Search Results

Search found 20376 results on 816 pages for 'online game'.

Page 25/816 | < Previous Page | 21 22 23 24 25 26 27 28 29 30 31 32  | Next Page >

  • Best advice for game programmer who wants to go indie?

    - by JStriedinger
    So. I'm working right now as an intern in a mobile game development company. I've used Unity quite a lot for 1 year now but, that's about all the experience I have with game design/development. Here's the things. I wanna go indie, the main reason is for fun, I really enjoy games and by making indie games I believe I can let my imagination fly and make personal personal stuff. Unfortunately I...I just don't know where to start! I'm interestes in making mobile and web games so what...should I download Stencyl? Construct 2?...XCODE for iOS, maybe a great plugin for Unity would be fine? What whould be your single best advice for someone like me? (programmer and interestes in design) :)

    Read the article

  • Are there any ball tracking algorithms/patterns around in game programming

    - by user214626
    Hello, I am a newbie to game programming,I would need the suggestions and help of the wonderful people around here. I have set of players, and a ball, the players can kick the ball around the ground (not yet a football game, neither a foosball game too ).Are there any algorithms/ patterns for addressing the problems with tracking the ball and taking decisions, Is that too much to ask.What I was looking at is something like a collision detection algorithm for the common problem of 2 objects interacting with one another.

    Read the article

  • Things one needs to know while writing a game engine

    - by Joe Barr
    I have been dabbling in game development as a hobby for a while now, and I cannot seam to quite get my games to sparkle at least a bit with some graphics. I have decided to write a simple test game engine that only focuses on the representation of graphics - shapes, textures and surfaces. While I have a few very simple game engines designed for my own games under my belt, I want to create a game engine that I can use to display and play with graphics. I'm going to do this in C++. Since this is my first time with a major engine, the engine in not going to focus on 3D graphics, it's going to be a mixture of isometric and 2D graphics. My previous engines have incorporated (been able to draw) or focused on simple flat (almost 2D) non impressive graphic designs and representations of: the player NPCs objects walls and surfaces textures Also, I had some basic AI and sometimes even sound. They also saved and loaded games. They didn't have a map editor or a level editor. Is this going to be a problem in the future? At this time I have to point out that some of my games didn't get finished because I was to lazy to write the few last levels. My question at this point would be: What are some things one should know if one wants write (develope) a better graphical game engine with all it's functions.

    Read the article

  • iPhone app: How to implement in-app purchased game levels

    - by Wonderflonium
    So, I understand that it's possible to set up in-app purchases for iPhone apps to purchase non-consumables like game levels. I understand the logic behind the purchase part, but what I don't understand is, how can I deliver the new game level. For example: I build an app that contains the first level and they purchase additional levels. Is it better to build all the other levels into the app and whenever they purchase the app, it unlocks it with a plist entry or something? That doesn't seem very update-able to me. Every time I come up with a new level, I'd have to update the app. So, what I don't understand then, is what is how do I package up a level and download it as a separate entity that can accessed by the game? Would the level just be some XML with images in a ZIP folder or something? How does the level get added to the game? What are best practices for this type of thing? I Googled and have found NOTHING about this. I'm a little bit confused by the concept and any help would be appreciated. I'm not looking for someone to write the game for me, I just need pointed in the right direction so I can develop it on my own.

    Read the article

  • Preventing cheating in online chess games?

    - by gamedevv
    In many online chess lobbies, I've seen instances of 'engining', where a cheater would open a chess program at the same time as the main game window. He would then set it up so that the opponent's moves are relayed to the computer, then which he would copy the computer's moves, until he (almost always) wins. As a game developer and moderator, what is there to do about this situation?

    Read the article

  • [IOS SDK] Sending Data to Other Players - Game Center

    - by mohacs
    Hi guys, I am developing a simple game center multiplayer game. i did manage almost everything except sending messeage to players. what i mean, i can invite player to play game, game is starts etc. regarding apple documentation i am using following method to send data but it' doesn't work at all. const char *bytes = "123"; NSData *packet = [NSData dataWithBytes:&bytes length:3]; [myMatch sendDataToAllPlayers: packet withDataMode: GKMatchSendDataUnreliable error:nil]; if possible a working sample would be great. many thanks.

    Read the article

  • How to build a online Project Monitoring System

    - by srisar
    Hi there, I need to build a online project monitoring system for my project. Can anyone help me to identify the tools which I can use to build a simple online project monitoring system. My system requires the following: 1. It should be user driven(multiuser logins) 2. Able to handle document uploads and downloads 3. If it can support spread sheet like document editing it will be good Thanks, Need your help.

    Read the article

  • Game Maker Mac Release Date

    - by mtwisterr
    Does anyone know when game maker mac is coming out? Game maker got me interested in programing because I thought it was fun but I eventually wanted to make games and programs game maker could do so I want to see if it is any different when the new version comes out. I looked at www.yoyogames.com but found no new info and was wondering if I just not finding it. If you don't know what game maker is its fun to play around in but you probably won't be able to make something as good as you could program it because you are limited.

    Read the article

  • How to avoid game rendering component circular references?

    - by CodexArcanum
    I'm working on a simple game design, and I wanted to break up my game objects into more reusable components. But I'm getting stuck on how exactly to implement the design I have in mind. Here's an example: I have a Logger object, whose job is simply to store a list of messages and render them to screen. You know, logging. Originally the Logger just held the list, and the game loop rendered it's contents. Then I moved the rendering logic into the Logger.Draw() method, and now I want to move it further into a LoggerRenderer object. In effect, I want to have the game loop call RenderAll, which will then call Logger.Render, which will in turn call the LoggerRenderer.Render and finally output the text. So the Logger needs to contain a Renderer object, but the Renderer needs access to the Logger's state (the message queue) in order to render. How do I resolve that? Should I be passing in the message queue and other state information explicitly to the Render method? Or should the game loop be calling the Renderer directly and it links back to the logger, but the RenderAll method never actually sees the logger object itself? This feels kind of like Command pattern, but I'm botching it up terribly.

    Read the article

  • Web-based game in Python + Django and client browser polling

    - by ty
    I am creating a text-based game that implements a basic model in which multiple (10+) players interact with data and one moderator watches them and sets certain environmental statistics that affect gameplay. Recently I have begun to familiarize myself with Django. It seems to me that it would be an excellent tool for creating a game quickly, particularly because the nature of my game depends largely on sets of data (which lends itself quite well to a database). I am wondering how to "push" changes made by the game moderator to the players (for example, the moderator can decide to display an image to all players). The game is turn-based, not real-time, but certain messages need to be pushed out in roughly real-time. My thoughts: I could have each player's browser poll a status periodically (say, every 30 seconds) to see if there is a message from a moderator. But this forces a lag and means different players might receive it at different times. And reducing this interval to <10 seems like a bad idea for the server. Is there a better way to inform clients of changes? Would you suggest something other than using a web framework like Django? Thanks!

    Read the article

  • Modifying a model and texture mid-game code

    - by MicroPirate
    Just have a question for anyone out there who knows some sort of game engine pretty well. What I am trying to implement is some sort of script or code that will allow me to make a custom game character and textures mid-game. A few examples would be along the lines of changing facial expressions and body part positions in the game SecondLife. I don't really need a particular language, feel free to use your favorite, I'm just really looking for an example on how to go about this. Also I was wondering if there is anyway to combine textures for optimization; for example if i wanted to add a tattoo to a character midgame, is there any code that could combine his body texture and the tattoo texture into one texture to use (this way I can simply just render one texture per body.) Any tips would be appreciated, sorry if the question is a wee bit to vauge.

    Read the article

  • Which is a better option, OpenGL or a game engine for developing a game for the iphone or ipod touch

    - by balraj
    I am new to OpenGL ES, and I'm about to begin a 3D game for the iphone in which we are showing some car pursuit or racing. Is it possible just with the OpenGL ES or UIKit only, or do I have to use other tools for it? I am comfortable with UIKit but newer to OpenGL/OpenGL ES; which would be better to start this game? Or should I use a game engine? If so, then which game engine would give us the 3D feeling, quality of images and motion, and rendering of the views with the sound effects?

    Read the article

  • Online validators, syntax checkers, testing tools

    - by Max Gontar
    I often need to verify some simple code before posting, and it's great if I have installed IDE, but what if not? It would be nice to have online free tools for SQL, VB.NET, C# code validation, or maybe even testing. EDIT What I actually mean are online live web tools, like JSLint for javascript. Have you seen any?

    Read the article

  • Game engine deployment strategy for the Android?

    - by Jeremy Bell
    In college, my senior project was to create a simple 2D game engine complete with a scripting language which compiled to bytecode, which was interpreted. For fun, I'd like to port the engine to android. I'm new to android development, so I'm not sure which way to go as far as deploying the engine on the phone. The easiest way I suppose would be to require the engine/interpreter to be bundled with every game that uses it. This solves any versioning issues. There are two problems with this. One: this makes each game app larger and two: I originally released the engine under the LGPL license (unfortunately), but this deployment strategy makes it difficult to conform to the rules of that license, particularly with respect to allowing users to replace the lib easily with another version. So, my other option is to somehow have the engine stand alone as an Activity or service that somehow responds to intents raised by game apps, and somehow give the engine app permissions to read the scripts and other assets to "run" the game. The user could then be able to replace the engine app with a different version (possibly one they made themselves). Is this even possible? What would you recommend? How could I handle it in a secure way?

    Read the article

  • Finding if a path between 2 sides of a game board exists

    - by Meny
    Hi, i'm currently working on a game as an assignment for school in java. the game cuurently is designed for Console. the game is for 2 players, one attacking from north to south, and the other from west to east. the purpose of the game is to build a "bridge"/"path" between the 2 of your sides before your opponent does. for example: A B C D E F 1 _ _ X _ _ _ 1 2 O X X _ _ _ 2 3 O X O O O O 3 4 O X O _ _ _ 4 5 X X _ _ _ _ 5 6 X O _ _ _ _ 6 A B C D E F player that attacks from north to south won (path/bridge from C to A) my problem is, what algorithm would be good to check if the user have managed to create a path (will be checked at the end of each turn). you're help would be very appreciated.

    Read the article

  • iPhone game w/ iTunes background music

    - by MrDatabase
    I've noticed some games in the app store that allow the user to play background music through iTunes. As a developer how can I add this functionality to my game? (I've searched for "open itunes from iphone game", "integrate itunes into iphone game" etc and no luck).

    Read the article

  • What's the best way to monetize Android Game ?

    - by zed_0xff
    I'm developing an Android game, it has 20k downloads so far. But I'm not in US region, so I can't just SELL it via Android Market, so it's free. So, I'm looking for a best legal way to earn some money from my game. PS: Game already has AdMob ads, and I'm looking for something better.

    Read the article

  • Conceptually, how does replay work in a game?

    - by SnOrfus
    I was kind of curious as to how replay might be implemented in a game. Initially, I thought that there would be just a command list of every player/ai action that was taken in the game, and it then 're-plays' the game and lets the engine render as usual. However, I have looked at replays in FPS/RTS games, and upon careful inspection even things like the particles and graphical/audible glitches are consistent (and those glitches are generally *in*consistent). So How does this happen. In fixed camera angle games I though it might just write every frame of the whole scene to a stream that gets stored and then just replays the stream back, but that doesn't seem like enough for games that allow you to pause and move the camera around. You'd have to store the locations of everything in the scene at all points in time (No?). So for things like particles, that's a lot of data to push which seems like a significant draw on the game's performance whilst playing.

    Read the article

  • Android game goes blank after pressing home and restarting

    - by sirconnorstack
    I am making an Android game with an Activity called Game, a SurfaceView called GameView and a Thread called GameThread. The Game's onCreate(), I make a new GameView, which makes a new GameThread, where all the game logic and canvas drawing is carried out. However, I'm having some lifecycle difficulties. When I press back and restart it, it works fine, but when I press home and restart it, all I see is a blank screen. Here are the GameView's onSurfaceCreated() and onSurfaceDestroyed(): @Override public void surfaceCreated(SurfaceHolder holder) { mThread.mRunning = true; mThread.mWidth = getWidth(); if(mThread.mWidth > 550) mThread.mWidth = 550; mThread.mHeight = getHeight(); try { mThread.start(); } catch(IllegalThreadStateException e) { } } @Override public void surfaceDestroyed(SurfaceHolder holder) { // Wait for the secondary thread to end before finishing boolean retry = true; mThread.mRunning = false; while (retry) { try { mThread.join(); retry = false; } catch (InterruptedException e) { } } }

    Read the article

  • My Android game runs out of memory when it is closed and opened and couple times.

    - by sirconnorstack
    I have an Android game that has an activity for the menu, and then another activity for the game that creates a SurfaceView and Thread to deal with canvas drawing and game logic. When you exit the game and start it up again too much or if you open and close the keyboard (thus restarting the activity), the game runs out of memory, usually when loading a bitmap: java.lang.OutOfMemoryError: bitmap size exceeds VM budget How can I keep all my images in memory without loading them again when the game changes state, or how can I release them from memory and let them reload when the game is restarted?

    Read the article

  • Windows Game Loop 50% CPU on Dual Core

    - by Dave18
    The game loop alone is using 50% of CPU Usage, I haven't done any rendering work yet. What i'm doing here? while(true) { if(PeekMessage(&msg,NULL,0,0,PM_REMOVE)) { if(msg.message == WM_QUIT || msg.message == WM_CLOSE || msg.message == WM_DESTROY) break; TranslateMessage(&msg); DispatchMessage(&msg); } else { //Run game code, break out of loop when the game is over } }

    Read the article

  • What are some good resources for creating a game engine in XNA?

    - by Glasser
    I'm currently a student game programmer working on an indie project. We have a team of eleven people (five programmers, four artists, and two audio designers) aboard, all working hard to help design this game. We've been meeting for months now and so far we have a pretty buffed out Game Design Document as well as much audio/visual concept art. Our programmers are itching to progress on our own end. Each person in our programming team is well versed in C++, but is very familiar with C#. We have enough experience and skill that we're confident that we will be successful with our game, and we're looking to build our own game engine in XNA as it seems like it would be worth our time and effort in the end. The game itself will be a 2D beat 'em up style game to be released over xbox live and the PC. It's play style will be similar to that of Castle Crashers or Scott Pilgrim vs The World. We want to design the game engine to allow us to better implement our assets into the game as well as to simplify the creation of design elements/mechanics. Currently between our programmers, we have books such as "XNA 4.0" and "Game Coding Complete, Third Edition," but we'd still like more information on both XNA and (especially) building a game engine from scratch. What are any other good books, websites, or resources we could use to further map out and program our game engine?

    Read the article

  • Procedural content (settlement) generation

    - by instancedName
    I have, lets say, something like a homework or assignment to do. Roughly said I need to write an algorithm (pseudo code is not necessary, just in depth description) of procedure that would generate settlements, environment and a people to populate it with, as part of some larger world generation procedure. The genre of game is not specified, it could be any genre (rpg, strategy, colony simulation etc.) where interacting with large and extensive world is central to the game. Procedure should be called once per settlement. At the time of calling, world generation procedure makes geography, culture and history input available. Output should be map of the village and it's immediate area, and various potential additional information like myths, history, demographic facts etc. Bonus would be quest ant similar stuff, but that not really my focus at the moment. I will leave quality of the output for later when I actually dig little deeper into this topic. I am free to change parameters as long as I have strong explanation for doing so. Setting of the game is undetermined so I am free to use anything that I like the most. Ok, so my actual question is: Can anyone who has some experience in this field of game design recommend me some good literature, or point me in the direction where I should look/reed/study? I'm somewhat experienced game programmer, but I've never been into game design till now so any help will be great. I want to do this assignment as good as I can. As for deadline, it's not strictly set, but lets say I don't want it to take longer then few weeks, one month at worst case.

    Read the article

< Previous Page | 21 22 23 24 25 26 27 28 29 30 31 32  | Next Page >