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  • Creating shooting arrow class [on hold]

    - by I.Hristov
    OK I am trying to write an XNA game with one controllable by the player entity, while the rest are bots (enemy and friendly) wondering around and... shooting each other from range. Now the shooting I suppose should be done with a separate class Arrow (for example). The resulting object would be the arrow appearing on screen moving from shooting entity to target entity. When target is reached arrow is no longer active, probably removed from the list. I plan to make a class with fields: Vector2 shootingEntity; Vector2 targetEntity; float arrowSpeed; float arrowAttackSpeed; int damageDone; bool isActive; Then when enemy entities get closer than a int rangeToShoot (which each entity will have as a field/prop) I plan to make a list of arrows emerging from each entity and going to the closest opposite one. I wonder if that logic will enable me later to make possible many entities to be able to shoot independently at different enemy entities at the same time. I know the question is broad but it would be wise to ask if the foundations of the idea are correct.

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  • How To Use the Restore Partition to Break Into a Mac Running OS X Lion

    - by Justin Garrison
    It’s trivial to break into a Mac using an OS X boot disk, but new Macs use a restore partition for OS installations. Here’s how you can use that partition to reset a user password and break into a Mac. All laptops that come with OS X 10.7 “Lion” or laptops that were upgraded to Lion have a restore partition for easy OS recovery. This easy-to-use recovery partition also opens up hackers to break into your Mac without needing any additional tools. To reset a user password on a Mac with Lion you first need to restart the computer and hold the Command+R (?+R) keys. When the gray Apple logo shows up on the screen you can release the keys. Your computer should automatically boot into the recovery partition. Start by selecting your language and then go to Utilities -> Terminal in the menu. How to Sync Your Media Across Your Entire House with XBMC How to Own Your Own Website (Even If You Can’t Build One) Pt 2 How to Own Your Own Website (Even If You Can’t Build One) Pt 1

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  • How to sync client and server at the first frame

    - by wheelinlight
    I'm making a game where an authoritative server sends information to all clients about states and positions for objects in a 3d world. The player can control his character by clicking on the screen to set a destination for the character, much like in the Diablo series. I've read most information I can find online about interpolation, reconciliation, and general networking architecture (Valve's for instance). I think I understand everything but one thing seems to be missing in every article I read. Let say we have an interpolation delay of 100ms, server tickrate=50ms, latency=200ms; How do I know when 100ms has past on the client? If the server sends the first update on t=0, can I assume it arrives at t=200, therefore assuming that all packets takes the same amount of time to reach the client? What if the first packet arrives a little quick, for instance at t=150. I would then be starting the client with t=150 and at t=250 it will think it has past 100ms since its connect to the server when it in fact only 50ms has past. Hopefully the above paragraph is understandable. The summarized question would be: How do I know at what tick to start simulating the client? EDIT: This is how I ended up doing it: The client keeps a clock (approximately) in sync with the server. The client then simulates the world at simulationTime = syncedTime - avg(RTT)/2 - interpolationTime The round-trip time can fluctuate so therefore I average it out over time. By only keeping the most recent values when calculating the average I hope to adapt to more permanent changes in latency. It's still to early to draw any conclusion. I'm currently simulating bad network connections, but it's looking good so far. Anyone see any possible problems?

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  • Weekend Project: Build a Fireball Launcher

    - by Jason Fitzpatrick
    What’s more fun than playing with fire? Shooting it from your hands. Put on your robe and wizard hat, make a stop at the hardware store, and spend the weekend trying to convince your friends you’ve acquired supernatural powers. Over at MAKE Magazine, Joel Johnson explains the impetus for his project: A stalwart of close-quarter magicians for years, the electronic flash gun is a simple device: a battery-powered, hand-held ignitor that uses a “glo-plug” to light a bit of flash paper and cotton, shooting a fireball a few feet into the air. You can buy one from most magic shops for around $50, but if you build one on your own, you’ll not only save a few bucks, you’ll also learn how easy it is to add fire effects to almost any electronics project. (And what gadget couldn’t stand a little more spurting flame?) The parts list is minimal but the end effect is pretty fantastic. Hit up the link below for the full build guide, plenty of warnings, and a weekend project that’s sure to impress. How to Own Your Own Website (Even If You Can’t Build One) Pt 3 How to Sync Your Media Across Your Entire House with XBMC How to Own Your Own Website (Even If You Can’t Build One) Pt 2

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  • O'reilly certification in PHP worth it?

    - by editzombie
    I asked this question over on stack overflow but I didn't realise it wasn't really the place for not so technical questions. I've seen quite a few related threads on this forum so I thought I'd try and get some feedback here: This is my first time asking a question on this forum, though I´ve read it a lot. I apologise if this is repeating a thread. I´m interested in getting into web development. I am a video editor by trade but living in Spain the way things are at the moment its very difficult to find work. I have some very basic knowledge of HTML and CSS and a little bit of flash and have designed a few little personal websites myself. I also worked for a online marketing production company where I worked a little on blog design in Blogger amongst other social media. So thats my background, but I´m trying to expand my skills and get into web development as a career or in general part of my skill base, I was thinking particularly about PHP/MySQL. I have worked a little on some of the Lynda.com tutorials and have invested in a book (Sams Teach Yourself PHP, MySQL and Apache). I´m still finding it very difficult to progress. I know I should really try some practice projects (any reccomendations would be welcome). But I was also thinking about doing one of the O´Reilly certification courses and was wondering whether it would be worthwhile for a noob like me. I hear that the courses are associated with an American University which I guess gives it more clout. Any other thoughts you guys have about how to make progress in learning web development would be fantasic. Thanks in advance.

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  • Slopes in 2D Platformer

    - by Carlosrdz1
    I'm dealing with Slopes in a 2D platformer game I'm developing in XNA Game Studio. I was really tired of trying without success, until I found this post: 45° Slopes in a Tile based 2D platformer, and I solved part of the problem with the bummzack answer. Now I'm dealing with 2 more problems: 1) Inverted slopes: The post says: If you're only dealing with 45 degree angles, then it gets even simpler: y1 = y + (x1 - x) If the slope is the other way round, it's: y1 = y + (v - (x1 - x)) My question is, what if I'm dealing with slopes with less than 45 degree angles? Does y1 = y + (v - (x1 - x)) work? 2) Going down the slope: I can't find a better way to handle the "going down through the slope" situation, considering that my player can accelerate its velocity. Edit: I was about to post a image but I guess I need to have more reputation he he he... What I'm trying to say with "going down" is like walking towards the opposite direction, assuming that if you are walking to the right, you are incrementing your Y position because you are climbing the slope, but if you are walking to the left, you are decrementing your Y position.

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  • How can I remove unmounted SD Card icons from my desktop?

    - by user75286
    I have been using some audio utilities in Ubuntu 11.10 to tweak .mp3 files on my phone (Motorola Photon 4G). I connect via USB... both my phone and the internal SD card are mounted as two separate drives. The SD card has an unusual drive name with some odd characters. When I'm finished, I unmount my phone (or "safely remove drive"), but the SD card can't be unmounted. I've mounted and unmounted my phone on 4 occasions now, and there are now 4 SD card drive icons that I can't remove from the desktop. I tried using the gconf-editor/apps/nautilus/desktop trick to make drives invisible and it's not working. Right-clicking on the icons and selecting "unmount" produced the following error message; (I can't type the unusual drive name characters... replaced with xxx) Unable to unmount xxx umount: /media/xxx is not mounted (according to mtab) How can I remove the unwanted icons from the desktop and is there a method for avoiding this problem in the future? Thanks!

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  • Developing an iOS app for a single device - licensing issue

    - by bfavaretto
    I'm developing an iOS app for a museum as a freelancer. It's a very simple video player, to be installed on a single iPad that will be part of a permanent exhibition, basically acting as a kiosk. It turns out the iPad is the ideal device for that if you're looking for a small and affordable touchscreen. The problem is: as far as I can tell, none of the Apple Developer Program options available will allow me to distribute an app like that. The relevant options are (from the link above): iOS Developer Program ($99/year) Select this program if you would like to distribute apps on the App Store as an individual, sole proprietor, company, organization, government entity or educational institution. iOS Developer Enterprise Program ($299/year) Select this program if you would like to develop proprietary apps for internal distribution within your company, organization, government entity or educational institution. The regular program requires distribution through the App Store. The Enterprise version is for internal distribution within my own organization. Neither is the case here! It seems like I'm doomed to violate Apple's terms of service (and I can think of at least two ways of doing that: jailbreaking, or changing the iPad's date so it won't know the provisioning profile expired). Is that really so, or did I get the descriptions wrong? Has anyone here been in a similar situation?

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  • How to animate the sprite along with action in Cocos2d?

    - by user1201239
    Cocos2d-android - I have an animation which has 5 Frames they are close cropped images. Now I want Sprite to do animation as well as Move in X direction.i.e. I have a player running which gets collided with obstacle and falls down .. Now I want sprite to run animation as well as moveBy in -ve x direction gameOverAnimation =CCSprite.sprite("gmovr00") gameOverAnimation.setAnchorPoint(0, 0); gameOverAnimation.setPosition(340.0f, 200.0f); addChild(gameOverAnimation,10); CCIntervalAction action1 = CCAnimate.action(mEndAnimation, false); action1.setDuration(1.0f); CCIntervalAction delay = CCDelayTime.action(0.68f); CCMoveBy actionBy = CCMoveBy.action(1.0f, CGPoint.ccp(-340,0)); CCIntervalAction seq1 = CCSpawn.actions(action1,actionBy); //CCSpawn spawn = CCSpawn.actions(action1, actionBy); CCSequence sequence1 = CCSequence.actions(seq1,CCCallFuncN.action(this,"gameOver")); gameOverAnimation.runAction(sequence1); Above code makes animation run first then moved in y direction Thanks for the help.. And can some one explaing me the concept of time with frame Animation or good example ?

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  • Oracle Solaris 11.1 available today

    - by user12611852
    Today Oracle is pleased to announce availability of Oracle Solaris 11.1. Download Solaris 11.1 Order Solaris 11.1 media kitExisting customers can quickly and simply update using the network based repository Highlights include: 8x faster database startup and shutdown and online resizing of the database SGA with a new optimized shared memory interface between the database and Oracle Solaris 11.1 Up to 20% throughput increases for Oracle Real Application Clusters by offloading lock management into the Oracle Solaris kernel Expanded support for Software Defined Networks (SDN) with Edge Virtual Bridging enhancements to maximize network resource utilization and manage bandwidth in cloud environments 4x faster Solaris Zone updates with parallel operations shorten maintenance windows New built-in memory predictor monitors application memory use and provides optimized memory page sizes and resource location to speed overall application performance. Learn more and share these valuable tools with your customers to enable them to move to Oracle Solaris 11.1 quickly. Many customers wait for the first update --now is the time to encourage them to install Oracle Solaris 11.1. Oracle Solaris 11.1 Data Sheet  What's New in Oracle Solaris 11.1 Oracle Solaris 11.1 FAQs Oracle Solaris 11 .1 Customer Presentation Oracle Solaris 11.1 is recommended for all SPARC T4 Systems and will soon be available preinstalled.

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  • Do all mods simply alter game files? [on hold]

    - by Starkers
    When you install some mods you drag certain files into your game directory and replace the files. Other mods, though, come with an installer where you can set parameters first. Does the installer then go and automatically replace the certain files? At the end of the day, is that all the installation of any mod is? Is the installation of a mod simply the replacement of certain files inside the game's root directory? Do mods exist which don't fit the above statement? That install outside the game's root? Why do they do this? All the mods I can think of do just replace certain files inside the game's root. However, I know Team Fortress was spawned from a multiplayer halflife 1 mod. Do you reckon that mod installed files outside the root to enable multiplayer via a network for a single player game? How rare are these mods? Or do they not even exist? Do even extensive mods make all their changes inside the root?

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  • What do I need to Mod a Unreal Engine 3 game?

    - by RoadSideWarrior
    what I am looking for is some advise making a mod for a certain game and how I would go about making it. The game I am talking about is Blacklight: Retribution and what I wan't to know is; Is it possible? And if so, what programs will I need? It is an online only game so I was unsure how plausible a mod would be for it. Plus I have never made a video game before, but I do like the game and I wanted to do some things with it. Additionally, this will be my first time making anything video game related so I would appreciate any advise. To expand a bit, I plan to add something simple at first. A mod that would let you spectate another player in the first person. Then I plan do something a bit more complex where I want to make so the game optionally always records you playing (in short intervals most likely or you would run quickly out of memory). After all that is done I would add items, armor, weapons, and maybe make a map or not I am not sure but this in a shell what I hope to do. I don't know much about these things but I am reading anything I can get my hands on. So if this is overly ambitious or just plain out not a possibility any advise on what I should look to instead will be welcomed warmly. Thank you.

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  • external hard drive not detected after ubuntu crash [restarting machine]

    - by Netmoon
    today i tried to watch movie [with vlc media player] from my external hard drive [expansion portable 500 GB], and it's play good, then pause the movie and play it again, and my Ubuntu crashed! [Ubuntu 12.04]i had to restart the machine, so did it, but after that Ubuntu can't recognize this hard drive! i changed USB cable but it was not effective. this is my dmesg command result : [ 191.281630] usb 2-1.3: new full-speed USB device number 9 using ehci_hcd [ 191.353527] usb 2-1.3: device descriptor read/64, error -32 [ 191.529115] usb 2-1.3: device descriptor read/64, error -32 [ 191.704669] usb 2-1.3: new full-speed USB device number 10 using ehci_hcd [ 191.776524] usb 2-1.3: device descriptor read/64, error -32 [ 191.952202] usb 2-1.3: device descriptor read/64, error -32 [ 192.127772] usb 2-1.3: new full-speed USB device number 11 using ehci_hcd [ 192.534742] usb 2-1.3: device not accepting address 11, error -32 [ 192.606749] usb 2-1.3: new full-speed USB device number 12 using ehci_hcd [ 193.013696] usb 2-1.3: device not accepting address 12, error -32 [ 193.013906] hub 2-1:1.0: unable to enumerate USB device on port 3 note: I am able to hear the sound of the external drive lens. When attach hard drive to usb port, the status light goes on, but it's low bright and i think its power is low! try to mount in Microsoft Windows 7, but nothing happened.

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  • Hosting and scaling a Facebook application in the cloud? [migrated]

    - by DhruvPathak
    We would be building a Facebook application in Django (Python), but still not sure of where to host it economically, and with a good provision to scale in case the app gets viral. Some details about the app: Would be HTML based like a website,using django as a framework. 100K is the number of expected pageviews in a day, if the app is viral. The users will not generate any media content, only some database data will be generated by them. It would be great if someone with more experience can guide on following points: A) Hosting on Google app engine or Amazon EC2 or some other cloud like RackSpace : Preferable points found in AppEngine were ease of deployment, cost effectiveness and easy scaling. For EC2: Full hold of the virtual machine,Amazon NoSQL and RDMBS database services in case we decide to use them. B) Does backend technology affect monthly cost? eg. would CPU and memory usage difference of Django over , for example , PHP framework like CodeIgnitor really make remarkable difference in running costs. (Here is the article that triggered this thought process : http://journal.dedasys.com/2010/01/12/rough-estimates-of-the-dollar-cost-of-scaling-web-platforms-part-i#comments) C) Does something like Heroku , which provides additional services over Amazon EC2, prove to be better than raw cloud management? It is not that we are trying for premature scaling, we just want to have a good start so that we are ready to handle unpredicted growth and scale.

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  • Need efficient way to keep enemy from getting hit multiple times by same source

    - by TenFour04
    My game's a simple 2D one, but this probably applies to many types of scenarios. Suppose my player has a sword, or a gun that shoots a projectile that can pass through and hit multiple enemies. While the sword is swinging, there is a duration where I am checking for the sword making contact with any enemy on every frame. But once an enemy is hit by that sword, I don't want him to continue getting hit over and over as the sword follows through. (I do want the sword to continue checking whether it is hitting other enemies.) I've thought of a couple different approaches (below), but they don't seem like good ones to me. I'm looking for a way that doesn't force cross-referencing (I don't want the enemy to have to send a message back to the sword/projectile). And I'd like to avoid generating/resetting multiple array lists with every attack. Each time the sword swings it generates a unique id (maybe by just incrementing a global static long). Every enemy keeps a list of id's of swipes or projectiles that have already hit them, so the enemy knows not to get hurt by something multiple times. Downside is that every enemy may have a big list to compare to. So projectiles and sword swipes would have to broadcast their end-of-life to all enemies and cause a search and remove on every enemy's array list. Seems kind of slow. Each sword swipe or projectile keeps its own list of enemies that it has already hit so it knows not to apply damage. Downsides: Have to generate a new list (probably pull from a pool and clear one) every time a sword is swung or a projectile shot. Also, this breaks down modularity, because now the sword has to send a message to the enemy, and the enemy has to send a message back to the sword. Seems to me that two-way streets like this are a great way to create very difficult-to-find bugs.

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  • What sort of data should be sent for mouse-based movement in a multiplayer game?

    - by Daniel
    I'm new to the Multiplayer Rodeo here so please bear with me... I am just getting started and I'm trying to figure out how to deal with movement. I've looked at the question Best way to implement mouse-based movement in MMOG which gives me a pretty good idea, but I'm still struggling with what kind of data should be sent to the server. If a player is on position [x:0, y:0] and I click with the mouse on [x:40, y:40] to start movement, what information should I send to the server? Should I calculate the position based on velocity on client side and just send the expected location? Or should I send current location and velocity and direction? When the server is updating the clients on the players' whereabouts, should the position be sent only, and the clients expected to interpolate/predict movement, or can the direction sent from the client (instead of just coordinates) be used. My concern(or confusion) is regarding the ping/lag frequency of data update and use of a predictive algorithm, as I'd like the movement to be smooth even with a high latency, and prevent ability to cheat(though that's not the top priority).

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  • send music to upnp device from PC

    - by markrich
    I have a new Arcam AirDAC (http://www.arcam.co.uk/products,rSer...ACs,airDAC.htm) attached to my stereo which has upnp support. I would like to send audio from my 14.04 PC to the box itself and to this end installed Rygel upon my system to help but it hasn't. I have created a new sound device in PulseAudioPreferences and selected it from inidcator-sound-switcher but here I become stuck. The sound is heading to the new sound device as the volume can be seen to go up and down from PulseAudioVolumeControl but no sound comes from the stereo downstairs. The problem, as I see it, is the new device has no idea where to send the music as the Arcam hasn't been chosen from any program. So - I installed BubbleUPNP and Plex. My music has been imported into the later and the former can see both the Arcam as a Renderer and the Plex as the Media Server. Installing the BubbleUPNP program on my Android tablet allowed me to send music and all seemed good UNTIL I started playing AIFF and ALAC music and it all stopped. No suitable decoding device. So that scuppered that route. So here I am and stuck. How can I tell Ubuntu to use the Arcam as a renderer to play music through when the albums are played from Rhytmnbox, Tomahawk, Clementine or other? Clementine would be my preferred client as there is a usable remote control program for the tablet. Can anyone help me fix this or advice another way to do what I would like?

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  • Windows 8.1 - unfixable grub

    - by Nick
    I have a Gigabyte laptop that came with secure boot and windows 8. After a bit of battling, I managed to get my dual boot with Ubuntu 13.10.. Anyway, I upgraded zindows to 8.1, now grub is gone. I restarted from a live CD and chrooted to my drive. I used boot-repair multiple times (with successful output) both in default and with some advanced options; also reinstalled grub manually... Each time it tries once to boot to grub but gives a message for a very short amount of time. I recorded it and it is a regular bios message "Rebbot and Select proper Boot device of Insert Boot media in selected boot device and press a key" I even tried something called EasyBCD under winblows, it shows the correct boot options, but same there, it is unable to make the linux partition fire up. Anyway, no way to boot my linux box. Does anyone have an idea how to fix this? No need to redirect me to another post with grub reinstall or boot-repair, seen them all... I am thinking of trying this other boot loader, refind, to see if it works http://www.rodsbooks.com/refind/index.html Also re-reading this bios message, I'm thinking my partition might not have a boot flag anymore... I'll try that too with parted. Although both grub and win 8 are supposed to fire up from the same boot partition (the EFI one) Please help! thx

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  • One-way platform collision

    - by TheBroodian
    I hate asking questions that are specific to my own code like this, but I've run into a pesky roadblock and could use some help getting around it. I'm coding floating platforms into my game that will allow a player to jump onto them from underneath, but then will not allow players to fall through them once they are on top, which require some custom collision detection code. The code I have written so far isn't working, the character passes through it on the way up, and on the way down, stops for a moment on the platform, and then falls right through it. Here is the code to handle collisions with floating platforms: protected void HandleFloatingPlatforms(Vector2 moveAmount) { //if character is traveling downward. if (moveAmount.Y > 0) { Rectangle afterMoveRect = collisionRectangle; afterMoveRect.Offset((int)moveAmount.X, (int)moveAmount.Y); foreach (World_Objects.GameObject platform in gameplayScreen.Entities) { if (platform is World_Objects.Inanimate_Objects.FloatingPlatform) { //wideProximityArea is just a rectangle surrounding the collision //box of an entity to check for nearby entities. if (wideProximityArea.Intersects(platform.CollisionRectangle) || wideProximityArea.Contains(platform.CollisionRectangle)) { if (afterMoveRect.Intersects(platform.CollisionRectangle)) { //This, in my mind would denote that after the character is moved, its feet have fallen below the top of the platform, but before he had moved its feet were above it... if (collisionRectangle.Bottom <= platform.CollisionRectangle.Top) { if (afterMoveRect.Bottom > platform.CollisionRectangle.Top) { //And then after detecting that he has fallen through the platform, reposition him on top of it... worldLocation.Y = platform.CollisionRectangle.Y - frameHeight; hasCollidedVertically = true; } } } } } } } } In case you are curious, the parameter moveAmount is found through this code: elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; float totalX = 0; float totalY = 0; foreach (Vector2 vector in velocities) { totalX += vector.X; totalY += vector.Y; } velocities.Clear(); velocity.X = totalX; velocity.Y = totalY; velocity.Y = Math.Min(velocity.Y, 1000); Vector2 moveAmount = velocity * elapsed;

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  • How to perform game object smoothing in multiplayer games

    - by spaceOwl
    We're developing an infrastructure to support multiplayer games for our game engine. In simple terms, each client (player) engine sends some pieces of data regarding the relevant game objects at a given time interval. On the receiving end, we step the incoming data to current time (to compensate for latency), followed by a smoothing step (which is the subject of this question). I was wondering how smoothing should be performed ? Currently the algorithm is similar to this: Receive incoming state for an object (position, velocity, acceleration, rotation, custom data like visual properties, etc). Calculate a diff between local object position and the position we have after previous prediction steps. If diff doesn't exceed some threshold value, start a smoothing step: Mark the object's CURRENT POSITION and the TARGET POSITION. Linear interpolate between these values for 0.3 seconds. I wonder if this scheme is any good, or if there is any other common implementation or algorithm that should be used? (For example - should i only smooth out the position? or other values, such as speed, etc) any help will be appreciated.

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  • How can I make this arcade-highscore game more fun/interesting?

    - by j-a
    I'm having difficulties getting the fun factor into this iPhone game, and I am looking for some ideas or advice. I was asked to generalize the question a bit. What are some techniques for arcade highscore games that can be applied to this game in order to: Make each second of the game fun and challenging, from the first second to the end of the game. Regardless of skill level. Make the player want to try again and again to beat the high score. Briefly about the game: you aim using your finger and pull the bow chord and release by lifting your finger. That part feels quite nice how the bow interacts with the finger. The game idea: hearts fall down and you get 1 pt for each heart you shoot. You start with a few arrows and every now and then a bag of arrow comes down which - if you hit it, you get more arrows. Once your out of arrows the game is over. So it is all about beating your previous high score or your friends high scores. Unfortunately I don't find it that fun. Thankful for any ideas/suggestions/thoughts on how to make it more fun/interesting.

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  • Totem crashes immediately after startup in 12.10

    - by Sakib Hasan
    I did a fresh install of Ubuntu 12.10 and did sudo apt-get update && sudo apt-get update. Then I installed ubuntu-restricted-extras, audacious and vlc from Software Center. After that I tried launch Totem Movie player but in terminal following error comes up: (totem:9295): Gdk-ERROR **: The program 'totem' received an X Window System error. This probably reflects a bug in the program. The error was 'BadDrawable (invalid Pixmap or Window parameter)'. (Details: serial 1808 error_code 9 request_code 152 minor_code 9) (Note to programmers: normally, X errors are reported asynchronously; that is, you will receive the error a while after causing it. To debug your program, run it with the GDK_SYNCHRONIZE environment variable to change this behavior. You can then get a meaningful backtrace from your debugger if you break on the gdk_x_error() function.) Trace/breakpoint trap (core dumped) I tried purge and again install. But the error remains. What should I do?

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  • How can I make smoother upwards/downwards controls in pygame?

    - by Zolani13
    This is a loop I use to interpret key events in a python game. # Event Loop for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_a: my_speed = -10; if event.key == pygame.K_d: my_speed = 10; if event.type == pygame.KEYUP: if event.key == pygame.K_a: my_speed = 0; if event.key == pygame.K_d: my_speed = 0; The 'A' key represents up, while the 'D' key represents down. I use this loop within a larger drawing loop, that moves the sprite using this: Paddle1.rect.y += my_speed; I'm just making a simple pong game (as my first real code/non-gamemaker game) but there's a problem between moving upwards <= downwards. Essentially, if I hold a button upwards (or downwards), and then press downwards (or upwards), now holding both buttons, the direction will change, which is a good thing. But if I then release the upward button, then the sprite will stop. It won't continue in the direction of my second input. This kind of key pressing is actually common with WASD users, when changing directions quickly. Few people remember to let go of the first button before pressing the second. But my program doesn't accommodate the habit. I think I understand the reason, which is that when I let go of my first key, the KEYUP event still triggers, setting the speed to 0. I need to make sure that if a key is released, it only sets the speed to 0 if another key isn't being pressed. But the interpreter will only go through one event at a time, I think, so I can't check if a key has been pressed if it's only interpreting the commands for a released key. This is my dilemma. I want set the key controls so that a player doesn't have to press one button at a time to move upwards <= downwards, making it smoother. How can I do that?

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  • Android - big game universe

    - by user1641923
    I am new to an Android development, though I have much experience with Java, C++, PHP programming and a bit experience with vector graphics too (basic 3d Studio Max, Flash, etc). I am starting to work on an Android game. It is going to be a 2D space shooter/RPG, and I am not going to use any game engines and any 3D party libs. I really want to create a very large game universe, or even pseudo-infinite (without visible borders, as if it were a 2D projection of a sphere). It should include 10-12 clusters of 7-8 planets/other space objects and random amount of single asteroids/comets, which player can interact with and also not interactive background. I am looking for a least complicated aproach to create such a universe. My current ideas are: Simply create bitmaps with space scenery background so that they can be tiled seamlessly repeated and construct my 2D universe of this tiles, then place interactive objects (planets, other spaceships) on it. Using vector graphics. I would have a solid color background, some random background objects and gradients here and there. My problems here: Lack of knowledge of how well vector graphics is integrated in Android. Performance? Memory usage? Does Android manage big bitmaps well? Do all of the bitmaps have to be in memory during all game process? I am interested in technical details regarding each of the ideas and a suggestion, which I should go with.

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  • Finding the best practice for a game simulating tool

    - by Tougheart
    I'm studying Java right now, and I'm thinking of this tool as my practice project. The game is "League of Legends" in case anyone knows it, I'm not actually simulating the game as in simulating game play, I'm just trying to create a tool that can compare different champions to each other based on their own abilities and items bought inside the game. The game basics are: Every player has a champion in a team of 5 players playing against another team. Each champion has a different set of abilities (usually 4) that s/he uses to do damage to opposing champions. Each champion gets stronger by buying different items, increasing the attack it deals or decreasing the damage received. What I want to do is to create a tool to be used outside the game enabling players to try out different builds for their champions and compare the figures against other champions they usually fight against. The goal is to enable players get a deeper understanding of the different item combinations (builds) that can be used during the games, instead of trying them out in real games which can be somehow very time consuming. What I'm stuck at is the best practice I should follow to make this possible using Java, I can't figure out which classes should inherit from which, should I make champions and items specs in the code or extracted from other files, specially that I'm talking about hundreds of items and champions to use in that tool. I'm self studying Java, and I don't have much practice at it, so I would really appreciate any broad guidelines regarding this, and sorry if my question doesn't fit here, I tried to follow the rules. English isn't my native language, so I'm really sorry if I wasn't clear enough, I would be more than happy to explain anything that's not understood.

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