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  • CodePlex Daily Summary for Thursday, November 08, 2012

    CodePlex Daily Summary for Thursday, November 08, 2012Popular ReleasesPlayer Framework by Microsoft: Player Framework for Windows 8 (v1.0): IMPORTANT: List of breaking changes from preview 7 Ability to move control panel or individual elements outside media player. more info... New Entertainment app theme for out of the box support for Windows 8 Entertainment app guidelines. more info... VSIX reference names shortened. Allows seeing plugin name from "Add Reference" dialog without resizing. FreeWheel SmartXML now supports new "Standard" event callback type. Other minor misc fixes and improvements ADDITIONAL DOWNLOADSSmo...P1 & S0 Port monitoring with Netduino Plus: V0.6.1 Beta Netduino Plus Monitoring: Sixth public version V0.6.1 Bugfix in the temperature module (wrong calculation)WebSearch.Net: WebSearch.Net 3.1: WebSearch.Net is an open-source research platform that provides uniform data source access, data modeling, feature calculation, data mining, etc. It facilitates the experiments of web search researchers due to its high flexibility and extensibility. The platform can be used or extended by any language compatible for .Net 2 framework, from C# (recommended), VB.Net to C++ and Java. Thanks to the large coverage of knowledge in web search research, it is necessary to model the techniques and main...SQLite for Excel: SQLite for Excel Version 0.9: Added support for sqlite3_open_v2 to allow opening of database as read-only.MySQL Tuner for Windows: 0.3: Welcome to the third beta of MySQL Tuner for Windows! This release fixes bugs in the displaying of numbers, and a crash that occurred due to the program incorrectly closing and disposing of resources, Be warned that there will be bugs in this release, so please do not use on production or critical systems. Do post details of issues found to the issue tracker, and I will endeavour to fix them, when I can. I would love to have your feedback, and if possible your support! Requirements Microso...SharePoint Manager 2013: SharePoint Manager 2013 Release ver 1.0.12.1106: SharePoint Manager 2013 Release (ver: 1.0.12.1106) is now ready for SharePoint 2013. The new version has an expanded view of the SharePoint object model and has been tested on SharePoint 2013 RTM. As a bonus, the new version is also available for SharePoint 2010 as a separate download.D3D9Client: D3D9Client R7: New release for Orbiter 2010-P1 - Added horizon/sun angle for night-lights into the configuration file (default 10deg) - Some runway lights related bugs are fixed - Added more configuration options for runway lightsFiskalizacija za developere: FiskalizacijaDev 1.2: Verzija 1.2. je, prije svega, odgovor na novu verziju Tehnicke specifikacije (v1.1.) koja je objavljena prije nekoliko dana. Pored novosti vezanih uz (sitne) izmjene u spomenutoj novoj verziji Tehnicke dokumentacije, projekt smo prošili sa nekim dodatnim feature-ima od kojih je vecina proizašla iz vaših prijedloga - hvala :) Novosti u v1.2. su: - Neusuglašenost zahtjeva (http://fiskalizacija.codeplex.com/workitem/645) - Sample projekt - iznosi se množe sa 100 (http://fiskalizacija.codeplex.c...PowerComboBox: PowerComboBox VB v1.0: Visual Basic source code class file.Edi: Themable Edi: Completed ExpressionDark theme Improved Error Handling and Reporting feature Refactored all views to be look-less controlsMFCMAPI: October 2012 Release: Build: 15.0.0.1036 Full release notes at SGriffin's blog. If you just want to run the MFCMAPI or MrMAPI, get the executables. If you want to debug them, get the symbol files and the source. The 64 bit builds will only work on a machine with Outlook 2010 64 bit installed. All other machines should use the 32 bit builds, regardless of the operating system. Facebook BadgeMCEBuddy 2.x: MCEBuddy 2.3.7: Changelog for 2.3.7 (32bit and 64bit) 1. Improved performance of MP4 Fast and M4V Fast Profiles (no deinterlacing, removed --decomb) 2. Improved priority handling 3. Added support for Pausing and Resume conversions 4. Added support for fallback to source directory if network destination directory is unavailable 5. MCEBuddy now installs ShowAnalyzer during installation 6. Added support for long description atom in iTunesFoxyXLS: FoxyXLS Releases: Source code and samplesProDinner - ASP.NET MVC Sample (EF4.4, N-Tier, jQuery): 8: update to ASP.net MVC Awesome 3.0 udpate to EntityFramework 4.4 update to MVC 4 added dinners grid on homepageASP.net MVC Awesome - jQuery Ajax Helpers: 3.0: added Grid helper added XML Documentation added textbox helper added Client Side API for AjaxList removed .SearchButton from AjaxList AjaxForm and Confirm helpers have been merged into the Form helper optimized html output for AjaxDropdown, AjaxList, Autocomplete works on MVC 3 and 4BlogEngine.NET: BlogEngine.NET 2.7: Cheap ASP.NET Hosting - $4.95/Month - Click Here!! Click Here for More Info Cheap ASP.NET Hosting - $4.95/Month - Click Here! If you want to set up and start using BlogEngine.NET right away, you should download the Web project. If you want to extend or modify BlogEngine.NET, you should download the source code. If you are upgrading from a previous version of BlogEngine.NET, please take a look at the Upgrading to BlogEngine.NET 2.7 instructions. If you looking for Web Application Project, ...Launchbar: Launchbar 4.2.2.0: This release is the first step in cleaning up the code and using all the latest features of .NET 4.5 Changes 4.2.2 (2012-11-02) Improved handling of left clicks 4.1.0 (2012-10-17) Removed tray icon Assembly renamed and signed with strong name Note When you upgrade, Launchbar will start with the default settings. You can import your previous settings by following these steps: Run Launchbar and just save the settings without configuring anything Shutdown Launchbar Go to the folder %LOCA...Mouse Jiggler: MouseJiggle-1.3: This adds the much-requested minimize-to-tray feature to Mouse Jiggler.Umbraco CMS: Umbraco 4.10.0 Release Candidate: This is a Release Candidate, which means that if we do not find any major issues in the next week, we will release this version as the final release of 4.10.0 on November 9th, 2012. The documentation for the MVC bits still lives in the Github version of the docs for now and will be updated on our.umbraco.org with the final release of 4.10.0. Browse the documentation here: https://github.com/umbraco/Umbraco4Docs/tree/4.8.0/Documentation/Reference/Mvc If you want to do only MVC then make sur...Skype Auto Recorder: SkypeAutoRecorder 1.3.4: New icon and images. Reworked settings window. Implemented high-quality sound encoding. Implemented a possibility to produce stereo records. Added buttons with system-wide hot keys for manual starting and canceling of recording. Added buttons for opening folder with records. Added Help button. Fixed an issue when recording is continuing after call end. Fixed an issue when recording doesn't start. Fixed several bugs and improved stability. Major refactoring and optimization...New Projects.Net Streamer: With .Net Streamer you can easily view and download series from watchseries.eu/gorillapod.in You can also download and display subtitles along with the video.Boards And Commissions: In accordance with Va. Code § 2.2-2822(B)(1), VITA has released the code for the CRM OASYS system and the OASYS portal to the public domain on CodePlex. The folcces: Center for Complex Engineering Systems codebase for Kail: Fornt-end code including javascript css html xsltdbSend: Simple tool for uploading large files, such as databases, to a remote SFTP server.DNN Task Manager GOR: Summary.Drive Watcher: Drive Watcher windows application in .net framework 4. watch the chosen path for any changeDSLPed: DSLPed is a framework to design & develop WPF-based projectional editors of custom Domain Specific Lanugages as add-ins into the Visual Studio 2010 designer.FAST Corner Detector: This simple demp app takes the live camera feed, detects the FAST9 corners based on the method by E. Rosten.Inkscape 9-patch extension: This is an extension to Inkscape that makes it easier to create bitmap resources for Android apps at multiple resolutions and in nine-patch format.Inmeta Visual Studio Gallery Service: An ASP.NET Web API service for implementing a Visual Studio Private Extension Gallery.IService001: IServiceissueIT.net - ”I just found the last bug”: issueIT is the best open source web-based issue tracker for .NET. It’s easy to customize to suit your organization. This project is not finished yet - it is only at a very early stageJason WP Tools: this project consists of a number of useful utilities and extensions for developing Windows Phone (both 7 and 8) apps.LeadersGenerator: make an easy way to play Hearts of Iron3MD5FolderVerifier: A project used to verify file md5s inside a folder.Media Center Commander: Media Center Commander allows you to change Live TV channels in Windows Media Center via the command-line (and thus desktop shortcuts).My Sulekha: Its a classified basic website which contains all the data of advertisers & their advertisements Pancake Sorting PANA 2012-2: A university work about the implementation of pancakes sorting.Parallel Cache Handler for Unity: Lightweight Unity Interceptor to introduce generic caching for parallel invocationsQuizzMasterStudio V.2: A software that helps users absorb new material faster through various types of quizzes. The system also includes a mechanism to more effectively learn math.RTSparse: This is a port of CSparse to WinRT runtime component.Share: Share is a new web-based content management system. For more information about this project, please visit http://blog.aphysoft.com.SpeedDial Assistent: No summary available yetspSite.pro - Investigating SharePoint and implementing it's missing parts.: Source code storage for our collective resource about SharePoint.Sql Server Stress / Load Test tool: Some time we need to stress test SQL server. This is simple and flexible Visual Studio load test which can load your SQL server with different type of load.Statuos: Statuos is a customer driven project management solution that supports subtasks.TabManager: TabManager is a simple windows control container control and supports custom tab header sizing. TabManager is written in VB and is a new project.Tagomatique: Permet la gestion de fichiers multimédia (audio, vidéo, image) sur principe des tags, chapitres, signets.Technoera.Common FW2.0: A simple repository that contains some of our "domain-unrelated" application blocks.TestDraw: This is a test project. Written out my own interest to see if it can survive into a better project.testesunnyedm: testesunnyedmTricogolWeb: Tricogol WebWA77696A-9075-44CC-A378-D42A096D5989: Project Codename : WA77696A-9075-44CC-A378-D42A096D5989WCF y Net remoting en el famoso ejemplo HOLA MUNDO: El ejemplo ideal para entender de manera muy facil los componententes implicados en una comunicación WCF y otra .NET Remoting.. En español!Web API Tools: Project enables easy communication with ASP.NET MVC Web API.Web Application Navigator for SharePoint: For SharePoint 2010-13 : Implements a web part that supports consistent navigation across an entire web application. The navigation links are provided by a listWinRDF - RDF made easy!: Welcome to the homepage of the WinRDF project.WP728DC9-1E30-468E-A4AE-5879C6CC5BD6: Project Codename : WP728DC9-1E30-468E-A4AE-5879C6CC5BD6X3D.NET: X3D.NET is a library package providing a simple and easy way handling the Extensible 3D format (X3D) for .NET FrameworkXheis's Game Development: Xheis's game dev of a persistent zombie, waved based action RPG, RTS defenceX-tee.NET: Teeme xtee-ga suhtluse lihtsamaks

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  • CodePlex Daily Summary for Wednesday, June 27, 2012

    CodePlex Daily Summary for Wednesday, June 27, 2012Popular ReleasesEasySL: RapidSL V2: Rewrite RapidSL UI Framework, Using Silverlight 5.0 EF4.1 Code First Ria Service SP2 + Lastest Silverlight Toolkit.Windows Workflow Foundation on Codeplex: Microsoft.Activities.UnitTesting v2.0.6: Microsoft.Activities.UnitTestingMicrosoft.Activities.UnitTesting is a unit testing framework designed to make it easier to unit test activities and workflow services built with Windows Workflow Foundation (WF4). The Framework contains Test Hosts which wrap WorkflowInvoker, WorkflowApplication and WorkflowServiceHost Assert helper classes for asserting out arguments and tracking records Support for Xaml Injection which allows you to mock or stub activities that you don't want to run when tes...Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.56: Fix for Issue #18280: assignment to undefined global in strict mode causes null-reference exception. Fix for Issue #18279: control characters within CSS strings must be escaped. Discussion #360291: add optional MSBuild task ability to combine JS files for minification, in addition to minifying each one separately. Expand -braces switch to also add option "source," which looks to the source for whether an opening block brace should be on a new line or on the same line. Minor code tweak...SOLID by example: All examples: All solid examplesSiteMap Editor for Microsoft Dynamics CRM 2011: SiteMap Editor (1.1.1726.406): Use of new version of connection controls for a full support of OSDP authentication mechanism for CRM Online.StreamInsight Samples: StreamInsight Product Team Samples V2.1: These samples correspond to the new StreamInsight APIs introduced with V2.1.Umbraco CMS: Umbraco CMS 5.2: Development on Umbraco v5 discontinued After much discussion and consultation with leaders from the Umbraco community it was decided that work on the v5 branch would be discontinued with efforts being refocused on the stable and feature rich v4 branch. For full details as to why this decision was made please watch the CodeGarden 12 Keynote. What about all that hard work?!?? We are not binning everything and it does not mean that all work done on 5 is lost! we are taking all of the best and m...IIS Express Manager: IIS Express 0.31 B: V0.1B - 04 May, 2012 Initiated Project. V0.2B - 05May, 2012 1. Fixed small bug. Threw error when stop button was pressed in an already stopped application. 2. Removed start and stop button. Double clicking on list items will now stop / start the websites. 3. Improved code readability. 4. Changed Orientation of Buttons in UI. V0.3B - 06May, 2012 1. Complete modification of IISEM and process ID handling 2. IISEM is now capable of reflecting the existing IISExpress processes right from startup...CodeGenerate: CodeGenerate Alpha: The Project can auto generate C# code. Include BLL Layer、Domain Layer、IDAL Layer、DAL Layer. Support SqlServer And Oracle This is a alpha program,but which can run and generate code. Generate database table info into MS WordXDA ROM HUB: XDA ROM HUB v0.9: Kernel listing added -- Thanks to iONEx Added scripts installer button. Added "Nandroid On The Go" -- Perform a Nandroid backup without a PC! Added official Android app!ExtAspNet: ExtAspNet v3.1.8.2: +2012-06-24 v3.1.8 +????Grid???????(???????ExpandUnusedSpace????????)(??)。 -????MinColumnWidth(??????)。 -????AutoExpandColumn,???????????????(ColumnID)(?????ForceFitFirstTime??ForceFitAllTime,??????)。 -????AutoExpandColumnMax?AutoExpandColumnMin。 -????ForceFitFirstTime,????????????,??????????(????????????)。 -????ForceFitAllTime,????????????,??????????(??????????????????)。 -????VerticalScrollWidth,????????(??????????,0?????????????)。 -????grid/grid_forcefit.aspx。 -???????????En...AJAX Control Toolkit: June 2012 Release: AJAX Control Toolkit Release Notes - June 2012 Release Version 60623June 2012 release of the AJAX Control Toolkit. AJAX Control Toolkit .NET 4 – AJAX Control Toolkit for .NET 4 and sample site (Recommended). AJAX Control Toolkit .NET 3.5 – AJAX Control Toolkit for .NET 3.5 and sample site (Recommended). Notes: - The current version of the AJAX Control Toolkit is not compatible with ASP.NET 2.0. The latest version that is compatible with ASP.NET 2.0 can be found here: 11121. - Pages using ...WPF Application Framework (WAF): WPF Application Framework (WAF) 2.5.0.5: Version: 2.5.0.5 (Milestone 5): This release contains the source code of the WPF Application Framework (WAF) and the sample applications. Requirements .NET Framework 4.0 (The package contains a solution file for Visual Studio 2010) The unit test projects require Visual Studio 2010 Professional Changelog Legend: [B] Breaking change; [O] Marked member as obsolete WAF: Add IsInDesignMode property to the WafConfiguration class. WAF: Introduce the IModuleController interface. WAF: Add ...Windows 8 Metro RSS Reader: Metro RSS Reader.v7: Updated for Windows 8 Release Preview Changed background and foreground colors Used VariableSizeGrid layout to wrap blog posts with images Sort items with Images first, text-only last Enabled Caching to improve navigation between framesConfuser: Confuser 1.9: Change log: * Stable output (i.e. given the same seed & input assemblies, you'll get the same output assemblies) + Generate debug symbols, now it is possible to debug the output under a debugger! (Of course without enabling anti debug) + Generating obfuscation database, most of the obfuscation data in stored in it. + Two tools utilizing the obfuscation database (Database viewer & Stack trace decoder) * Change the protection scheme -----Please read Bug Report before you report a bug-----...XDesigner.Development: First release: First releaseBlackJumboDog: Ver5.6.5: 2012.06.22 Ver5.6.5  (1) FTP??????? EPSV ?? EPRT ???????MVVM Light Toolkit: V4RTM (binaries only) including Windows 8 RP: This package contains all the latest DLLs for MVVM Light V4 RTM. It includes the DLLs for Windows 8 Release Preview. An updated Nuget package is also available at http://nuget.org/packages/MvvmLightLibs An installer with binaries, snippets and templates will follow ASAP.Weapsy - ASP.NET MVC CMS: 1.0.0: - Some changes to Layout and CSS - Changed version number to 1.0.0.0 - Solved Cache and Session items handler error in IIS 7 - Created the Modules, Plugins and Widgets Areas - Replaced CKEditor with TinyMCE - Created the System Info page - Minor changesAcDown????? - AcDown Downloader Framework: AcDown????? v3.11.7: ?? ●AcDown??????????、??、??????。????,????,?????????????????????????。???????????Acfun、????(Bilibili)、??、??、YouTube、??、???、??????、SF????、????????????。 ●??????AcPlay?????,??????、????????????????。 ● AcDown??????????????????,????????????????????????????。 ● AcDown???????C#??,????.NET Framework 2.0??。?????"Acfun?????"。 ????32??64? Windows XP/Vista/7/8 ??:????????Windows XP???,?????????.NET Framework 2.0???(x86),?????"?????????"??? ??????????????,??????????: ??"AcDown?????"????????? ...New Projects2SexyContent for DotNetNuke - Installer: Helps install 2SexyContent in DotNetNuke, by reviewing requirements and then installing everything automatically. Assignment Solution Source: Project of studentsCode Markers Sample: A project that shows an example code markers implementation. Code Markers are used to synchronize automation as well as measure performanceFull Day Strategy Plugin 2: The source code is open source but the know how it's not. FunBox: A small project which is developing in C# and MVC2.game.sys: game.sys. proyecto softHyperStat.NET: HyperStat is the minimalist's static website compiler, designed with simplicity and usability in mind. Written in C#.NET for Windows, OSX and Linux.MyLogger: A simple and efficient logger for WP debuggingoAvans: The oAvans project is a initiative to provide a C# library for authenticating and communicating with the Avans publicAPI through the oAuth protocol.Oiler Game: A Windows Phone SL/XNA game in production by two UAF students as a learnign process.PixelSense Interaction: Shows how a Pixelsense unit can interact with some WP7 devicesPokémon Character Sheet Manager: Character sheet manager for Pokemon Tabletop AdventuresPower Manager PDD Sample for Windows Embedded Compact (CE): Windows Embedded Compact (CE) Power Manager PDD Sample.RenWuZhi: RenWuZhiSpell checker .Net: Based on GUN Aspell and implement with .Net. Can check the word misspelling.testgit062620121: hjTestProjectFan: testToolkit.Csv: Toolkit for parsing CSV into generic datatypes for simple data handling. Adheres to CSV specification for full compatibility. Implemented with FsLex and FsYacc.Universitary Tool: This project is being developed as pré requisite of university conclusion.WinGestionComercial: hola

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  • Microsoft Forcing Dev/Partners Hands on Win 8 Through Certification

    - by D'Arcy Lussier
    I remember 2.5 years ago when Microsoft dropped a bomb on the Microsoft Partner community: all Gold competencies would require .NET 4 based premiere certifications (MCPD). Problem was, this gave a window of about 6 months for partners to update their employees’ certifications. At the place I was working, I put together an aggressive plan and we were able to attain the certs needed. Microsoft is always open that the certification requirements will change as the industry changes. .NET 1.0 certifications are useless here in 2012, and rightfully so they’ve been retired for a long time now. But now we’re seeing a new tactic by Microsoft – shifting gears away from certifications that speak to what industry needs and more to the Windows 8 agenda. Consider that currently the premiere development certification is the Microsoft Certified Professional Developer, which comes in three flavours – Web, Windows, and Azure. All require WCF and Data Access exams, as well as one that deals with the associated base technologies (ASP.NET, WinForms/WPF, Azure), and one that ties all three together in a solution-based exam. For Microsoft-based organizations, these skills aren’t just valid but necessary in building Microsoft applications. But the MCPD is being replaced with our old friend Microsoft Certified Solutions Developer (MCSD). So far, Microsoft has only released two types of MCSD – Web and Windows Store Apps. Windows Store Apps?! In a push to move developers to create WinRT-based applications, desktop development is now considered a second-class citizen in the eyes of Redmond. Also interesting are the language options for the exams: HTML5 and C#. Sorry VB folks, its time to embrace curly braces whether they be JavaScript or C#. Consider too the skills being assessed for the Windows Store Apps: Get your MCSD: Windows Store Apps Using HTML5 Get your MCSD: Windows Store Apps Using C# *Image Source: http://www.microsoft.com/learning/en/us/certification/mcsd-windows-store-apps.aspx Nov 21/2012 If you look at the skills being tested in each exam, you’ll find that skills like WCF and Data Access are downplayed compared to things like integrating Charms, facilitating Search, programming for the microphone and camera – all very Windows 8 focussed items. Where this becomes maddening is that Microsoft is still pushing Windows 7 with enterprise clients. According to a ZDNet article, Microsoft wants to see Windows 7 on 70% of enterprise desktops by mid 2013. Assuming they somehow meet that (its a pretty lofty goal), there’s years of traditional desktop-based development that will still be required at some level. For those thinking they’ll just write and stick with the MCPD certification, note that most exams that go towards that certification will be retired at the end of July 2013! (Read the small print). And while details haven’t been finalized, its a safe bet that MCPD certifications eventually won’t count towards Gold-level competencies in the Microsoft Partner program. What this means for Microsoft Partners and Developers is that certification for desktop development is going to be limited to Windows Store Apps unless Microsoft re-introduces a traditional desktop (WPF) based MCSD cert. Web Application Development – It’s Not All Bad There’s big changes on the web side of certification, but I actually see these changes as being for the good! Check out the new exam requirements for MCSD – Web Applications: Get your MCSD: Web Applications certification *Image Source: http://www.microsoft.com/learning/en/us/certification/cert-mcsd-web-applications.aspx Nov 21, 2012 We now *start* with HTML5, JavaScript, and CSS3! Now I’m sure that these will be slanted towards web development in IE, and I can hear designers everywhere bemoaning the CSS/IE combination. Still, I applaud Microsoft for adopting HTML5 as the go-to web technology and requiring certified developers to prove they have skills in the basics of web dev. The fact that the second exam clearly states “MVC Web Applications” shows that Web Forms is truly legacy and deprecated. That’s not to say there aren’t those out there that are still supporting or (for whatever reason) doing new dev with Web Forms, but this move by Microsoft is telling the community they better get on the MVC bandwagon if they want to stay current. Fantastic! And of course Azure needs to be here as well, and this is where the Microsoft agenda fits in. It’s no secret that there’s been a huge push in getting developers on to Azure. I don’t see this as being a bad thing either, as cloud computing (whether Azure, private, or 3rd party) is a necessary skill for developers to have here in 2012. The cynic in me realizes that the HTML5/JavaScript/CSS push wouldn’t be as prominent though if not for the Windows 8 Store App play, where HTML5 is a first class citizen (and an available language for the MCSD Windows Store App cert). In this case, the desktop developers loss is the web developers gain. Get Ready for Changes In addition to the changes in certifications, the Microsoft Partner competencies are going through changes as well. Web and Software Development are being merged into a single competency, meaning that licenses you would have received from having both as Gold are reduced. Other competencies are either being removed or changed, as are the exam requirements. In the same way that we’re seeing faster release cycles from Microsoft, so too will we see the Microsoft Partner Program and MS Certifications evolve faster than ever before. Many of us got caught in the last wave of changes, but this time we can see the wave coming – and it looks pretty big!

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  • CodePlex Daily Summary for Monday, November 05, 2012

    CodePlex Daily Summary for Monday, November 05, 2012Popular ReleasesCatel ReSharper plugin: Catel.Resharper 1.3 RC 1: (+) Added support for R# 7.1 (+) Added support to Catel 3.4 for to convert auto properties into catel properties from ModelBase. (*) PropertyConverter now generates a the members name (property and notification method) to avoid the usage of existing member name. (x) Fixed reference to Actions.xml resource file.Dyanamic Reports (RDLC) - SharePoint 2010 Visual WebPart: Initial Release: This is a Initial Release.HTML Renderer: HTML Renderer 1.0.0.0 (3): Major performance improvement (http://theartofdev.wordpress.com/2012/10/25/how-i-optimized-html-renderer-and-fell-in-love-with-vs-profiler/) Minor fixes raised in issue tracker and discussions.ZXMAK2: Version 2.7.0.1: fix Spectrum+3 ULA timing if Direct3D is not available, draw warning on black background add Keyboard Help window fix kempston mouse (swap left/right buttons) add Pentagon 1024 memory module add shadow rom support for Pentagon 512/1024 fix to avoid NMI conflict between memory/BDI (Scorpion, Pentagon 512/1024) project structure and namespace refactoring NOTE: this version uses new device namespaces, so if you have VMZ file from previous version, please delete it!CodeGen Code Generator: CodeGen 4.2.2: IMPORTANT: This release replaces the previous 4.2.1 release from 28th October 2012, which has been removed. There was an error in the setup program for 4.2.1 which caused some dependent assemblies (for example the Synergy .NET runtime and other Synergy .NET assemblies) to be distributed as part of the CodeGen installation. This can cause problems when attempting to upgrade to later versions of Synergy. IT IS VERY IMPORTANT THAT ALL 4.2.1 INSTALLATIONS BE UNINSTALLED AND UPGRADED TO 4.2.2 AS ...ProDinner - ASP.NET MVC Sample (EF4.4, N-Tier, jQuery): 8: update to ASP.net MVC Awesome 3.0 udpate to EntityFramework 4.4 update to MVC 4 added dinners grid on homepageASP.net MVC Awesome - jQuery Ajax Helpers: 3.0: added Grid helper added XML Documentation added textbox helper added Client Side API for AjaxList removed .SearchButton from AjaxList AjaxForm and Confirm helpers have been merged into the Form helper optimized html output for AjaxDropdown, AjaxList, Autocomplete works on MVC 3 and 4BlogEngine.NET: BlogEngine.NET 2.7: Cheap ASP.NET Hosting - $4.95/Month - Click Here!! Click Here for More Info Cheap ASP.NET Hosting - $4.95/Month - Click Here! If you want to set up and start using BlogEngine.NET right away, you should download the Web project. If you want to extend or modify BlogEngine.NET, you should download the source code. If you are upgrading from a previous version of BlogEngine.NET, please take a look at the Upgrading to BlogEngine.NET 2.7 instructions. If you looking for Web Application Project, ...Launchbar: Launchbar 4.2.2.0: This release is the first step in cleaning up the code and using all the latest features of .NET 4.5 Changes 4.2.2 (2012-11-02) Improved handling of left clicks 4.1.0 (2012-10-17) Removed tray icon Assembly renamed and signed with strong name Note When you upgrade, Launchbar will start with the default settings. You can import your previous settings by following these steps: Run Launchbar and just save the settings without configuring anything Shutdown Launchbar Go to the folder %LOCA...CommonLibrary.NET: CommonLibrary.NET 0.9.8.8: Releases notes for FluentScript located at http://fluentscript.codeplex.com/wikipage?title=Release%20Notes&referringTitle=Documentation Fluentscript - 0.9.8.8 - Final ReleaseApplication: FluentScript Version: 0.9.8.8 Build: 0.9.8.8 Changeset: 77368 ( CommonLibrary.NET ) Release date: November 2nd, 2012 Binaries: CommonLibrary.dll Namespace: ComLib.Lang Project site: http://fluentscript.codeplex.com/ Download: http://commonlibrarynet.codeplex.com/releases/view/90426 Source code: http://common...Mouse Jiggler: MouseJiggle-1.3: This adds the much-requested minimize-to-tray feature to Mouse Jiggler.Piwik for Microsoft Silverlight Analytics Framework: WP7 and WP8: First release with basic Piwik support. Supported Systems: WP7 and WP8PCAPMerger: 2.1.0.0: Archive contains three folders: x86 - 32-bit version of application x64 - 64-bit version of application test - two testing PCAP files to be merged (both contain scrambled order of packets)Umbraco CMS: Umbraco 4.10.0 Release Candidate: This is a Release Candidate, which means that if we do not find any major issues in the next week, we will release this version as the final release of 4.10.0 on November 9th, 2012. The documentation for the MVC bits still lives in the Github version of the docs for now and will be updated on our.umbraco.org with the final release of 4.10.0. Browse the documentation here: https://github.com/umbraco/Umbraco4Docs/tree/4.8.0/Documentation/Reference/Mvc If you want to do only MVC then make sur...Skype Auto Recorder: SkypeAutoRecorder 1.3.4: New icon and images. Reworked settings window. Implemented high-quality sound encoding. Implemented a possibility to produce stereo records. Added buttons with system-wide hot keys for manual starting and canceling of recording. Added buttons for opening folder with records. Added Help button. Fixed an issue when recording is continuing after call end. Fixed an issue when recording doesn't start. Fixed several bugs and improved stability. Major refactoring and optimization...Python Tools for Visual Studio: Python Tools for Visual Studio 1.5: We’re pleased to announce the release of Python Tools for Visual Studio 1.5 RTM. Python Tools for Visual Studio (PTVS) is an open-source plug-in for Visual Studio which supports programming with the Python language. PTVS supports a broad range of features including CPython/IronPython, Edit/Intellisense/Debug/Profile, Cloud, HPC, IPython, etc. support. For a quick overview of the general IDE experience, please watch this video There are a number of exciting improvement in this release comp...AssaultCube Reloaded: 2.5.5: Linux has Ubuntu 11.10 32-bit precompiled binaries and Ubuntu 10.10 64-bit precompiled binaries, but you can compile your own as it also contains the source. If you are using Mac or other operating systems, please wait while we try to package for those OSes. Try to compile it. If it fails, download a virtual machine. The server pack is ready for both Windows and Linux, but you might need to compile your own for Linux (source included) Changelog: Fixed potential bot bugs: Map change, OpenAL...DirectX Tool Kit: October 30, 2012 (add WP8 support): October 30, 2012 Added project files for Windows Phone 8MCEBuddy 2.x: MCEBuddy 2.3.6: Changelog for 2.3.6 (32bit and 64bit) 1. Fixed a bug in multichannel audio conversion failure. AAC does not support 6 channel audio, MCEBuddy now checks for it and force the output to 2 channel if AAC codec is specified 2. Fixed a bug in Original Broadcast Date and Time. Original Broadcast Date and Time is reported in UTC timezone in WTV metadata. TVDB and MovieDB dates are reported in network timezone. It is assumed the video is recorded and converted on the same machine, i.e. local timezone...MVVM Light Toolkit: MVVM Light Toolkit V4.1 for Visual Studio 2012: This version only supports Visual Studio 2012 (and all Express editions too). If you use Visual Studio 2010, please stay tuned, we will publish an update in a few days with support for VS10. V4.1 supports: Windows Phone 8 Windows 8 (Windows RT) Silverlight 5 Silverlight 4 WPF 4.5 WPF 4 WPF 3.5 And the following development environments: Visual Studio 2012 (Pro, Premium, Ultimate) Visual Studio 2012 Express for Windows 8 Visual Studio 2012 Express for Windows Phone 8 Visual...New Projects3dTalk: Web 2.0 site for 3d projection mapping artists, to have a forum for showing work, getting advice or comments, and giving details of forthcoming shows/exhibition8media: a student project for Windows 8ActiveWorlds Managed Wrapper: HeyAsyncLoggers: AsyncLoggers strives to provide high-quality asynchronous wrappers for all well-known logging frameworks.CapsBeep: CapsBeep is a Windows utility application that causes an audible beep and a notification to appear whenever a key is pressed while the Caps Lock is active.CUDA Tuning with CUDAfy: A step-by-step guide to tuning performance of a CUDA- and CUDAfy-enabled GPU algorithm, using a brute-force Travelling Salesman algorithm as example.DDarkSEngine: New 2D game engine for .netFoxyXLS: Visual FoxPro class to geneate pure XLS files using the BIFF3 file format.JsApi: The purpose of this project is to demonstrate aspects of both the DialectSoftware.Web.UI.CustomControls and the DialectSoftware.Web.JsAPI LF Spec: Add simple test extensions to your MS Test projects for BDD-style unit tests.Liubaobao Website Starter Kit: When it comes to developing a new website - big or small, we all need something to start with. We are putting together a bunch of frequently used system parts.metropress: A feature-rich and easy to customize framework for developer/designer who want to turn any wordpress site into Windows 8 AppMobile Device: Include this in your .NET applications to allow them to easily get information from a connected iDevice.Mouse Trapper: Mouse Trapper is a program that will keep your mouse pointer inside one display, unless the chosen key is being pressed.My WCF Project: Learning projectNetworkFileWatcher: Watch changes to Files and Folders on a remote computer using NetworkFileWatcher. Overcomes the network-path limitation of System.IO.FileSystemWatcher.Quentin: Blog de QuentinQuickbooks Repair Pro: QuickBooks Repair ProSAIN: SAIN es un sistema administrativo integral basado en web que permite la administración de pequeños negocios.SQLCE with Windows Phone 7.1: This project is create on Initial understanding of SQL CE with windows phone. You will get more useful code with this codeplex link in fututre. SSDD Campero: kikhjuiojolipompmlkmlkmTileTool: Work in progress 2D tile based editor.Time Limiter: Set of Windows services used to limit times per day and per session of computer users. Meant for child computer use control. C# WCF Windows Services WMI.Window Manager: Position windows easilyYet Another Regex Tester: Write a regular expression (regex) and test it on real text.

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  • The Enterprise is a Curmudgeon

    - by John K. Hines
    Working in an enterprise environment is a unique challenge.  There's a lot more to software development than developing software.  A project lead or Scrum Master has to manage personalities and intra-team politics, has to manage accomplishing the task at hand while creating the opportunities and a reputation for handling desirable future work, has to create a competent, happy team that actually delivers while being careful not to burn bridges or hurt feelings outside the team.  Which makes me feel surprised to read advice like: " The enterprise should figure out what is likely to work best for itself and try to use it." - Ken Schwaber, The Enterprise and Scrum. The enterprises I have experience with are fundamentally unable to be self-reflective.  It's like asking a Roman gladiator if he'd like to carve out a little space in the arena for some silent meditation.  I'm currently wondering how compatible Scrum is with the top-down hierarchy of life in a large organization.  Specifically, manufacturing-mindset, fixed-release, harmony-valuing large organizations.  Now I understand why Agile can be a better fit for companies without much organizational inertia. Recently I've talked with nearly two dozen software professionals and their managers about Scrum and Agile.  I've become convinced that a developer, team, organization, or enterprise can be Agile without using Scrum.  But I'm not sure about what process would be the best fit, in general, for an enterprise that wants to become Agile.  It's possible I should read more than just the introduction to Ken's book. I do feel prepared to answer some of the questions I had asked in a previous post: How can Agile practices (including but not limited to Scrum) be adopted in situations where the highest-placed managers in a company demand software within extremely aggressive deadlines? Answer: In a very limited capacity at the individual level.  The situation here is that the senior management of this company values any software release more than it values developer well-being, end-user experience, or software quality.  Only if the developing organization is given an immediate refactoring opportunity does this sort of development make sense to a person who values sustainable software.   How can Agile practices be adopted by teams that do not perform a continuous cycle of new development, such as those whose sole purpose is to reproduce and debug customer issues? Answer: It depends.  For Scrum in particular, I don't believe Scrum is meant to manage unpredictable work.  While you can easily adopt XP practices for bug fixing, the project-management aspects of Scrum require some predictability.  My question here was meant toward those who want to apply Scrum to non-development teams.  In some cases it works, in others it does not. How can a team measure if its development efforts are both Agile and employ sound engineering practices? Answer: I'm currently leaning toward measuring these independently.  The Agile Principles are a terrific way to measure if a software team is agile.  Sound engineering practices are those practices which help developers meet the principles.  I think Scrum is being mistakenly applied as an engineering practice when it is essentially a project management practice.  In my opinion, XP and Lean are examples of good engineering practices. How can Agile be explained in an accurate way that describes its benefits to sceptical developers and/or revenue-focused non-developers? Answer: Agile techniques will result in higher-quality, lower-cost software development.  This comes primarily from finding defects earlier in the development cycle.  If there are individual developers who do not want to collaborate, write unit tests, or refactor, then these are simply developers who are either working in an area where adding these techniques will not add value (i.e. they are an expert) or they are a developer who is satisfied with the status quo.  In the first case they should be left alone.  In the second case, the results of Agile should be demonstrated by other developers who are willing to receive recognition for their efforts.  It all comes down to individuals, doesn't it?  If you're working in an organization whose Agile adoption consists exclusively of Scrum, consider ways to form individual Agile teams to demonstrate its benefits.  These can even be virtual teams that span people across org-chart boundaries.  Once you can measure real value, whether it's Scrum, Lean, or something else, people will follow.  Even the curmudgeons.

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  • Google App Engine with Java. Can't start:(

    - by anatolix
    Hello all! I have a problem with GAE. Even simpliest 'helloworld' app doesn't work in Eclipse. Such error appears: java.lang.IllegalStateException: SecurityManagerInstaller must be loaded in the system ClassLoader; was sun.misc.Launcher$ExtClassLoader@35ce36 at com.google.apphosting.utils.security.SecurityManagerInstaller.generatePolicyFile(SecurityManagerInstaller.java:103) at com.google.apphosting.utils.security.SecurityManagerInstaller.install(SecurityManagerInstaller.java:66) at com.google.appengine.tools.development.DevAppServerFactory.createDevAppServer(DevAppServerFactory.java:72) at com.google.appengine.tools.development.DevAppServerFactory.createDevAppServer(DevAppServerFactory.java:38) at com.google.appengine.tools.development.DevAppServerMain$StartAction.apply(DevAppServerMain.java:153) at com.google.appengine.tools.util.Parser$ParseResult.applyArgs(Parser.java:48) at com.google.appengine.tools.development.DevAppServerMain.<init>(DevAppServerMain.java:113) at com.google.appengine.tools.development.DevAppServerMain.main(DevAppServerMain.java:89) What does it mean, any idea, please?:)

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  • Is MS Access still the most efficient RAD tool for small-scale custom apps?

    - by FastAl
    Of the many other development tools I've used, nothing holds a candle to the 'Functionality to Development Effort' ratio of MS Access. The reason I am asking is that I have been out of the language selection process for a few years, working on a large .Net system, and am only anecdotally familiar with the latest development tools outside the .Net world. I'm well aware of the limitations of Access, but for a limited concurrency (usually only 1 user at a time), small business, custom app, has anybody found a comparable end-to-end solution or combination that comes close? It doesn't have to be free, open source, or even Windows based. It just has to allow the same speed of development and maintenance, and maybe even provide some additional amenities like seamless autointegration with a server-based DB Engine (like Access does with its own 'Jet' dbms), better web support, and a file format more compatible with source control. I don't want to miss out on anything. Please share your development experience with your suggestions. Thanks.

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  • How can I learn Android?

    - by Daisama
    I am a freshman in college which has been Java programming for over a year. I haven taken a couple of programming courses, both of which were with Java. And I have done web development for several years. So overall, I would't say that I am a complete beginner in programming. Recently, I have developed a strong interest in developing for Android. I read that Android development was with Java and I thought it would making development easier for me. But I was very wrong. Based on reviews from Amazon, I have begun reading "Professional Android Application Development by Meier but everything is going over my head. The Busy Coder's Guide to Android Development seems a bit more for my level but I still want everybody else's opinion. The Google stuff isn't very helpful to me at my level and neither are the tutorials on anddev and such. Any advice for a complete beginner on how to get started? Thanks.

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  • SharpDX and game engines, back to zero?

    - by Baboon
    I'm a desktop developer (I mainly do WPF for a living) but I want to make games as a hobby. So a few months ago, I started reading blogs, gamedevSE, you name it. I understand in the C++ DirectX world, you have engines such as Unity3D with designers and whatnot, but as much as I'm ok to spend months understanding game development, I'd prefer to stay with my comfy C#. So I thought I'd develop my first games in /C#/DirectX through SharpDX But then, I can't use game engines anymore, since they're made for C++DirectX and not SharpDX. (ok, I could do P/Invokes but that defeats the purpose of SharpDX). I do know about XNA, and I also do know I can't publish to the marketplace with it (and quite frankly, I don't really want to learn an API that is in jeopardy). So how do you conceal writing games in C# and using existing game engines instead of reinventing the wheel? wait for ports? So I've found out the following: After doing the first tutorials of MOgre and digging around, it seems MOgre gives you the worse of both worlds: . You can't port it with Mono because it directly references a C++/CLI dll (Ogre) and C++/CLI isn't supported by Mono. And since it's not C++ itself, you can't make a pure build. Which, as far as I understand, means I'd be stuck on windows (and not even WinRT/Metro compatible), without capability of porting anything to mobiles or other OS (Mac/Linux). Even though it looks really nice to develop with MOgre, I'd like to learn something a little more open to future broadening. On the other hand, MonoGame seems to be a rewrite of XNA with SharpDX which sounds very promising: Mono allows me to easily port my games to other platforms, mobiles included. SharpDX allows me to access the latest DirectX versions XNA would be my first choice if only MS showed some hope for the future It really looks like MonoGame is nothing else than XNA on SharpDX. Axiom looks good too but I lack info on the subject (and pages with poor design don't give me a good feeling about an API...) XNA with SunBurn looks good: It should be portable to Mono (can anyone with experience give us feedback on that?), thus multi-platform. It's then marketplace-able since Mono itself is. Did I miss something or are 2) and 4) my best options (aside from the fact Mono doesn't support any XAML)?

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  • Best Platform/Engine for turn based Client/Server Android game

    - by Paradine
    I'm currently designing a turn based game for tablets. Initially for Android with porting to iOS later considered in design. I'm having trouble narrowing down the available technologies to even know where to spend my research time. I am hoping that if I explain what I am trying to achieve someone may be able to suggest a platform and/or engine. I've looked into some of the open source Engines ( http://www.cuteandroid.com/ten-open-source-android-2d-or-3d-game-engine-for-android-developers ) and some appear to handle much of what I might require - although with a higher focus on graphics than i need. Mages looks interesting although development appears to have ceased. If I could somehow leverage GoogleApps that would be excellent. Here is what I am trying to achieve: PvP turn based strategy game over internet - minimal animation and bandwidth required Players match up online using MetaGame system MatchID created on Resolution Server and Game starts Clients have 30 second countdown to select MoveString Clients sends small secure timestamped and MatchIDed MoveString to Resolution server Resolution server looks up Move String for each player, Resolves and Updates Players status in MatchID on Server Resolution server updates Client Views Repeat until victory conditions met - MatchID Closed, Rewards earned in MetaGame There will also need to be a full social and account system and metagame backend - but this could be running on separate system(s) Tablet in Offline mode would be catalog browsing and perhaps single player AI - bum I'm focusing on the Resolution Server at this point I'm not even certain if I would be looking at an Android App or a WebApp at this stage! I want a custom GUI so I guess an app - but maybe as I have little animation a WebApp might also work. Probably some combination of both. There will be very small overhead in data between client server - essentially a small text string every 30 seconds sent to the Resolution server which looks up the Effect and applies it to the Opponents string and determines some results to apply to the match. The client view is updated minimally with the results (only 5 in game Integers tracked) - perhaps triggering small animations/popups on the client to show the end result. e.g Explosion. If you have suggestions for a good technology or platform to best achieving the Resolution Server I'd love to hear. Also if you have experience with open source Engines - and could narrow down which (if any ) might be most suitable that would be a big help. Thanks in advance

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  • “Play Now” via website vs. download & install

    - by Inside
    I've spent some time looking over the various threads here on GDSE and also on the regular Stackoverflow site, and while I saw a lot of posts and threads regarding various engines that could be used in game development, I haven't seen very much discussion regarding the various platforms that they can be used on. In particular, I'm talking about browser games vs. desktop games. I want to develop a simple 3D networked multiplayer game - roughly on the graphics level of Paper Mario and gameplay with roughly the same level of interaction as a hack & slash action/adventure game - and I'm having a hard time deciding what platform I want to target with it. I have some experience with using C++/Ogre3D and Python/Panda3D (and also some synchronized/networked programming), but I'm wondering if it's worth it to spend the extra time to learn another language and another engine/toolkit just so that the game can be played in a browser window (I'm looking at jMonkeyEngine right now). Is it worth it to go with engines that are less-mature, have less documentation, have fewer features, and smaller communities* just so that a (possibly?) larger audience can be reached? Does it make sense to even go with a web-environment for the kind of game that I want to make? Does anyone have any experiences with decisions like this? (* With the exception of Flash-based engines it seems like most of the other approaches have downsides when compared to what is available for desktop-based environments. I'd go with Flash, but I'm worried that Flash's 3D capabilities aren't mature enough right now to do what I want easily. There's also Unity3D, but I'm not sure how I feel about that at all. It seems highly polished, but requires a plugin to be downloaded for the game to be played -- at that rate I might as well have players download my game.) For simple & short games the Newgrounds approach (go to the site, click "play now", instant gratification) seems to work well. What about for more complex games? Is there a point where the complexity of a game is enough for people to say "OK, I'm going to download and play that"?

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  • Infinite detail inside Perlin noise procedural mapping

    - by Dave Jellison
    I am very new to game development but I was able to scour the internet to figure out Perlin noise enough to implement a very simple 2D tile infinite procedural world. Here's the question and it's more conceptual than code-based in answer, I think. I understand the concept of "I plug in (x, y) and get back from Perlin noise p" (I'll call it p). P will always be the same value for the same (x, y) (as long as the Perlin algorithm parameters haven't changed, like altering number of octaves, et cetera). What I want to do is be able to zoom into a square and be able to generate smaller squares inside of the already generated overhead tile of terrain. Let's say I have a jungle tile for overhead terrain but I want to zoom in and maybe see a small river tile that would only be a creek and not large enough to be a full "big tile" of water in the overhead. Of course, I want the same net effect as a Perlin equation inside a Perlin equation if that makes sense? (aka. I want two people playing the game with the same settings to get the same terrain and details every time). I can conceptually wrap my head around the large tile being based on an "zoomed out" coordinate leaving enough room to drill into but this approach doesn't make sense in my head (maybe I'm wrong). I'm guessing with this approach my overhead terrain would lose all of the cohesiveness delivered by the Perlin. Imagine I calculate (0, 0) as overhead tile 1 and then to the east of that I plug in (50, 0). OK, great, I now have 49 pixels of detail I could then "drill down" into. The issue I have in my head with this approach (without attempting it) is that there's no guarantee from my Perlin noise that (0,0) would be a good neighbor to (50,0) as they could have wildly different "elevations" or p/resultant values returning from the Perlin equation when I generate the overhead map. I think I can conceive of using the Perlin noise for the overhead tile to then reuse the p value as a seed for the "detail" level of noise once I zoom in. That would ensure my detail Perlin is always the same configuration for (0,0), (1,0), etc. ad nauseam but I'm not sure if there are better approaches out there or if this is a sound approach at all.

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  • Best Platform/Engine for turn based Client/Server Android game

    - by Paradine
    I'm currently designing a turn based game for tablets. Initially for Android with porting to iOS later considered in design. I'm having trouble narrowing down the available technologies to even know where to spend my research time. I am hoping that if I explain what I am trying to achieve someone may be able to suggest a platform and/or engine. I've looked into some of the open source Engines ( http://www.cuteandroid.com/ten-open-source-android-2d-or-3d-game-engine-for-android-developers ) and some appear to handle much of what I might require - although with a higher focus on graphics than i need. Mages looks interesting although development appears to have ceased. If I could somehow leverage GoogleApps that would be excellent. Here is what I am trying to achieve: PvP turn based strategy game over internet - minimal animation and bandwidth required Players match up online using MetaGame system MatchID created on Resolution Server and Game starts Clients have 30 second countdown to select MoveString Clients sends small secure timestamped and MatchIDed MoveString to Resolution server Resolution server looks up Move String for each player, Resolves and Updates Players status in MatchID on Server Resolution server updates Client Views Repeat until victory conditions met - MatchID Closed, Rewards earned in MetaGame There will also need to be a full social and account system and metagame backend - but this could be running on separate system(s) Tablet in Offline mode would be catalog browsing and perhaps single player AI - bum I'm focusing on the Resolution Server at this point I'm not even certain if I would be looking at an Android App or a WebApp at this stage! I want a custom GUI so I guess an app - but maybe as I have little animation a WebApp might also work. Probably some combination of both. There will be very small overhead in data between client server - essentially a small text string every 30 seconds sent to the Resolution server which looks up the Effect and applies it to the Opponents string and determines some results to apply to the match. The client view is updated minimally with the results (only 5 in game Integers tracked) - perhaps triggering small animations/popups on the client to show the end result. e.g Explosion. If you have suggestions for a good technology or platform to best achieving the Resolution Server I'd love to hear. Also if you have experience with open source Engines - and could narrow down which (if any ) might be most suitable that would be a big help. Thanks in advance

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  • Game timings and formats

    - by topright
    There are more or less standardized TV-show/movie formats and recommended timings: 1. By the early 1960s, television companies commonly presented half-hour long "comedy" series, or one hour long "dramas." Half-hour series were mostly restricted to situation comedy or family comedy, and were usually aired with either a live or artificial laugh track. One hour dramas included genre series such as police and detective series, westerns, science fiction, and, later, serialized prime time soap operas. Programs today still overwhelmingly conform to these half-hour and one hour guidelines. Source 2. In the United States, most medical dramas are one hour long. Source 3. Traditionally serials were broadcast as fifteen minute installments each weekday in daytime slots. In 1956 As the World Turns debuted as the first half-hour soap opera. All soap operas broadcast half-hour episodes by the end of the 1960s. With increased popularity in the 1970s most soap operas expanded to an hour (Another World even expanded to ninety minutes for a short time). More than half of the serials had expanded to one hour episodes by 1980. As of 2010, six of the seven US serials air one hour episodes each weekday. Source Interesting. Are there any standards of timing in game development? Well, 5-20 minutes casual games, of course. There is even a "5-minutes-game" site. And 1-hour-gamer site. Are there 1-week, 1-year, 1-eternity game formats? Chess and Go - deep games that you can study all your life; but they are played in hour or several days (pro games). Addictive long-term online role-playing games (without win-condition) are played in monthes and, possibly, years. Replayability is an important factor to consider. It's good when game design document contains a line: "A game is designed for solving in X hours". How can it be measured before there is any prototype or demo? When you know your game format, you know your audience (and vice versa). It is practical question. Are there psychological researches about dynamic of gaming interest and involvement? And is there a correlation between game format and game genre?

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  • How can story and gameplay be artfully merged?

    - by NauticalMile
    Let me give some context. Three of my friends and I have a pretty good game idea cooking. It's based off of a prototype I made that's evolving into a cool game mechanic. The mechanic itself is a toy that's fun on its own, but we haven't designed any puzzles around it yet. We have a design document going, and we are answering a lot of questions about what's in the game. It's become clear early on that everyone (including myself) likes the characters and the story a lot. Considering what our favorite games are, this is unsurprising. A story driven game makes sense to me. I like the emphasis that Paper Mario: The Thousand-Year-Door, Portal 2, and Tomb Raider place on story, and I imagine our game will have a similar feel (lots of dialogue, plot twists, lovable characters). However, one team member raised this point in the design doc: I am feeling like [fleshing out the story] is our biggest hurdle right now for making more design decisions - like more specific decisions about levels etc. Is this true? I am uncertain about working on the story extensively before gameplay, and my uneasiness was reinforced when I read this question about story vs. gameplay. What I want to say is: "Let's continue to work on the story, but also start brainstorming and prototyping abstract puzzles and combat sequences, and we'll creatively match them together later." Is this a reasonable approach? If so, how much of the development of these elements should be done independently? Should I try and create a whole bunch of puzzles while my other teammates focus on story and aesthetics? Then when we have a lot of story and game 'chunks' we can match them with eachother to build something meaningful. Or should we focus on iterating individual levels as distinct units where puzzles, story, etc... are designed together? Or maybe we need to put our excitement about the story on hold and just focus on gameplay. Is there another approach to design that we can take? Am I missing something crucial? I have discussed story and gameplay because they seem the most likely to be at odds with each other, but we also have to consider user interface, music, art direction, etc... Can we design these independently as well?

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  • Help with Collision of spawned object(postion fixed) with objects that there are translating on screen

    - by Amrutha
    Hey guys I am creating a game using Corona SDK and so coding it in Lua. So there are 2 separate functions, To translate the hit objects and change their color when they are tapped The link below is the code I am using to for the first function http://developer.anscamobile.com/sample-code/fishies Spawn objects that will hit the translating objects on collision. Alos on collision the spawned object disappears and the translating object bears a color(indicating the collision). In addition the size of this spawned object is dependent on i/p volume level. The function I have written is as follows: --VOICE INPUT CODE local r = media.newRecording() r:startRecording() r:startTuner() --local function newBar() -- local bar = display.newLine( 0, 0, 1, 0 ) -- bar:setColor( 0, 55, 100, 20 ) -- bar.width = 5 -- bar.y=400 -- bar.x=20 -- return bar --end local c1 = display.newImage("str-minion-small.png") c1.isVisible=false local c2 = display.newImage("str-minion-mid.png") c2.isVisible=false local c3 = display.newImage("str-minion-big.png") c3.isVisible=false --SPAWNING local function spawnDisk( event ) local phase = event.phase local volumeBar = display.newLine( 0, 0, 1, 0 ) volumeBar.y = 400 volumeBar.x = 20 --volumeBar.isVisible=false local v = 20*math.log(r:getTunerVolume()) local MINTHRESH = 30 local LEFTMARGIN = 20 local v2 = MINTHRESH + math.max (v, -MINTHRESH) v2 = (display.contentWidth - 1 * LEFTMARGIN ) * v2 / MINTHRESH volumeBar.xScale = math.max ( 20, v2 ) local l = volumeBar.xScale local cnt1 = 0 local cnt2 = 0 local cnt3 = 0 local ONE =1 local val = event.numTaps --local px=event.x --local py=event.y if "ended" == phase then --audio.play( popSound ) --myLabel.isVisible = false if l > 50 and l <=150 then --c1:setFillColor(10,105,0) --c1.isVisible=false c1.x=math.random( 10, 450 ) c1.y=math.random( 10, 300 ) physics.addBody( c1, { density=1, radius=10.0 } ) c1.isVisible=true cnt1= cnt1+ ONE return c1 elseif l > 100 and l <=250 then --c2:setFillColor(200,10,0) c2.x=math.random( 10, 450 ) c2.y=math.random( 10, 300 ) physics.addBody( c2, { density=2, radius=9000.0 } ) c2.isVisible=true cnt2= cnt2+ ONE return c2 elseif l >=250 then c3.x=math.random( 40, 450 ) c3.y=math.random( 40, 300 ) physics.addBody( c3, { density=2, radius=7000.0 , bounce=0.0 } ) c3.isVisible=true cnt3= cnt3+ ONE return c3 end end end buzzR:addEventListener( "touch", spawnDisk ) -- touch the screen to create disks Now both functions work fine independently but there is no collision happening. Its almost as if the translating object and the spawn object are on different layers. The translating object passes through the spawn object freely. Can anyone please tell me how to resolve this problem. And how can I get them to collide. Its my first attempt at game development, that too for a mobile platform so would appreciate all help. Also if I have not been specific do let me know. I'll try to frame the query better :). Thanks in advance.

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  • Help with Collision of spawned object(postion fixed) with objects that there are translating on screen

    - by Amrutha
    Hey guys I am creating a game using Corona SDK and so coding it in Lua. So there are 2 separate functions, To translate the hit objects and change their color when they are tapped The link below is the code I am using to for the first function http://developer.anscamobile.com/sample-code/fishies Spawn objects that will hit the translating objects on collision. Alos on collision the spawned object disappears and the translating object bears a color(indicating the collision). In addition the size of this spawned object is dependent on i/p volume level. The function I have written is as follows, --VOICE INPUT CODE local r = media.newRecording() r:startRecording() r:startTuner() --local function newBar() -- local bar = display.newLine( 0, 0, 1, 0 ) -- bar:setColor( 0, 55, 100, 20 ) -- bar.width = 5 -- bar.y=400 -- bar.x=20 -- return bar --end local c1 = display.newImage("str-minion-small.png") c1.isVisible=false local c2 = display.newImage("str-minion-mid.png") c2.isVisible=false local c3 = display.newImage("str-minion-big.png") c3.isVisible=false --SPAWNING local function spawnDisk( event ) local phase = event.phase local volumeBar = display.newLine( 0, 0, 1, 0 ) volumeBar.y = 400 volumeBar.x = 20 -- volumeBar.isVisible=false local v = 20*math.log(r:getTunerVolume()) local MINTHRESH = 30 local LEFTMARGIN = 20 local v2 = MINTHRESH + math.max (v, -MINTHRESH) v2 = (display.contentWidth - 1 * LEFTMARGIN ) * v2 / MINTHRESH volumeBar.xScale = math.max ( 20, v2 ) local l = volumeBar.xScale local cnt1 = 0 local cnt2 = 0 local cnt3 = 0 local ONE =1 local val = event.numTaps --local px=event.x --local py=event.y if "ended" == phase then --audio.play( popSound ) --myLabel.isVisible = false if l > 50 and l <=150 then -- c1:setFillColor(10,105,0) -- c1.isVisible=false c1.x=math.random( 10, 450 ) c1.y=math.random( 10, 300 ) physics.addBody( c1, { density=1, radius=10.0 } ) c1.isVisible=true cnt1= cnt1+ ONE return c1 elseif l > 100 and l <=250 then --c2:setFillColor(200,10,0) c2.x=math.random( 10, 450 ) c2.y=math.random( 10, 300 ) physics.addBody( c2, { density=2, radius=9000.0 } ) c2.isVisible=true cnt2= cnt2+ ONE return c2 elseif l >=250 then c3.x=math.random( 40, 450 ) c3.y=math.random( 40, 300 ) physics.addBody( c3, { density=2, radius=7000.0 , bounce=0.0 } ) c3.isVisible=true cnt3= cnt3+ ONE return c3 end end end buzzR:addEventListener( "touch", spawnDisk ) -- touch the screen to create disks Now both functions work fine independently but there is no collision happening. Its almost as if the translating object and the spawn object are on different layers. The translating object passes through the spawn object freely. Can anyone please tell me how to resolve this problem. And how can I get them to collide. Its my first attempt at game development, that too for a mobile platform so would appreciate all help. Also if I have not been specific do let me know. I ll try to frame the query better :). Thanks in advance.

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  • Another question about handling game states

    - by Eva
    I'm making a game designed with the entity-component paradigm that uses systems to communicate between components as explained here. I've reached the point in my development that I need to add game states (such as paused, playing, level start, round start, game over, etc.), but I'm not sure how to do it with my framework. I've looked at this code example on game states which everyone seems to reference, but I don't think it fits with my framework. It seems to have each state handling its own drawing and updating. My framework has a SystemManager that handles all the updating using systems. For example, here's my RenderingSystem class: public class RenderingSystem extends GameSystem { private GameView gameView_; /** * Constructor * Creates a new RenderingSystem. * @param gameManager The game manager. Used to get the game components. */ public RenderingSystem(GameManager gameManager) { super(gameManager); } /** * Method: registerGameView * Registers gameView into the RenderingSystem. * @param gameView The game view registered. */ public void registerGameView(GameView gameView) { gameView_ = gameView; } /** * Method: triggerRender * Adds a repaint call to the event queue for the dirty rectangle. */ public void triggerRender() { Rectangle dirtyRect = new Rectangle(); for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); dirtyRect.add(graphicsComponent.getDirtyRect()); } gameView_.repaint(dirtyRect); } /** * Method: renderGameView * Renders the game objects onto the game view. * @param g The graphics object that draws the game objects. */ public void renderGameView(Graphics g) { for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); if (!graphicsComponent.isVisible()) continue; GraphicsComponent.Shape shape = graphicsComponent.getShape(); BoundsComponent boundsComponent = object.getComponent(BoundsComponent.class); Rectangle bounds = boundsComponent.getBounds(); g.setColor(graphicsComponent.getColor()); if (shape == GraphicsComponent.Shape.RECTANGULAR) { g.fill3DRect(bounds.x, bounds.y, bounds.width, bounds.height, true); } else if (shape == GraphicsComponent.Shape.CIRCULAR) { g.fillOval(bounds.x, bounds.y, bounds.width, bounds.height); } } } /** * Method: getRenderableObjects * @return The renderable game objects. */ private HashSet<GameObject> getRenderableObjects() { return gameManager.getGameObjectManager().getRelevantObjects( getClass()); } } Also all the updating in my game is event-driven. I don't have a loop like theirs that simply updates everything at the same time. I like my framework because it makes it easy to add new GameObjects, but doesn't have the problems some component-based designs encounter when communicating between components. I would hate to chuck it just to get pause to work. Is there a way I can add game states to my game without removing the entity-component design? Does the game state example actually fit my framework, and I'm just missing something?

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  • Is there a pedagogical game engine?

    - by K.G.
    I'm looking for a book, website, or other resource that gives modern 3D game engines the same treatment as Operating Systems: Design and Implementation gave operating systems. I have read Jason Gregory's Game Engine Architecture, which I enjoyed. However, by intent the author treated components of the architecture as atomic units, whereas what I'm interested in is the plumbing between those units that makes a coherent whole out of ideally loosely coupled parts. In books such as these, one usually reads that "that's academic," but that's the point! I have also read Julian Gold's Object-oriented Game Development, which likewise was good, but I feel is beginning to show its age. Since even mobile platforms these days are multicore and have fast video memory, those kinds of things (concurrency, display item buffering) would ideally be covered. There are other resources, such as the Doom 3 source code, which is highly instructive for its being a shipped product. The problem with those is as follows: float Q_rsqrt( float number ) { long i; float x2, y; const float threehalfs = 1.5F; x2 = number * 0.5F; y = number; i = * ( long * ) &y; // evil floating point bit level hacking i = 0x5f3759df - ( i >> 1 ); // what the f***? y = * ( float * ) &i; y = y * ( threehalfs - ( x2 * y * y ) ); // 1st iteration // y = y * ( threehalfs - ( x2 * y * y ) ); // 2nd iteration, this can be removed return y; } To wit, while brilliant, this kind of source requires more enlightenment than I can usually muster upon first read. In summary, here's my white whale: For an adult reader with experience in programming. I wish I could save all the trees killed by every. Single. Game Programming book ever devoting the first two chapters to "Now just what is a variable anyway?" In C or C++, very preferably C++. Languages that are more concise are fantastic for teaching, except for when what you want to learn is how to cope with a verbose language. There is also the benefit of the guardrails that C++ doesn't provide, such as garbage collection. Platform agnostic. I'm sincerely afraid that this book is out there and it's Visual C++/DirectX oriented. I'm a Linux guy, and I'd do what it takes, but I would very much like to be able to use OpenGL. Thanks for everything! Before anyone gets on my case about it, Fast inverse square root was from Quake III Arena, not Doom 3!

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  • 2D game - Missile shooting problem on Android

    - by Niksa
    Hello, I have to make a tank that sits still but moves his turret and shoots missiles. As this is my first Android application ever and I haven't done any game development either, I've come across a few problems... Now, I did the tank and the moving turret once I read the Android tutorial for the LunarLander sample code. So this code is based on the LunarLander code. But I'm having trouble doing the missile firing then SPACE button is being pressed. private void doDraw(Canvas canvas) { canvas.drawBitmap(backgroundImage, 0, 0, null); // draws the tank canvas.drawBitmap(tank, x_tank, y_tank, new Paint()); // draws and rotates the tank turret canvas.rotate((float) mHeading, (float) x_turret + mTurretWidth, y_turret); canvas.drawBitmap(turret, x_turret, y_turret, new Paint()); // draws the grenade that is a regular circle from ShapeDrawable class bullet.setBounds(x_bullet, y_bullet, x_bullet + width, y_bullet + height); bullet.draw(canvas); } UPDATE GAME method private void updateGame() throws InterruptedException { long now = System.currentTimeMillis(); if (mLastTime > now) return; double elapsed = (now - mLastTime) / 1000.0; mLastTime = now; // dUP and dDown, rotates the turret from 0 to 75 degrees. if (dUp) mHeading += 1 * (PHYS_SLEW_SEC * elapsed); if (mHeading >= 75) mHeading = 75; if (dDown) mHeading += (-1) * (PHYS_SLEW_SEC * elapsed); if (mHeading < 0) mHeading = 0; if (dSpace){ // missile Logic, a straight trajectorie for now x_bullet -= 1; y_bullet -= 1; //doesn't work, has to be updated every pixel or what? } boolean doKeyDown(int keyCode, KeyEvent msg) { boolean handled = false; synchronized (mSurfaceHolder) { if (keyCode == KeyEvent.KEYCODE_SPACE){ dSpace = true; handled = true; } if (keyCode == KeyEvent.KEYCODE_DPAD_UP){ dUp = true; handled = true; } if (keyCode == KeyEvent.KEYCODE_DPAD_DOWN){ dDown = true; handled = true; } return handled; } } } a method run that runs the game... public void run() { while (mRun) { Canvas c = null; try { c = mSurfaceHolder.lockCanvas(null); synchronized (mSurfaceHolder) { if (mMode == STATE_RUNNING) updateGame(); doDraw(c); } } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } finally { // do this in a finally so that if an exception is thrown // during the above, we don't leave the Surface in an // inconsistent state if (c != null) { mSurfaceHolder.unlockCanvasAndPost(c); } } } } So the question would be, how do I make that the bullet is fired on a single SPACE key press from the turret to the end of the screen? Could you help me out here, I seem to be in the dark here... Thanks, Niksa

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  • How Do I Do Alpha Transparency Properly In XNA 4.0?

    - by Soshimo
    Okay, I've read several articles, tutorials, and questions regarding this. Most point to the same technique which doesn't solve my problem. I need the ability to create semi-transparent sprites (texture2D's really) and have them overlay another sprite. I can achieve that somewhat with the code samples I've found but I'm not satisfied with the results and I know there is a way to do this. In mobile programming (BREW) we did it old school and actually checked each pixel for transparency before rendering. In this case it seems to render the sprite below it blended with the alpha above it. This may be an artifact of how I'm rendering the texture but, as I said before, all examples point to this one technique. Before I go any further I'll go ahead and paste my example code. public void Draw(SpriteBatch batch, Camera camera, float alpha) { int tileMapWidth = Width; int tileMapHeight = Height; batch.Begin(SpriteSortMode.Texture, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.Default, RasterizerState.CullNone, null, camera.TransformMatrix); for (int x = 0; x < tileMapWidth; x++) { for (int y = 0; y < tileMapHeight; y++) { int tileIndex = _map[y, x]; if (tileIndex != -1) { Texture2D texture = _tileTextures[tileIndex]; batch.Draw( texture, new Rectangle( (x * Engine.TileWidth), (y * Engine.TileHeight), Engine.TileWidth, Engine.TileHeight), new Color(new Vector4(1f, 1f, 1f, alpha ))); } } } batch.End(); } As you can see, in this code I'm using the overloaded SpriteBatch.Begin method which takes, among other things, a blend state. I'm almost positive that's my problem. I don't want to BLEND the sprites, I want them to be transparent when alpha is 0. In this example I can set alpha to 0 but it still renders both tiles, with the lower z ordered sprite showing through, discolored because of the blending. This is not a desired effect, I want the higher z-ordered sprite to fade out and not effect the color beneath it in such a manner. I might be way off here as I'm fairly new to XNA development so feel free to steer me in the correct direction in the event I'm going down the wrong rabbit hole. TIA

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  • RTS Game Style Application [closed]

    - by Daniel Wynand van Wyk
    My question may seem somewhat odd, but I hope that my specifications will clarify EXACTLY what it is that I am after. I need some help choosing the right tooling for a particular endeavour. My background is in desktop application development and large back-end systems. I have worked primarily on the Microsoft stack using C# and the .Net framework. My goal is to develop a 2D, RTS style, interactive office simulation. The simulation will model various office spaces, office equipment, employees and their interactions with one another. The idea is to abstract the concept of an office completely. Under the hood the application will do many things that are nothing like a game. This includes P2P networking, VPN tunnelling, streaming video, instant messaging, document collaboration, remote screen sharing, file-sharing, virus scanning, VOIP, document scanning, faxing, emailing, distributed computing, content management and much more! A somewhat similar thing has been attempted by IBM, where they created a virtual office in second life. If their attempt was a game, the game-play would be notably horrible, to say the least! The users/players will drive and control my application through the various objects modelled in the simulation. A single application capable of performing all of these various tasks would be a nightmare to navigate for even the most expert user. Using the concept of a game, I can easily separate functionality by assigning them to objects that relate 1-1 with their real world counter-parts. This can greatly simplify computing for novice users, with many added benefits in terms of visibility, transparency of process and centralized configuration. My hope is to make complex computing tasks accessible to all kinds of users and to greatly reduce the cognitive load associated with using the many different utilities and applications inside office settings. The complexity is therefore limited to the complexity of the space in which you find yourself. I want the application to target as many platforms as possible and run on computers that have no accelerated graphics capabilities. The simulation won't contain any of the fancy eye-candy you find in modern games, to the contrary, my "game" will purposefully be clean and simple. The closest thing I could imagine would be an old game like "Theme Hospital" or the first instalment of "The Sims". All the content will be pre-created and not user-generated like Second Life. New functionality will be added via a plugin system. Given my background and nature of my "game", I would like to spend most of my time writing code that does not have to do with the simulated office, as the "game" is really just a glorified application menu. I have done much reading about existing engines, frameworks and tools. I need the help of an experienced game developer who has tried and tested various products over the years who can guide me in the right direction given my very particular needs. I would appreciate any help I can get!

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  • Attaching new animations onto skeleton via props, a good idea?

    - by Cardin
    I'm thinking of coding a game with an idea of mine. I've coded 2D games before, but I'm new to 3D programming, so I'd like to ask if this idea of mine is feasible or out of my depth. I'm making a game where there are many different characters for the player to choose from (JRPG style). So to save time, I have an idea of creating many different varied characters using a completely naked body mesh and animation skeleton, standardised across all characters. For example, by placing different hair, boots, armor props on the character mesh, new characters can be formed. Kinda like playing dress-up with a barbie doll. I'm thinking this can be done by having a bone on the prop that I can programmically attach to the main mesh. Also, I plan to have some props add new animations to the base skeleton, so equipping some particular props would give it new attack, damage, idle animations. This is because I can't expect the character to have the same swinging animation if he had a big sword or an axe. I think this might be possible if the prop has its own instance of the animation skeleton with just only the new animations, and parenting the base body mesh to this new skeleton. So all the base body mesh has are just the basic animations, other animations come from the props. My concerns are, 1) the props might not attach to the mesh properly and jitter a lot, 2) since prop and body are animated differently, the props and base mesh will cause visual artefacts, like the naked thighs showing through the pants when the character walks, 3) a custom pipeline have to be developed to export skeletons without mesh, and also to attach the base body mesh to a new skeleton during runtime in the game. So my question: are these features considered 'easy' to code? Or am I trying to do something few have ever succeeded with on their own? It feels like all these can be done given enough time and I know I definitely have to do a bit of bone matrix calculations, but I really don't want to drag out the development timeline unnecessarily from coding mathematically intense things or analyzing how to parse 3D export formats. I'm currently only at the Game Design stage, so if these features aren't a good idea, I can simply change the design of the game. (Unrelated to question) I could always, as last resort, have the characters have predetermined outfit and weapon selections so as to animate everything manually.

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  • Best way to determine surface normal for a group of pixels?

    - by Paul Renton
    One of my current endeavors is creating a 2D destructible terrain engine for iOS Cocos2D (See https://github.com/crebstar/PWNDestructibleTerrain ). It is in an infant stages no doubt, but I have made significant progress since starting a couple weeks ago. However, I have run into a bit of a performance road block with calculating surface normals. Note: For my destructible terrain engine, an alpha of 0 is considered to not be solid ground. The method posted below works just great given small rectangles, such as n < 30. Anything above 30 causes a dip in the frame rate. If you approach 100x100 then you might as well read a book while the sprite attempts to traverse the terrain. At the moment this is the best I can come up with for altering the angle on a sprite as it roams across terrain (to get the angle for a sprite's orientation just take dot product of 100 * normal * (1,0) vector). -(CGPoint)getAverageSurfaceNormalAt:(CGPoint)pt withRect:(CGRect)area { float avgX = 0; float avgY = 0; ccColor4B color = ccc4(0, 0, 0, 0); CGPoint normal; float len; for (int w = area.size.width; w >= -area.size.width; w--) { for (int h = area.size.height; h >= -area.size.height; h--) { CGPoint pixPt = ccp(w + pt.x, h + pt.y); if ([self pixelAt:pixPt colorCache:&color]) { if (color.a != 0) { avgX -= w; avgY -= h; } // end inner if } // end outer if } // end inner for } // end outer for len = sqrtf(avgX * avgX + avgY * avgY); if (len == 0) { normal = ccp(avgX, avgY); } else { normal = ccp(avgX/len, avgY/len); } // end if return normal; } // end get My problem is I have sprites that require larger rectangles in order for their movement to look realistic. I considered doing a cache of all surface normals, but this lead to issues of knowing when to recalculate the surface normals and these calculations also being quite expensive (also how large should the blocks be?). Another smaller issue is I don't know how to properly treat the case when length is = 0. So I am stuck... Any advice from the community would be greatly appreciated! Is my method the best possible one? Or should I rethink the algorithm? I am new to game development and always looking to learn new tips and tricks.

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  • Legal concerns with orchestrating a music submission contest

    - by Amplify91
    My team and I are getting pretty far along in the development of our latest game and have been thinking about audio. We decided to host an audio submission contest where we will offer a little cash and some equity stake in the game as prizes. We are also giving away copies of the game to participants. We hope not only to find audio for our game, but to meet some cool sound artists and promote the game a bit through the process. First of all, is this even a good idea? What are some potential dangers in doing this? Will it even be well received among artists? Secondly, I wrote up some Terms and Conditions in my best legal-speak to try to protect us and clarify how the contest will be run. Are these sufficient to make sure everyone involved is treated fairly and is legally protected? They are as follows: All submissions (The Submission) must be licensed under a Creative Commons Attribution 3.0 Unported License (CC-BY-3.0) By applying a CC-BY-3.0 license, you (The Submitter) expressly give Detour Games (and all members wherein) permission to copy, distribute, transmit, modify, adapt, and make commercial use of The Submission. The Submitter must own all rights to The Submission and be within their rights to license it as specified and submit it. The Submitter claims responsibility for the legality of The Submission. If The Submission is found to infringe on the rights of a person or entity other than those of The Submitter, Detour Games will not be held liable as all responsibility and liability for the legality of The Submission is that of The Submitter's. No more than two free copies of The Game per submitter. All flat cash prizes will only be disbursed pending the success of our first $5,000 Kickstarter campaign. These prizes will be disbursed 30 days after Detour Games receives the Kickstarter funds. All equity prizes (percentage of profits) are defined as the given percent of total profits after costs for a period of one year (12 months) after the release of RAW. These prizes will be disbursed semi-annually. All prize money will be disbursed through either an electronic fund transfer through a service such as PayPal or by a mailed money order. It is The Submitter's responsibility to cooperate with Detour Games in the disbursement of the funds. Detour Games reserves the right to change these Terms and Conditions at any time without notice. By participating in the contest, The Submitter agrees to and accepts all terms and conditions listed. What else could I do (legally) to protect everyone involved?

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