Search Results

Search found 12473 results on 499 pages for 'video games'.

Page 268/499 | < Previous Page | 264 265 266 267 268 269 270 271 272 273 274 275  | Next Page >

  • Hero/Character sprite size in comparison to tile size?

    - by Kid
    So I'm making this simple platformer where the Hero is 16x16 in size, but also, the tile size is 16x16. Which sounds fine right? But my game window/world is 800x416, which makes the Hero is really really tiny in comparison. This really surprised me, but given Ive never made a platformer before it is also a new discovery. Is there a rule set for scale in platformer games? I'd like to have my game window remain the size it is (800x416), cause the game involves large levels. But how big should my hero be? I hope I was clear with the question, and I appreciate any insight. Thanks

    Read the article

  • Lighting a Voxel World Realistically

    - by sharethis
    I am new to game development and never implemented a complicated (and realistic) lighting. My game uses a 3d voxel terrain world (like Minecraft). To hold the data I use octrees. My goal is to render a more realistic world scene like in most voxel games. For that I want to use a bezier algorithm to round out the blocky world. Assume that I already have a large generated polygon of my terrain (or some of them). I heard of some techniques like volumetric light, global illumination, ... What approaches of a very realistic lighting are there for my "organic shaped" voxel game?

    Read the article

  • What is the best way to bypass China firewall to allow SSH deploy@**.com

    - by Lap
    I am trying to bypass the china firewall and allow SSH deploy@**.com at the command console. This is because I need to test the games I wrote on apps.facebook.com/**. I tried VPN (both pptp and openvpn), but they aren't that great as connection speed slows down significantly. Since I am deploying the game in another site, my browser needs to download the game, which is super slow. What are ways of bypassing the firewall other than getting a VPN? I was thinking maybe have a computer outside China and using teamviewer to access...

    Read the article

  • Push or Pull Input Data In the Game Logic?

    - by Qua
    In the process of preparing my game for networking I'm adding a layer of seperation between the physical input (mouse/keyboard) and the actual game "engine"/logic. All input that has any relation to the game logic is wrapped inside action objects such as BuildBuildingAction. I was thinking of having an action processing layer that would determine what to do with the input. This layer could then be set up to either just pass the actions locally to the game engine or send it via sockets to the network server depending on whether the game was single- or multiplayer. In network games it would make sense that the player's actions should be sent to the server, but should the game logic be pulling (polling?) the data through some sort of interface or should the action processing layer be adding the actions to an input queue in the game logic code?

    Read the article

  • Aw, Snap! in Google Chrome [on hold]

    - by D. S. Schneider
    Just wondering if anyone else's experiencing the "Aw, Snap!" bug in Google Chrome. I'm developing a brand new engine which occasionaly triggers this bug and as far as I know, there's nothing one can do to find out what actually triggered the issue. I've also tested my engine with Firefox, which runs just fine. Anyway, just wanted to know if someone else is facing this while developing games for Google Chrome and has a clue about what can be done to avoid it. I'm using plain JavaScript and the audio and canvas elements from HTML5. Thanks!

    Read the article

  • Verification of UML Class Diagram

    - by Jean Carlos Suárez Marranzini
    This is my UML Class Diagram made in Astah Community, for a tennis scoreboard game. Here's a link to the image (I don't have enough rep to post images): http://i47.tinypic.com/2lsxx90.png Points are calculated based on moves. Moves can be either points (for the player's advantage) or errors (for the opponent's advantage). The Time Machine allows you to travel to previous game states (expressed as scoreboards). The storage component should be able to store matches independently of the serialization format. The serializers and deserializers should be able to do their job regardless of where the storage lies. The GameEngine should be able to apply the rules of the game regardless of the particularities of the game (hence, dependency injection through the Settings class). The outcomes of games, sets and matches should be deducible based on the points and the rules to apply (the logic implementations are there to provide the rules). Could you please verify my design and tell me if there's anything wrong with it? Thanks in advance.

    Read the article

  • Collision Detection, player correction

    - by DoomStone
    I am having some problems with collision detection, I have 2 types of objects excluding the player. Tiles and what I call MapObjects. The tiles are all 16x16, where the MapObjects can be any size, but in my case they are all 16x16. When my player runs along the mapobjects or tiles, it get verry jaggy. The player is unable to move right, and will get warped forward when moving left. I have found the problem, and that is my collision detection will move the player left/right if colliding the object from the side, and up/down if collision from up/down. Now imagine that my player is sitting on 2 tiles, at (10,12) and (11,12), and the player is mostly standing on the (11,12) tile. The collision detection will first run on then (10,12) tile, it calculates the collision depth, and finds that is is a collision from the side, and therefore move the object to the right. After, it will do the collision detection with (11,12) and it will move the character up. So the player will not fall down, but are unable to move right. And when moving left, the same problem will make the player warp forward. This problem have been bugging me for a few days now, and I just can't find a solution! Here is my code that does the collision detection. public void ApplyObjectCollision(IPhysicsObject obj, List<IComponent> mapObjects, TileMap map) { PhysicsVariables physicsVars = GetPhysicsVariables(); Rectangle bounds = ((IComponent)obj).GetBound(); int leftTile = (int)Math.Floor((float)bounds.Left / map.GetTileSize()); int rightTile = (int)Math.Ceiling(((float)bounds.Right / map.GetTileSize())) - 1; int topTile = (int)Math.Floor((float)bounds.Top / map.GetTileSize()); int bottomTile = (int)Math.Ceiling(((float)bounds.Bottom / map.GetTileSize())) - 1; // Reset flag to search for ground collision. obj.IsOnGround = false; // For each potentially colliding tile, for (int y = topTile; y <= bottomTile; ++y) { for (int x = leftTile; x <= rightTile; ++x) { IComponent tile = map.Get(x, y); if (tile != null) { bounds = HandelCollision(obj, tile, bounds, physicsVars); } } } // Handel collision for all Moving objects foreach (IComponent mo in mapObjects) { if (mo == obj) continue; if (mo.GetBound().Intersects(((IComponent)obj).GetBound())) { bounds = HandelCollision(obj, mo, bounds, physicsVars); } } } private Rectangle HandelCollision(IPhysicsObject obj, IComponent objb, Rectangle bounds, PhysicsVaraibales physicsVars) { // If this tile is collidable, SpriteCollision collision = ((IComponent)objb).GetCollisionType(); if (collision != SpriteCollision.Passable) { // Determine collision depth (with direction) and magnitude. Rectangle tileBounds = ((IComponent)objb).GetBound(); Vector2 depth = bounds.GetIntersectionDepth(tileBounds); if (depth != Vector2.Zero) { float absDepthX = Math.Abs(depth.X); float absDepthY = Math.Abs(depth.Y); // Resolve the collision along the shallow axis. if (absDepthY <= absDepthX || collision == SpriteCollision.Platform) { // If we crossed the top of a tile, we are on the ground. if (obj.PreviousBound.Bottom <= tileBounds.Top) obj.IsOnGround = true; // Ignore platforms, unless we are on the ground. if (collision == SpriteCollision.Impassable || obj.IsOnGround) { // Resolve the collision along the Y axis. ((IComponent)obj).Position = new Vector2(((IComponent)obj).Position.X, ((IComponent)obj).Position.Y + depth.Y); // If we hit something about us, remove all velosity upwards if (depth.Y > 0 && obj.IsJumping) { obj.Velocity = new Vector2(obj.Velocity.X, 0); obj.JumpTime = physicsVars.MaxJumpTime; } // Perform further collisions with the new bounds. return ((IComponent)obj).GetBound(); } } else if (collision == SpriteCollision.Impassable) // Ignore platforms. { // Resolve the collision along the X axis. ((IComponent)obj).Position = new Vector2(((IComponent)obj).Position.X + depth.X, ((IComponent)obj).Position.Y); // Perform further collisions with the new bounds. return ((IComponent)obj).GetBound(); } } } return bounds; } Update: I have uploaded the source code, if you want to look that through. I think that my general approach might be wrong when i am working with small tiles, I have also be unable to find any good information on physics and collision detection in Platform games. http://dl.dropbox.com/u/3181816/Sogaard.Games.SuperMario.rar

    Read the article

  • game performance

    - by iQue
    I'm making a game for android, and earlier today I was trying to add some cool stuff to my game. The problem is this thing needs like 5 timers. I build my timers like this: timer += deltaTime; if(timer >= 2.0f){ doStuff; timer -= 2.0f; } // this timers gets stuff done every 2 secs Will having to many timers like this, getting checked every frame, screw up my games performance? The effect I wanted to add was a crosshair every 2 sec, then remove it after 2 sec and do a timed animation. So an array of crosshairs dependent on a bunch of timers to be exact. This caused my game to shut down when used, so thats why Im wondering if using that many timers causes my game to flip out.

    Read the article

  • facebook share and opengraph

    - by hannit cohen
    I'm managing a video blog. The blog contains a main youtube video on the homepage and several thumbnail images of other videos elsewhere. I have a share button for the main page and the single posts pages and have added opengraph to specify the used image. For some reason facebook ignores my opengraph image and uses othe images it finds in the page... the header looks like this: (for the homepage) <!-- Facebook Opengraph --> <meta property="fb:app_id" content="155967927783206" /> <meta property="og:url" content="http://mttv.co.il/2010/12/%d7%9e%d7%a4%d7%92%d7%a9-%d7%a1%d7%99%d7%99%d7%a2%d7%95%d7%aa-%d7%92%d7%a0%d7%a0%d7%95%d7%aa-%d7%9c%d7%93%d7%95%d7%a8%d7%aa%d7%99%d7%94%d7%9d-1959-2010-%d7%91%d7%9e%d7%a2%d7%9c%d7%95%d7%aa/"/> <meta property="og:title" content="???? ?????? ????? ???????? 1959-2010 ??????" /> <meta property="og:description" content="???? ????? ?? ?????? ????? ?????? ????????? ???? ?????? 1959 ??? 2010 ?????? ????? ??????? ???' ??? ??? ????? ???? ??????? ???????? ?????? ?&quot;? ???? ??? ?&quot;? ????? ?????? ????? ???? 08.12.10 " /> <meta property="og:type" content="article" /> <meta property="og:image" content="http://www.mttv.co.il/wp-content/uploads/2010/12/Gvi91UEjCAw_mid-135x77.jpg" /> The website address is: http://mttv.co.il Any help will be appreciated

    Read the article

  • Is there an open source sports manager project?

    - by massive
    For a long time I've tried to search for an open source manager game, but without any luck. I'm looking for a suitable project for a reference to my own pet project. Features like well designed data model, tournament and fixture generation and understandable match simulation algorithm would be a great bonuses. I'm especially interested in game projects like Hattrick and SI Games' Football Manager, although it is irrelevant what the particular sport is. The project should be preferably web-based as Hattrick is. I've crawled through GitHub and SourceForge, but I found only a few sports simulation projects. Projects, which I have found, were either dead or not fulfilling my wishes. Do you know any open source manager game / fantasy sports game project, which would be available as open source, OR at least any material, which would be useful when building a such project?

    Read the article

  • PASS Summit 2012 Day Two Keynote

    - by AllenMWhite
    Summit day two is upon us and we're anticipating another exciting keynote. Nice video of international attendees at the start of the keynote focusing on the global community. Doug McDowell came out and talked about how much great content is going on simultaneously at the Summit. In the last five years PASS has incorporated SQL Saturdays, 24 Hours of PASS, SQL Rally, Virtual Chapters, and doubled and maybe even quadrupled the membership numbers. Doug talked about applying the revenues into these programs...(read more)

    Read the article

  • Website not coming in Search engine results because of a term

    - by curiosity
    We have this site which is named Vialogues (Video+Discussion web based application). https://vialogues.com It has been around for sometime on the internet and we have also submitted sitemap.xml to search engines. However when we search on google or bing or yahoo using the keyword Vialogues, We are given results of the keyword dialogues and this message “showing results for dialogues, search instead for vialogues”. I am wondering if it's possible to list the site without the search engine suggesting “showing results for dialogues, search instead for vialogues”?

    Read the article

  • High level project workflow

    - by user775060
    We are a small software company trying our hand at our second game. Since our first games' process was a living nightmare (since we used webdevelopment workflow) I have decided to educate myself on how to manage a game project on a high level. How does your process work, from idea to launch? Preferably in situations where you have a team that needs to cooperate. I've seen these 2 links, which are useful in a way, but was wondering if there are better/more comprehensive ways to do this? http://www.goodcontroller.com/blog/?p=136 http://gogogic.wordpress.com/2009/02/09/symbol6-how-we-created-an-iphone-game/ All input would be infinitely appreciated.

    Read the article

  • ArchBeat Link-o-Rama for 2012-06-14

    - by Bob Rhubart
    Duke's Choice Award Nominations Close Friday! | The Java Source The Duke's Choice Awards celebrate extreme innovation in the world of Java technology. Nominate an individual, a group or company who show the best in Java innovation. Nominate at Java.net/dukeschoice. Nominations are open until this Friday, June 15. Whole Lotta Virtualization Goin' On | Rick Ramsey The OTN Garage's Rick Ramsey shares a list of recent Virtualization articles available on OTN, along with a link to a video by The Killer, Mr Jerry Lee Lewis. A Pragmatic Path to Navigating your Infrastructure to the Cloud | The WebLogic Server Blog Ruma Sanyal offers an overview of a recent Oracle webcast featuring Gartner VP and Distinguished Analyst Andy Butler and Vice President and Gartner Fellow Massimo Pezzini. Migrating C/C++ embedded SQL code | Tom Laszewski Cloud migration expert Tom Laszewski explains the how-to in 5 easy steps. Aetna Dumps Its Siloed Enterprise Architecture for SOA | CIO.com CIO writer Stephanie Overby tells the story of how one major health insurance provider put the "Enterprise" back in Enterprise Architecture. (H/T to Joe McKendrick for this story.) Downloading specific video renditions in WebCenter Content | Kyle Hatlestad How-to from Oracle WebCenter & ADF A-Team blogger Kyle Hatlestad. Eclipse DemoCamp - June 2012 - Redwood Shores, CA Location: Oracle HQ - 10 Twin Dolphin Drive, Redwood Shores, CA (Map) Date and Time: Wednesday, June 13, 2012. From 6pm - 9pm Agenda: The evolution of Java persistence, Doug Clarke, EclipseLink Project Lead, Oracle Integrating BIRT into Applications, Ashwini Verma, Actuate Corporation Leveraging OSGi In The Enterprise, Kamal Muralidharan, Lead Engineer, eBay Developing Rich ADF Applications with Java EE, Greg Stachnick, Oracle NVIDIA® NsightTM Eclipse Edition, Goodwin (Tech lead - Visual tools), Eugene Ostroukhov (Senior engineer – Visual tools) 2012 Oracle Fusion Middleware Innovation Awards - Win a FREE Pass to Oracle OpenWorld 2012 in San Francisco Share your use of Oracle Fusion Middleware solutions and how they help your organization drive business innovation. You just might win a free pass to Oracle Openworld 2012 in San Francisco. Deadline for submissions in July 17, 2012. BI Architecture Master Class for Partners – Oracle Architecture Unplugged Date: June 21, 2012 No slides, no fluff. This workshop will be highly interactive and is aimed at Oracle OPN member partners who are IT Architects and BI+W specialists. The focus will be on architectural issues and considerations. DevOps: Evolving to Handle Disruption | JP Morgenthal The subject of DevOps came up this week during an OTN ArchBeat podcast interview with Ron Batra and James Baty on the role of the cloud architect (that program will be available in a few weeks). Morgenthal's article for InfoQ offers a good overview of what DevOps is and how it works. Thought for the Day "Elegance is not a dispensable luxury but a factor that decides between success and failure." — Edsger Dijkstra Source: softwarequotes.com

    Read the article

  • 2D pathfinding - finding smooth paths

    - by Kooi Nam Ng
    I was trying to implement a simple pathfinding, but the outcome is less satisfactory than what I intended to achieve. The thing is units in games like Starcraft 2 move in all directions whereas units in my case only move in at most 8 directions (Warcraft 1 style) as these 8 directions direct to next available nodes (they move from a tile to next neighboring tile). What should I do in order to achieve the result as in Starcraft 2? Shrink the tile size? On the picture you can see a horizontal line of rock tiles being obstacles, and the found path marked as green tiles. The red line is the path I want to achieve.

    Read the article

  • How can I create a 3D model in Java without using modeling software?

    - by Galen Nare
    I am a lightly experienced game developer and this is my first time trying 3D objects in Java for the first time. I have been recently creating and updating games using AWT, Swing, and Graphics, but I want to delve farther into Java. I have looked into Java3D, but it's not what I want. I want to use Images and then crop the Image and place the respective textures in their respective places. I already know how to do the cropping and 2D Image editing, but how do I go 3D?

    Read the article

  • Securing the Oracle Service Bus - Web Services Manager

    - by Naresh Persaud
    As organizations strive for greater productivity and interoperability across applications, the enterprise service bus has become a convenient medium of transferring information. As more content is shared and more applications are added, monitoring and securing data becomes more difficult and important. The short video below discusses how to use Oracle Web Services Manager to secure SOA services. For more information on using identity management to secure your SOA service, download the Kuppinger Cole paper.

    Read the article

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

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

    Read the article

  • Google Chrome Extensions: Launch Event (part 3)

    Google Chrome Extensions: Launch Event (part 3) Video Footage from the Google Chrome Extensions launch event on 12/09/09. Erik Kay and Aaron Boodman, technical leads for the Google Chrome Extensions team demonstrate how to build, debug and share a Google Chrome extension. From: GoogleDevelopers Views: 2975 13 ratings Time: 08:28 More in Science & Technology

    Read the article

  • Naming the Weapons and Designing Weapons Based in Real-life During Game Development [duplicate]

    - by David Dimalanta
    This question already has an answer here: Do you need a license for weapon models? 6 answers Is it legit or copyright safe if I name the actual name of the gun model such as AK-47, M16, Remington 870, and so on? I'm on the works for making a simple 2D 3rd-person shooter game. One of the examples is the Counter Strike and the game listed the name of weapons based on the real life models and so developers decided to created this named it for the weapon designs. If not, should I make either falsify the name of weapons (e.g. 9mm instead of Glock 17 from a Syphon Filter game) or make fictional weapons like the ones developed behind Halo games?

    Read the article

  • Software installed on root partition or on home partition

    - by Tim
    I am planning to install some big softwares such as Matlab (4GB), Mathematica (4GB) on my Ubuntu partitions. I was wondering if I installed them on my home partition, when I reinstall Ubuntu without touching the home partition, will the softwares still be runnable after reinstallation? what are the advantage and disadvantages of installing softwares on root partition and of on home partition? with your answer to the previous questions, what are some reasonable plans for the sizes of root partition and of home partition? Note that I would like to learn programming in C, C++, Java, Python, Lisp, databases under both Ubuntu and Windows, and no games. My laptop has around 230 GB, where I plan to install both Windows and Ubuntu, and reserve 40 GB for Ubuntu (three partitions: swap, root and home), 110 GB for NTFS partition shared between the two OSes, 70 GB for Windows OS partition, and 10 GB that can be added to any of the above partitions. I will change my plan according to your suggestions. Thanks and regards!

    Read the article

  • Game Sound Effects Availability

    - by Ben
    Is there a need in the community for affordable game-focused sound effect packs? I am considering putting together some effects specifically geared toward games and indie developers that desire to get a working prototype quickly off the ground. Is there a need for this, or is there another standard "go-to" spot for this kind of thing? I want to offer value to the community but wanted to assess the need first. If anyone has thoughts, insight, or personal opinions on this I would love to hear it!

    Read the article

  • MonoGame; reliable enough to be accepted on iOS, Win 8 and Android stores?

    - by Serguei Fedorov
    I love XNA; it simplifies rendering code to where I don't have to deal with it, it runs on C# and has very fairly large community and documentation. I would love to be able to use it for games across many platforms. However, I am a little bit concerned about how well it will be met by platform owners; Apple has very tight rules about code base but Android does not. Microsoft's new Windows 8 platforms seems to be pretty lenient but I am not sure oh how they would respond to an XNA project being pushed to the app store (given they suddenly decided to dump it and force developers to use C++/Direct3D). So the bottom line is; is it safe to invest time and energy into a project that runs on MonoGame? In the end, is is possible to see my game on multiple platforms and not be shot down with a useless product?

    Read the article

< Previous Page | 264 265 266 267 268 269 270 271 272 273 274 275  | Next Page >