked with its purpose Assign capabilities to each section, does it contain text, images, formatting and/or is it static and is populated through other contextual information Select editor/design element type WYSIWYG - Rich Text Plain Text - non-format text Image - Image object Static List - static list of formatted informationDynamic Data List - assembled information from multiple data files through CMIS query The result of such design map could look like following below examples: Based on the outcome of the required elements in the design column 3 from the left you will now simply design a data model in WebCenter Content - Site Studio by creating a Region Definition structure matching your design requirements.For more information on how to create a Region definition see following post: Region Definition Post - note see instruction 7 for details. Each region definition can now be used to instantiate data files, a data file will hold the actual data for each element in the region definition. Another way you can see this is to compare the region definition as an extension to the metadata model in WebCenter Content for each data file item. Design content templates With a solid dependable information model we can now proceed to template creation and page design, in this phase focuses on how to place the content sections from the region definition on the page via a Content Presenter template. Remember by creating content presenter templates you will leverage the latest and most integrated technology WebCenter has to offer. This phase is much easier since the you already have the information model and design wire-frames to base the logic on, however there is still few considerations to pay attention to: Base the template on ADF and make only necessary exceptions to markup when required Leverage ADF design components for Tabs, Accordions and other similar components, this way the design in the content published areas will comply with other design areas based on custom ADF taskflows There is no performance impact when using meta data or region definition based data All data access regardless of type, metadata or xml data it can be accessed via the Content Presenter - Node. See below for applied examples on how to access data Access metadata property from Document - #{node.propertyMap['myProp'].value}myProp in this example can be for instance (dDocName, dDocTitle, xComments or any other available metadata) Access element data from data file xml - #{node.propertyMap['[Region Definition Name]:[Element name]'].asTextHtml}Region Definition Name is the expect region definition that the current data file is instantiatingElement name is the element value you like to grab from the data file I recommend you read following  useful post on content template topic:CMIS queries and template creation - note see instruction 9 for detailsStatic List template rendering For more information on templates:Single Item Content TemplateMulti Item Content TemplateExpression Language Internationalization Considerations When integrating content assets via content presenter you by now probably understand that the content item/data file is wired to the page, what is also pretty common at this stage is that the content item/data file only support one language since its not practical or business friendly to mix that into a complex structure. Therefore you will be left with a very common dilemma that you will have to either build a complete new portal for each locale, which is not an good option! However with little bit of information modeling and clear naming convention this can be addressed. Basically you can simply make sure that all content item/data file are named with a predictable naming convention like "Content1_EN" for the English rendition and "Content1_ES" for the Spanish rendition. This way through simple none complex customizations you will be able to dynamically switch the actual content item/data file just before rendering. By following proposed approach above you not only enable a simple mechanism for internationalized content you also preserve the functionality in the content presenter to support business accessible run-time publishing of information on existing and new pages. I recommend you read following useful post on Internationalization topics:Internationalize with Content Presenter Integrate with Review & Approval processes Today the Review and approval functionality and configuration is based out of WebCenter Content - Criteria Workflows. Criteria Workflows uses the metadata of the checked in document to evaluate if the document is under any review/approval process. So for instance if a Criteria Workflow is configured to force any documents with Version = "2" or "higher" and Content Type is "Instructions", any matching content item version on check in will now enter the workflow before getting released for general access. Few things to consider when configuring Criteria Workflows: Make sure to not trigger on version one for Content Items that are Data Files - if you trigger on version 1 you will not only approve an empty document you will also have a content presenter pointing to a none existing document - since the document will only be available after successful completion of the workflow Approval workflows sometimes requires more complex criteria, the recommendation if that is the case is that the meta data triggering such criteria is automatically populated, this can be achieved through many approaches including Content Profiles Criteria workflows are configured and managed in WebCenter Content Administration Applets where you can configure one or more workflows. When you configured Criteria workflows the Content Presenter will support the editors with the approval process directly inline in the "Contribution mode" of the portal. In addition to approve/reject and details of the task, the content presenter natively support the user to view the current and future version of the change he/she is approving. See below for example: Architectural recommendation To support review&approval processes - minimize the amount of data files per page Each CMIS query can consume significant time depending on the complexity of the query - minimize the amount of CMIS queries per page Use Content Presenter Templates based on ADF - this way you minimize the design considerations and optimize the usage of caching Implement the page in as few Data files as possible - simplifies publishing process, increases performance and simplifies release process Named data file (node) or list of named nodes when integrating to pages increases performance vs. querying for data Named data file (node) or list of named nodes when integrating to pages enables business centric page creation and publishing and reduces the need for IT department interaction Summary Just because one architectural decision solves a business problem it doesn't mean its the right one, when designing portals all architecture has to be in harmony and not impacting each other. For instance the most technical complex solution is not always the best since it will most likely defeat the business accessibility, performance or both, therefore the best approach is to first design for simplicity that even a non-technical user can operate, after that consider the performance impact and final look at the technology challenges these brings and workaround them first with out-of-the-box features, after that design and develop functions to complement the short comings.

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  • Pirates, Treasure Chests and Architectural Mapping

    Pirate 1: Why do pirates create treasure maps? Pirate 2: I do not know.Pirate 1: So they can find their gold. Yes, that was a bad joke, but it does illustrate a point. Pirates are known for drawing treasure maps to their most prized possession. These documents detail the decisions pirates made in order to hide and find their chests of gold. The map allows them to trace the steps they took originally to hide their treasure so that they may return. As software engineers, programmers, and architects we need to treat software implementations much like our treasure chest. Why is software like a treasure chest? It cost money, time,  and resources to develop (Usually) It can make or save money, time, and resources (Hopefully) If we operate under the assumption that software is like a treasure chest then wouldn’t make sense to document the steps, rationale, concerns, and decisions about how it was designed? Pirates are notorious for documenting where they hide their treasure.  Shouldn’t we as creators of software do the same? By documenting our design decisions and rationale behind them will help others be able to understand and maintain implemented systems. This can only be done if the design decisions are correctly mapped to its corresponding implementation. This allows for architectural decisions to be traced from the conceptual model, architectural design and finally to the implementation. Mapping gives software professional a method to trace the reason why specific areas of code were developed verses other options. Just like the pirates we need to able to trace our steps from the start of a project to its implementation,  so that we will understand why specific choices were chosen. The traceability of a software implementation that actually maps back to its originating design decisions is invaluable for ensuring that architectural drifting and erosion does not take place. The drifting and erosion is prevented by allowing others to understand the rational of why an implementation was created in a specific manor or methodology The process of mapping distinct design concerns/decisions to the location of its implemented is called traceability. In this context traceability is defined as method for connecting distinctive software artifacts. This process allows architectural design models and decisions to be directly connected with its physical implementation. The process of mapping architectural design concerns to a software implementation can be very complex. However, most design decision can be placed in  a few generalized categories. Commonly Mapped Design Decisions Design Rationale Components and Connectors Interfaces Behaviors/Properties Design rational is one of the hardest categories to map directly to an implementation. Typically this rational is mapped or document in code via comments. These comments consist of general design decisions and reasoning because they do not directly refer to a specific part of an application. They typically focus more on the higher level concerns. Components and connectors can directly be mapped to architectural concerns. Typically concerns subdivide an application in to distinct functional areas. These functional areas then can map directly back to their originating concerns.Interfaces can be mapped back to design concerns in one of two ways. Interfaces that pertain to specific function definitions can be directly mapped back to its originating concern(s). However, more complicated interfaces require additional analysis to ensure that the proper mappings are created. Depending on the complexity some Behaviors\Properties can be translated directly into a generic implementation structure that is ready for business logic. In addition, some behaviors can be translated directly in to an actual implementation depending on the complexity and architectural tools used. Mapping design concerns to an implementation is a lot of work to maintain, but is doable. In order to ensure that concerns are mapped correctly and that an implementation correctly reflects its design concerns then one of two standard approaches are usually used. All Changes Come From ArchitectureBy forcing all application changes to come through the architectural model prior to implementation then the existing mappings will be used to locate where in the implementation changes need to occur. Allow Changes From Implementation Or Architecture By allowing changes to come from the implementation and/or the architecture then the other area must be kept in sync. This methodology is more complex compared to the previous approach.  One reason to justify the added complexity for an application is due to the fact that this approach tends to detect and prevent architectural drift and erosion. Additionally, this approach is usually maintained via software because of the complexity. Reference:Taylor, R. N., Medvidovic, N., & Dashofy, E. M. (2009). Software architecture: Foundations, theory, and practice Hoboken, NJ: John Wiley & Sons  

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