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  • JavaScript tip a day: Pretty Print, Debugging Events and $0

    - by Sahil Malik
    SharePoint, WCF and Azure Trainings: more information Debugging is a pain. Debugging events on a web page is an especially bigger pain. This video will make that pain go away! Also check out the previous videos, performance profiling, console.info, warn, assert, error, console.group, console.count, console.table and  console.log   Read full article ....

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  • Launcher tooltip display issues

    - by Tudor
    I've just installed Ubuntu 12.04.1, and it seems that i have some issues with the launcher: if i hover the mouse on an icon, it shows an horizontal line instead of the icon's name. if i hover it again, then it will show me the correctly displayed name, in label and all. The thing is pretty annoying. First hover no label (just that line), second hover, label. Video drivers are installed ! Any thoughts? Thank you

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  • I can't boot Lubuntu 12.10 on my iMac G3?

    - by Devon
    I downloaded lubuntu-12.10-alternate-powerpc.iso and burned it to a CD then installed it perfectly, like so then when I went to boot it up I got all the way to the boot screen, then after about 10 - 15 seconds it would disappear and the screen would stay black forever.. I captured it on video and uploaded it to YouTube so that you guys could see what I see. http://www.youtube.com/watch?v=puMbXeLNuTU I installed this on my slot-loading iMac G3 (indigo) with 512MB.

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  • Cliché monsters to populate a steampunk fantasy setting dwarven dungeon?

    - by Alexander Gladysh
    I'm looking for a list of cliché monsters for a steampunk computer game (assume one kind or another of casual rogue-like RPG), to populate lower levels of ancient dwarven-built dungeons. Dwarves are a technology/science race in the setting I am aiming for. The world is a low-magic one. I'm stuck after listing various mechanical golems, gigantic spiders (every dungeon must have some of them!), and maybe a mechanical barlog as a megaboss. What would player expect? What are the key cultural references for such setting? I know a couple of games with suitable steampunk dwarves, but none are detailed enough in the underworld monsters area. Please point me in the right direction. (If you have a single funny monster suggestion, please mention it in comments, not in answer. ;-) )

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  • Can WebGL be used to create a tile-based multi-layer scrolling platform game?

    - by Nicholas Hill
    I've found WebGL (based on OpenGL) to be a fiendish and unforgiving framework for those learning to write HTML5-based games. Despite the presence of many examples on how to get started, I'm really struggling to understand how I could simply load a bunch of images and render them to a canvas quickly using WebGL. My specific scenario involves trying to render a map using a bespoke but simple multi-layered tile engine, where each value in a three dimensional array points to the image to use for that location in the rendered image. Think "Sonic the Hedgehog" via tilesets, tiles, maps, layers, sprites etc. Can anyone enlighten me: 1) How can I load an image that I can use as a texture in WebGL? 2) How can I dynamically select an image at run time and draw it at any co-ordinate, that I also select at run time?

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  • How many achievements should I include, and of what challenge?

    - by stephelton
    I know this question is fairy broad and subjective, but I'm wondering if there's been any published research into what an optimal number of achievements is and what kind of challenge they should present. The game this question directly relates to is a shoot-em-up, but an ideal answer is fairly theoretical. If there are there are too few achievements, or they are not challenging, I would expect they would fail in their goal to keep people playing. If there are too many, or they are unreasonably difficult, I would expect people to quickly give up. I personally witnessed the latter happening in Starcraft 2; a section of the achievements would have you win hundreds of games against their AI opponents (boring!)

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  • Google I/O 2010 Keynote, pt. 8

    Google I/O 2010 Keynote, pt. 8 Video footage from Day 1 keynote at Google I/O 2010 For Google I/O session videos, presentations, developer interviews and more, go to: code.google.com/io From: GoogleDevelopers Views: 1 0 ratings Time: 10:18 More in Science & Technology

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  • Google I/O 2010 Keynote, pt. 9

    Google I/O 2010 Keynote, pt. 9 Video footage from Day 1 keynote at Google I/O 2010 For Google I/O session videos, presentations, developer interviews and more, go to: code.google.com/io From: GoogleDevelopers Views: 0 0 ratings Time: 10:05 More in Science & Technology

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  • Draw images with warped triangles on a web server [migrated]

    - by epologee
    The scenario The Flash front end of my current project produces images that a web server needs to combine into a video. Both frame-rate and frame-resolution are sizeable enough that sending an image sequence to the back end is not feasible (in both time and client bandwidth). Instead, we're trying to recreate the image drawing on the back end as well. Correct and slow, or incorrect and fast The problem is that this involves quite a bit of drawing textured triangles, and two solutions we found in Python (here and there) are so inefficient, that the drawing takes about 60 seconds per frame, resulting in a whopping 7,5 hours of processing time for a 30 second clip. Unacceptable. When using a PHP-module to send commands to ImageMagick for image manipulation, the whole process is super fast (tenths of a second per frame), but ImageMagick seems to be unable to draw triangles the way we do it in the front end, so the final results do not match. Unacceptable. What I'm asking here, is if there's someone who would know a way to solve this issue, by any means necessary that would run on a web server. Warping an image Let me explain the process of the front end: Perform a Delaunay calculation on points in an image to get an evenly distributed mesh of triangles. Offset the points/vertices in the mesh, distorting or warping the image. Draw the warped triangles on a new bitmap. We can send the results (coordinates) of steps 1 and 2 to the back end, to then draw the warped triangles and save it to an image on disk (or append as a frame to the video). But that last step is what I need help with. The Question Is there an alternative to ImageMagick that can draw triangles in a bitmap? Is there some other library, like a C library, that would allow us to do this? Or could we achieve this effect more easily by switching back end technologies, like Ruby? (.Net and Java are, unfortunately, not really options right now) Many thanks. EP. P.S. I'd appreciate re-tagging efforts, I don't quite know what labels to put on this question. Thanks!

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  • Problems instaling Wine on Ubuntu 11.10

    - by FLopes-Portugal
    I'm new on linux, and I'm trying install wine 1.3 on ubuntu 11.10, with a fresh new full install. I've got the 64bit version. The error, when i try to install via ubunto software packages is: "The package dependences could not be resolved" sorry by the english I tryed free translate from protuguese. wine1.3: PreDepends: dpkg (= 1.14.12ubuntu3) mas 1.16.1.1ubuntu3 vai ser instalado Depends: ia32-libs (= 1.6) mas 20090808ubuntu31 vai ser instalado Depends: libc6-i386 (= 2.6-1) mas 2.13-20ubuntu5 vai ser instalado I try via terminal, withe some help i saw here, but nothing results.. How can i resolve this problem. I want install some applications and some games form windows...

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  • "Time Control" in a 2d Platformer

    - by Woody Zantzinger
    I am making a 2d platformer where the player can press a button, and restart the level, only their previous character will also run the level at the same time, like they are traveling back in time. I know other games have done this before, and the way I have thought of doing it is to make the game character have a set of actions (Idle, Jumping, Walking Left etc.) and then detect changes in those actions and log them into a list along with the game time. So then when I need the character to run the level again on its own, I can just go through the list changing its actions at the right time. Is this the best way to do it? Does anyone have any experience in this? Thanks.

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  • Lightweight Ubuntu

    - by Nick Berardi
    Just to start off, I know of lubuntu but it really doesn't meet what I am looking for. Basically what I am looking for is the standard Desktop Ubuntu install, but with out all the word processing, multimedia, and games installed. I have seen posts out about how to get the desktop environment running on Ubuntu server, but they seem complicated, and never seem to equal the standard Desktop install. So my question is, is there anyway to tell the standard Desktop install not to install all the applications? Or is there a distro available that leaves all the applications out, and just has the standard desktop look and feel? What I really want this for is, is for development purposes to run on a VM to do Mono development.

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  • Is it a bad practice to include all the enums in one file and use it in multiple classes?

    - by Bugster
    I'm an aspiring game developer, I work on occasional indie games, and for a while I've been doing something which seemed like a bad practice at first, but I really want to get an answer from some experienced programmers here. Let's say I have a file called enumList.h where I declare all the enums I want to use in my game: // enumList.h enum materials_t { WOOD, STONE, ETC }; enum entity_t { PLAYER, MONSTER }; enum map_t { 2D, 3D }; // and so on. // Tile.h #include "enumList.h" #include <vector> class tile { // stuff }; The main idea is that I declare all enums in the game in 1 file, and then import that file when I need to use a certain enum from it, rather than declaring it in the file where I need to use it. I do this because it makes things clean, I can access every enum in 1 place rather than having pages openned solely for accessing one enum. Is this a bad practice and can it affect performance in any way?

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  • Switching from an Ubuntu derivative to original Ubuntu

    - by SteliosSk
    I installed Zorin 6 (based on Ubuntu 12.04), because I like all the whistles it has (plymouth screen,compiz effects,installed codecs, sound themes, etc.). I miss though the modern and futuristic unity environment (launcher, dash, HUD, indicators etc.). Is there a way to switch from Zorin to Ubuntu 12.04.1 LTS and keep all these effects? Or What additional software should I install in an Ubuntu clean install to add the effects Zorin has (plymouth, compiz effects, sounds, audio and video codecs etc.)

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  • Abstract skill/talent system implementation

    - by kiliki
    I've been making small 2D games for about 3 years now (XNA and more recently LWJGL/Slick2D). My latest idea would involve some form of "talent tree" system in a real time game. I've been wracking my brain but can't think of a structure to hold a talent. Something like "Your melee attack is an instant kill if behind the target" I'd like to come up with an abstract object rather than putting random conditionals into other methods. I've solved some relatively complex problems before but I don't even know where to begin with this one. Any help would be appreciated - Java, pseudocode or general concepts are all great.

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  • How can i get almost pixel perfect collision detection in a multiplayer game?

    - by Freddy
    I'm currently working on a multiplayer game for iPhone. The problem i have, as with all multiplayer games, is that the other user will always see everything at a non-constant delay. The game I'm making need to have a almost pixel perfect collision detection, but 1 or 2 pixels off is not that big of a deal. How can I possibly get this working? I guess I could just set local player to also be at X ms delay. However this will probably just be worse and feel sloppy when the user input. I know this problem is probably something network programmers deal with everyday and I would be glad if someone could give me a possible solution for this.

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  • Animations / OpenGL (ES 2) in game menu

    - by user16547
    (I am specifically asking for Android) If you look at Angry Birds (and in fact many other games), you can already see a lot of animations & effects going in the main menu and in other places even before starting to play. I assume they are done with OpenGL, more precisely a FrameLayout is used and inside it a GLSurfaceView is somewhere at the bottom of the hierarchy; above the GLSurfaceView you have regular Android buttons and texts. Is this how it's done*? Also would you reuse the same GLSurfaceView when running the actual game or should another one be created? *I am aware an alternative approach would be to make absolutely everything in OpenGL. Of these two I prefer the FrameLayout one, but I don't know whether other developers agree.

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  • A Batch of LinuxFest Northwest 2010 Videos at Montana Linux

    <b>Montana Linux:</b> "I recorded them with a Samsung SC-MX20 which is a very inexpensive / budget rig. The sound quality is fair to good considering the camera does not have the ability to use an external mic. The video quality is fair to good considering that most of the rooms had the lights turned off for viewing projected presentation slides."

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  • I.T. degree for game programming?

    - by user6175
    Hi, I am a 19 year old who has always been interested in video & computer games. I developed the interested for game programming about three months ago and started researching on the profession. The only degrees always suggested on the internet and in books are those of computer science, physics, mathematics, & game development. BSc Information Technology has been my major for the past two years; and even though my university teaches we the I.T. students computer programming (in c++, c#, java) and offers us the opportunity to undertake some computer science courses of our choice in addition to the regular I.T. courses, I am feeling insecure about my prospects in getting into the profession. My question is: Will a game development company hire me if I exhibit good math, physics and game programming skills with an I.T. degree? If NO, will I have to obtain an MSc in a much more related course.

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  • What animation technique is used in 'Dont Starve'?

    - by Bugster
    While playing a few games in my personal time off development I've stumbled across a survival 2D/3D survival game. The game was apparently made in SDL and GLUT (Dont starve) but what really amazed me was the animations in the game. The animations are extremely smooth and fluent. There is no distortion while animating, what usually happens in hand-made animations is that pixels get removed, animations are jaggy and they simply aren't as smooth. That got me thinking on how they managed to accomplish such a quality of animations. Were they really handmade (If they were, then it must've taken a very talented artist), is it bone animation or are they using another technique?

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