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

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

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  • What would be a good game making engine supporting Vector images?

    - by Qqwy
    I want to create a simple platforming game, in which you are a square in a wonderful world. I would like this game to be able to be played in browsers. Basically I am searching for something similar to "Flixel", but with the following features: Support Vector Graphics Allow zooming/rotating objects without producing huge amounts of lag as soon as you are using more objects. (Because I want to rotate the map around the player) So in other words, preferably zoom the viewport/camera instead of the objects themselves. Does an engine like that exist?

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  • cannot add or remove programs using ubuntu software center (USC)in Kubuntu 12.04

    - by Suhail cholassery
    I am using Kubuntu 12.04,currently.Recently ,I updated my system with update manager and downloaded USC from muon software center which was pre-installed in this system. I could download a lot of softwares such as: -firefox -XBMC media center -VLC media player But when I tried to get some more softwares using USC, after rebooting there began the problem . It does not begin either downloading or instaling the program. When I tried to download the same program using muon software center it showed the following: Unable to obtain the package at this time Another application seems to be using the package system at this time. You must close all other package managers before you will be able to install or remove any packages. I am quite sure that have closed USC . I tried to remove USC, assuming that it caused the problem using muon software center but the result was same.Now I cannot add or remove any programs into my system & I don't know what to do . Please help me as soon as possible.

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  • Is Adobe Flash 11.2 working with Nvidia hardware again in 12.04?

    - by Oranges
    I installed the newest Nvidia-Linux drivers version number 304.43 on 12.04 installation and all Flash Videos now show me "accelerated video rendering". Previous Nvidia drivers + Adobe Flash only rendered in software, at least since Adobe officially said they turned off "hardware acceleration" for Linux, because of unstable and unsecure drivers. Has this changed? Is hardware acceleration really back? Can anyone verify this as well? The Nvidia driver 304.43 patch notes said: Fixed a bug that caused VDPAU to hang when expanding the YouTube Flash Player. Hardware: Nvidia 8600M GT

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  • "Time Control" in a 2d Platformer

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

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  • Youtube showing horizontal lines when full screen in google chrome

    - by Blaze Tama
    First, im new in ubuntu so please bear with me. My google chrome shows strange behavior when playing youtube videos in full screen mode. There will be some horizontal white lines, which is exactly like when you playing the game without the vsync. I've checked firefox and the videos working perfectly in there. I also tried to play videos from my HDD using VLC player and its working fine. It seems the problem is in the google chrome alone. My version of ubuntu is 13.04, my laptop is asus n46vz and i use the latest release of google chrome. I've tried to ask google, but it seems he has no answer. Thanks for your time :D

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  • How can I protect my save data from casual hacking?

    - by Danran
    What options are there for saving game data in a secure manner? I'm interested in solutions specifically tailored for C++. I'm looking for something that is fast and easy to use. I'm only concerned about storing simple information such as Which levels are and are not unlocked The user's score for each level I'm curious again to know what's out there to use, any good libraries to use that give me nice, secure game data files that the average player can't mess with. I just found this here which looks very nice, but it would be great to get some opinions on potential other libraries/options out there.

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

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

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

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

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  • I cannot play some WMA files

    - by Lucio
    I did a backup of several music files from my older Windows XP system. Now I can play all the .MP3 files but not all the .WMA. There are some kinds of WMA files that can be reproduced without problems, may refute this in the picture below. The right file can be played, the left isn't. I have long been looking different sites, Q&A from here, installing many packages but not luck. An example is this answer. What can I do? My system: Ubuntu 11.10 32b. Player: Banshee & VLC

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  • Cookie/money/point clicker game origin?

    - by gavenkoa
    I can't find myself origin of Clicker like games. It's where the goal is to gain points through clicks and acquired enhancement. There's only one strategy in the game - deciding how efficiently spend point on enhancement (see formulas). I've seen many games like this, but it seems that most don't have a home page or have an unknown publisher. Some well known games of this type: Candy Box Cookie Clicker Cow Clicker Who is first implemented this idea (not only clicking but with investment model - when player must decide what improve to faster gather points)?

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  • Fast lighting with multiple lights

    - by codymanix
    How can I implement fast lighting with multiple lights? I don't want to restrain the player, he can place an unlimited number and possibly overlapping (point) lights into the level. The problem is that shaders which contain dynamic loops which would be necessary to calculate the lighting tend to be very slow. I had the idea that if it could be possible at compiletime to compile a shader n times where n is the number of lights. If the number n is known at compiletime, the loops can be unrolled automatically. Is this possible to generate n versions of the same shader with just a different number of lights? At runtime I could then decide which shader to use for which part of the level.

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  • How do I use Brasero to burn a movie in DVD format?

    - by Ants
    I have to present an assessment for my Uni course in the form of a DVD movie (so it can be played on a DVD player) but so far, Brasero doesn't seem to be doing it. For example, I left it for over an hour today (as it said it was burning) and the DVD came out empty. Other times, it flat out says it cannot burn the DVD. I am running Ubuntu 10.10, I have ubuntu restricted extras installed and the Medibuntu packages that allow me to watch DVDs. Any ideas?

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  • 2D Physics in a networked game (iOS)?

    - by Pedro
    I am researching the possibilities for a new iOS game. It's going to be a run-n-gun type platformer, and I'm looking into the possibility of co-op multiplayer. The game itself wouldn't be very physics intensive, there will most likely be 20-30 physics bodies at any given time. For the multiplayer, I think I would have one player "hosting" and up to 3 other connecting via the Internet. Here's my first question, are there any 2D physics engines that work over a network(preferably open source)? My second question, Does anyone have any thoughts on using a non-networked engine (like Box2D or Chipmunk) and adding the networking component? Since there would not be very much information sent, do you think it would cause a lot of lag?

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  • L'iPhone 5 : un écran plus grand et une nouvelle connectique, il arrivera le 21 septembre aux mêmes prix que l'iPhone 4S

    L'iPhone 5 a un écran plus grand et une nouvelle connectique propriétaire Il arrive le 21 septembre, aux mêmes prix que l'iPhone 4S Cinq. Apple a bien présenté ce soir son iPhone 5, avec un écran de 4 pouces (1136 x 640 en 16/9e). Comme prévue. Que les développeurs se rassurent, les applications conçues pour les anciens iPhones ne seront pas étirées mais se verront ajouter deux bandes noires. Plus fin (7.6 mm), plus léger (112 grammes), plus rapide avec le processeur A6 (présenté comme 2 fois plus rapide, y compris dans le traitement vidéos, que le A5), plus endurant avec une nouvelle batterie (8 à 10 heures en surf, 40 en mode player et 225 en veille), l'iPhone 5 fait tout...

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  • Vmware 3D Acceleration Ubuntu 14.04

    - by Bowser5543
    I have installed Vmware Player 6.0.3 build-1895310. The problem I have is that when I run a Windows 7 Vm, it says that 3D support was disabled. (I can't read the exact report atm because it has a chance of crashing my machine.) I have the 3D support box enabled. Here is my graphics card: Mobile Intel® GM45 Express Chipset x86/MMX/SSE2. Can anyone tell me to install drivers or something? I can't find mine anywhere!

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  • How can I imitate interaction and movement in Diablo II?

    - by user422318
    I'm prototyping a simple browser-based game. It's played from a top down perspective on a 2d canvas. You left-click on a point on the map, and your character will begin walking to it. If you click on a different point on the map, then your character will begin walking to the new point. It's similar to Diablo II: http://www.youtube.com/watch?v=EvDKt-To6K0&feature=related How can I best imitate this movement system for a player? Ideas... Track current coords and target coords If target coords are exactly up, left, right, or down, then increment appropriate direction until you get there Implied else: target coords are in a quadrant. To make this movement look natural, character will have to move diagonally. For example, pretend the target is to the northeast. For each game frame, alternate incrementing current coordinates in the north and then east directions.

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  • Kernel panic when booting from USB

    - by maaartinus
    I downloaded ubuntu-11.04-desktop-amd64.iso and used Universal-USB-Installer-1.8.6.3.exe to format my USB stick und put the ISO on it. When I tried to install from it, I've got a kernel panic just like here, except for the version number (mine was 2.6.38-8-generic #42-ubuntu). My ISO image seems to work, as I installed it into a VMWare player without problems. Booting Linux from USB works surely too, as I did it some time ago with an older Ubuntu version. I can imagine things to try out, e.g., write the image again, try another version, pray, look for patches, etc. However, I'm looking for a time-efficient solution, something what most probably works. An advice of the sort "wait two weeks until it's surely fixed, then download again" is acceptable, I'm determined to switch to Linux, but it can wait a bit.

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  • How to handle a Tile Map Scrolling [duplicate]

    - by DGomez
    This question already has an answer here: Implementing a camera / viewport to a 2D game 1 answer i'm making a video game, and i'm having, i think, a concept problem. The game will be a platformer which will use tile maps, so to start i will create a mask matrix indicating the tiles to be loaded, and etc..., so my problem is, how to handle the scrolling? should i create a giant mask matrix indicating in each position of the whole level what is supposed to be loaded, and according to the position of the player, change the section to be drawed?? Is this a correct approach to this situation??

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  • How to divide hex grid evenly among n players?

    - by manabreak
    I'm making a simple hex-based game, and I want the map to be divided evenly among the players. The map is created randomly, and I want the players to have about equal amount of cells, with relatively small areas. For example, if there's four players and 80 cells in the map, each of the players would have about 20 cells (it doesn't have to be spot-on accurate). Also, each player should have no more than four adjacent cells. That is to say, when the map is generated, the biggest "chunks" cannot be more than four cells each. I know this is not always possible for two or three players (as this resembles the "coloring the map" problem), and I'm OK with doing other solutions for those (like creating maps that solve the problem instead). But, for four to eight players, how could I approach this problem? As always, any and all help is appreciated. :)

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  • Jumping over non-stationary objects without problems ... 2-D platformer ... how could this be solved? [on hold]

    - by help bonafide pigeons
    You know this problem ... take Super Mario Bros. for example. When Mario/Luigi/etc. comes in proximity with a nearing pipe image an invisible boundary setter must prevent him from continuing forward movement. However, when you jump and move both x and y you are coordinately moving in two dimensions at an exact time. When nearing the pipe in mid-air as you are falling, i.e. implementation of gravity in the computer program "pulling" the image back down, and you do not want them to get "stuck" in both falling and moving. That problem is solved, but how about this one: The player controlling the ball object is attempting to jump and move rightwards over the non-stationary block that moves up and down. How could we measure its top and lower x+y components to determine the safest way for the ball to accurately either fall back down, or catch the ledge, or get pushed down under it, etc.?

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  • How to give parallax backgrounds more depth

    - by user28015
    I have 3 tiled images of some sort of galaxy/space in the background of a 2D Game: The first one has an alpha of 100%, the second an alpha of 80% and the last one has an alpha of 60%. I scroll the the one in the background slower than the other ones of course. classic parallax. In the foreground I have some particles flying towards the player to simulate some dust / stars flying by. (I know that stars don't fly by, but I think we all have seen this in a lot of games). But I can't quite achieve the depth effect I am looking for. I want it to look "deeper". I did read something about using blending modes for the backgrounds, but that would require to render them as objects right? So the question is: What is a good technique to do a scrolling parallax background in GameMaker?

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  • Inputting cheat codes - hidden keyboard input

    - by Fibericon
    Okay, here's what I want to do - when the player is at the main menu, I want them to be able to type in cheat codes. That's the only place I want it to work. I don't want to give them a text box to type into. Rather, I want them to simply type in a word (let's say "cheat", just for simplicity sake) that activates the cheat code. I only need to capture keyboard input when the window is in focus. What can I do to accomplish this?

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  • Fast lighting with multple lights

    - by codymanix
    How can I implement fast lighting with multiple lights? I don't want to restrain the player, he can place an unlimited number and possibly overlapping (point) lights into the level. The problem is that shaders which contain dynamic loops which would be necessary to calculate the lighting tend to be very slow. I had the idea that if it could be possible at compiletime to compile a shader n times where n is the number of lights. If the number n is known at compiletime, the loops can be unrolled automatically. Is this possible to generate n versions of the same shader with just a different number of lights? At runtime I could then decide which shader to use for which part of the level.

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  • Flash 10.1 est là : accélération matérielle et 32 failles colmatées au programme

    Mise à jour du 11/06/10 Flash 10.1 : accélération matérielle et 32 failles colmatées Flash 10.1 est là. Cette nouvelle version de Flash s'accompagne de l'arrivée de l'accélération matérielle et de la correction de 32 failles de sécurité. La première innovation devrait faire taire, du moins en partie, les critiques sur les performances de la technologie d'Adobe. L'accélération matérielle permet de lire les vidéos (H.264) en utilisant les ressources de la carte graphique (GPU) et non plus du CPU. Résultat, une lecture plus rapide et fluide, et un processeur moins impacté par l'utilisation du player. Tout ceci se passe sur le papier. E...

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