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  • Smooth animation in Cocos2d for iOS

    - by MrDatabase
    I move a simple CCSprite around the screen of an iOS device using this code: [self schedule:@selector(update:) interval:0.0167]; - (void) update:(ccTime) delta { CGPoint currPos = self.position; currPos.x += xVelocity; currPos.y += yVelocity; self.position = currPos; } This works however the animation is not smooth. How can I improve the smoothness of my animation? My scene is exceedingly simple (just has one full-screen CCSprite with a background image and a relatively small CCSprite that moves slowly). I've logged the ccTime delta and it's not consistent (it's almost always greater than my specified interval of 0.0167... sometimes up to a factor of 4x). I've considered tailoring the motion in the update method to the delta time (larger delta = larger movement etc). However given the simplicity of my scene it's seems there's a better way (and something basic that I'm probably missing).

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  • Alternative ways to make a battle system in a mobile indie game more fun and engaging

    - by Matt Beckman
    I'm developing an indie game for mobile platforms, and part of the game involves a PvP battle system (where the target player is passive). My vision is simple: the active player can select a weapon/item, then attack/use, and display the calculated outcome. I have a concept for battle modifiers that affect stats to make it more interesting, but I'm not convinced this by itself will add enough of a fun factor. I've received some inspiration from the game engine that powers Modern War/Kingdom Age/Crime City, but I want more control to make it more fun. In those games, you don't have the option to select weapons or use items, and the "battling" screen is simply 3D eye candy. Since this will be an indie game, I won't be spending $$$ on a team of professional 3D artists/animators, so my edge needs to be different. What are some alternatives to expensive eye candy that you or others have used to make a non-3D PvP game more fun and engaging? Did the alternative concepts survive the release?

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  • Spring Roo Database Reverse Engineer with Oracle

    - by kerry
    So you are trying to reverse engineer an Oracle database with roo? Unfortunately, due to licensing restrictions with the Oracle JDBC Drivers, this is a little difficult. There are a few blog posts and forum threads that address the problem but I figured I would post what worked for me here. First, you need to download the appropriate Oracle Drivers from Oracle. The required login, stringent password requirements, nosy registration form, and general system instability made this a pretty painful step for me. I’d also like to say that companies that have password requirements that don’t allow symbols (or any other non-standard requirement) have a special place in my heart. Having to recover my password every time I go to your site virtually guarantees I will only go there when I absolutely have to (not often). Anyways, once you have it downloaded you need to install is with maven: mvn install:install-file -Dfile=~/Downloads/ojdbc6.jar -DgroupId=com.oracle -DartifactId=ojdbc6 -Dversion=11.2.0.3 -Dpackaging=jar -DgeneratePom=true Here comes the fun part. You need to create an osgi wrapper for the driver to install it in roo. Otherwise, roo cannot see the driver. Create a new folder and put the contents of the oracle roo addon pom gist I created. Now build it with maven. You may want to change some of the artifact ids and dependencies for your particular situation. mvn package No open a roo shell and execute the following command: osgi install --url file:///Users/me/my-osgi-project/target/the-jar-it-built.jar Now run (in roo): jpa setup --provider HIBERNATE --database ORACLE dependency remove --groupId com.oracle --artifactId ojdbc14 --version 10.2.0.2 dependency add --groupId com.oracle --artifactId ojdbc6 --version 11.2.0.3 database properties set --key database.driverClassName --value oracle.jdbc.OracleDriver database properties set --key database.url --value jdbc:oracle:thin:@%YOUR_CONNECTION_INFO% database properties set --key database.username --value %YOUR_USERNAME% database properties set --key database.password --value %YOUR_PASSWORD% database reverse engineer --schema %YOUR_SCHEMA% --package ~.domain If you have any package loading exceptions when running the reverse engineer command you can uninstall the osgi bundle, set the package to optional in the osgi pom in the IncludedPackages tag (javax.some.package.*;resolution:=optional) rebuild, then reinstall in roo.

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  • Is there ever a reason to use C++ in a Mac-only application?

    - by Emil Eriksson
    Is there ever a reason to use C++ in a Mac-only application? I not talking about integrating external libraries which are C++, what I mean is using C++ because of any advantages in a particular application. While the UI code must be written in Obj-C, what about logic code? Because of the dynamic nature of Objective-C, C++ method calls tend to be ever so slightly faster but does this have any effect in any imaginable real life scenario? For example, would it make sense to use C++ over Objective-C for simulating large particle systems where some methods would need to be called over and over in short time? I can also see some cases where C++ has a more appropriate "feel". For example when doing graphics, it's nice to have vector and matrix types with appropriate operator overloads and methods. This, to me, seems like it would be a bit clunkier to implement in Objective-C. Also, Objective-C objects can never be treated plain old data structures in the same manner as C++ types since Objective-C objects always have an isa-pointer. Wouldn't it make sense to use C++ instead in something like this? Does anyone have a real life example of a situation where C++ was chosen for some parts of an application? Does Apple use any C++ except for the kernel? (I don't want to start a flame war here, both languages have their merits and I use both equally though in different applications.)

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  • Running an a single action on multiple sprites at the same time

    - by Stephen
    Ok so I have created a spiraling animation for a football and I want to be able to run it on 2 sprites at the same time. This is what I have done. CCAnimation* footballAnim = [CCAnimation animationWithFrame:@"Football" frameCount:60 delay:0.005f]; spiral = [CCAnimate actionWithAnimation:footballAnim]; CCRepeatForever* repeat = [CCRepeatForever actionWithAction:spiral]; [Sprite1 runAction: repeat]; [Sprite2 runAction: repeat]; but it only runs the action on the first sprite. What am I doing wrong?

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  • Strict Pomodoro and other time management Chrome extensions

    - by kerry
    I have recently begun using the Pomodoro Technique to increase my productivity. However, I still find myself getting sucked in to the vortex of useless information that is the internet. With that in mind I began searching for a useful chrome extension to replace the Android Pomodoro app I have been using to manage my ‘doros. I even considered writing it myself. Luckily, I stumbled on one that had a similar featureset to what I was looking for. Strict Pomodoro is an excellent Chrome extension for practicing Pomodoro. Though lacking a few key features, such as the ability to set the duration of your pomodoros and breaks, it still has a key feature that helps me stay on task. It blocks time sucking websites. You can set filter lists and it will keep you from accessing them during a Pomodoro. Effectively reminding you to stay on task. Also, the author readily admits that it was quickly put together and new features may be added down the road. For now, it is still an excellent option. For those of you who do not practice Pomodoro but are trying to stay on task. The StayFocusd extension will effectively manage the amount of time you spend on useless (non-productive) sites. It also has a rich feature set that may be better for your work habits. OK, breaks over. Time to get back to work. 25 minutes at a time.

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  • Advice for beginner programmer

    - by user3461957
    I am beginner in software development. I noticed when I try to learn one technology let's say .NET I loose my grip over other for example Java. I thought it would be better to concentrate on one technology either Java or .NET to make significant advancement and be an expert, because they can be many details which one can ignore when keeps on changing between technologies. Is my decision right? Do experts choose this approach? Update: Should I pursue my career knowing one technology or not?

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  • SQL Solstice

    - by andyleonard
    Introduction My friends in North Carolina have decided to create a new event called SQL Solstice . Details: 18 - 20 Aug 2011 Holiday Inn Brownstone & Conference Center 1707 Hillsborough Street - Raleigh, NC 27605 Toll Free 800-331-7919 18 Aug - A Day of Deep Dives ($259) Day-long presentations delivered by folks with real-world, hands-on experience. Louis Davidson on Database Design Andrew Kelly on Performance Tuning Jessica M. Moss on Reporting Services Ed Wilson on Powershell (me) on SSIS 19...(read more)

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  • How to avoid big and clumpsy UITableViewController on iOS?

    - by Johan Karlsson
    I have a problem when implementing the MVC-pattern on iOS. I have searched the Internet but seems not to find any nice solution to this problem. Many UITableViewController implementations seems to be rather big. Most example I have seen lets the UITableViewController implement UITableViewDelegate and UITableViewDataSource. These implementations are a big reason why UITableViewControlleris getting big. One solution would be to create separate classes that implements UITableViewDelegate and UITableViewDataSource. Of course these classes would have to have a reference to the UITableViewController. Are there any drawbacks using this solution? In general I think you should delegate the functionality to other "Helper" classes or similar, using the delegate pattern. Are there any well established ways of solving this problem? I do not want the model to contain to much functionality, nor the view. A believe that the logic should really be in the controller class, since this is one of the cornerstones of the MVC-pattern. But the big question is; How should you divide the controller of a MVC-implementation into smaller manageable pieces? (Applies to MVC in iOS in this case) There might be a general pattern for solving this, although I am specifically looking for a solution for iOS. Please give an example of a good pattern for solving this issue. Also an argument why this solution is awesome.

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  • Recap - SQL Saturday 151 in Orlando

    - by KKline
    It's always a feel-good experience for me to return to SQL Saturday in Orlando, the place where SQL Saturdays were started by Andy Warren ( Twitter | Blog ). On this trip, I delivered a full-day, pre-conference seminar on Troubleshooting and Performance Tuning SQL Server. I also delivered a session on SQL Server Internals and Architecture to a totally packed house. For those of you who emailed me directly, here's the link for the special SQL Sentry offer . I got to attend the extended events session...(read more)

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  • What guidelines do you suggest for using Objective-C Properties?

    - by adarsha
    Objective-C 2.0 introduced properties. While I personally think properties are nice addition to the language, I have seen a trend of making every instance variable as a property. Apple sample codes are no exceptions to this. I believe this is against the spirit of OOP, and since it exposes a lot more implementation details of a class to the client than they need to know. What guidelines do you suggest for the proper usage properties in Objective C?

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  • How do I approach large companies if I have a killer mobile game idea?

    - by Balázs Dávid
    I have an idea for a game that has potential, but I'm not a programmer. How do I tell this to development companies without having my idea stolen? All I want from the company is for somebody to watch a three minute long video presentation about my idea and if they see potential in it then we can talk about the details. I have already sent an e-mail to several big companies that have the expertise needed to code the game, they haven't answered me. Actually the idea is nothing fancy, no 3D, but fun and unique.

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  • Is it customary for software companies to forbid code authors from taking credit for their work? do code authors have a say?

    - by J Smith
    The company I work for has decided that the source code for a set of tools they make available to customers is also going to be made available to those customers. Since I am the author of that source code, and since many source code files have my name written in them as part of class declaration documentation comments, I've been asked to remove author information from the source code files, even though the license headers at the beginning of each source file make it clear that the company is the owner of the code. Since I'm relatively new to this industry I was wondering whether it's considered typical for companies that decide to make their source code available to third parties to not allow the code authors to take some amount of credit for their work, even when it's clear that the code author is not the owner of the code. Am I right in assuming that I don't have a say on the matter?

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  • cocos2d-x - object creation and management in game design

    - by Jason
    How do others keep track of everything going on in their games? I am working on a new game and I am quickly realizing everything that I need to keep track of. Example: Maybe a layerManager that keeps track of all the layers and what is happening for a particular scene. Maybe a sceneManager for sharing objects among scenes But then getting to game play itself, what if you have 100 objects on the screen each with its own state and happenings, there needs tobe a way to keep track of all of that. Drawing everything out is really helping me. Can anyone share with me how they go about object tracking/management? I am seeing a few different managers and then maybe even a parent object that manages the managers..is my thinking way off? Any design patterns that may be useful for me to read about? Update: doing some reading and maybe a Factory pattern might apply.

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  • tunnel effect cocos2d

    - by samfisher
    I am looking to create a similar tunnel effect in COCOS2D (iOS). Could anyone suggest any pointers? ref Video 1 ref Video 2 Till now I have tried with several ring shape sprites with decreasing scale and positioned center to a same point and keeping Z decreasing as well for each smaller sprite. With that, animating it with CCScaleTo and changing the size to 2.0 with animation duration but it does not come anyway near to the tunnel effect shown in the reference. Thanks, sam

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  • Presenting at SQL Saturday #70 - Columbia SC

    - by andyleonard
    Introduction I'm honored to be presenting at SQL Saturday #70 in Coumbia SC 19 Mar 2011! Its always good to travel to places where I don't have to suppress my accent (what accent? I talk normal. Everyone else sounds funny...) and repeat my order at Waffle House . It's always an honor to hang out with The Keeper of the Duck (K. Brian Kelley) ( Blog | @kbriankelley ) and the cool crew in Columbia. Presentations There are some stellar presentations from awesome speakers scheduled for the event... plus...(read more)

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  • Is "no installation" software a good thing?

    - by Yaron Naveh
    I am building an application that will, hopefully, be used by developers. To be appealing to developers I want it to be lightweight, small in size, and with no installation (e.g. xcopy). I trust more an application without installation to not put garbage in my registry, to be lightweight etc. My friend thinks the opposite: An installer puts shortcuts on the desktop / menu for me, it ensures cleanup via the uninstaller, and seems more official. I'm curious - what is everyone's take on this?

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  • Presenting at SQLBits 9!

    - by andyleonard
    Introduction 2011 is turning into The Year of Pre-Cons! SQLBits 9 , Here I Come! (Love this graphic!) There are some awesome pre-conference sessions lined up for SQLBits 9 Training Day by presenters such as: Allen White, Maciej Pilecki, Matt Masson, Christian Bolton, Satya SK Jayanty, Marco Russo, Duncan Sutcliffe, Jeremy Kashel, and Martijn Evers. Plus me! I know – I can hardly believe it myself! As I type this, I’m working on a gig in Saskatchewan. I had to learn to speak Canadian for the trip...(read more)

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  • Corona SDK: Animation takes a long time to play after "prepare" step

    - by Michael Taufen
    First off, I'm using the current publicly available build, version 2011.704 I'm building a platformer, and have a character that runs along and jumps when the screen is tapped. While jumping, the animation code has him assume a svelte jumping pose, and upon the detection of a collision with the ground, he returns to running. All of this happens. The problem is that there is this strange gap of time, about 1/2 a second by the feel of it, where my character sits on the first frame of the run animation after landing, before it actually starts playing. This leads me to believe that the problem is somewhere between the "prepare" step of loading up a sprite set's animation sequence and the "play" step. Thanks in advance for any help :). My code for when my character lands is as follows: local function collisionHandler ( event ) if (event.object1.myName == "character") and (event.object2.type == "terrain") then inAir = false characterInstance:prepare( "run" ) -- TODO: time between prepare and play is curiously long... characterInstance:play() end end

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  • problem in array of shooter sprites which contain different colour bubbles

    - by prakash s
    everyone i am developing bubble shooter game in cocos2d I have placed shooter array which contain different color bubbles like this 00000000 it is 8 bubbles array if i tap the screen, first bubbles should move for shooting the target .png .And if i again tap the screen again 2nd position bubble should move for shooting the target.png bubbles,how it will possible for me because i have already created the array of target which contain different color bubbles, here i write the code : - (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { // Choose one of the touches to work with UITouch *touch = [touches anyObject]; CGPoint location = [touch locationInView:[touch view]]; location = [[CCDirector sharedDirector] convertToGL:location]; // Set up initial location of projectile CGSize winSize = [[CCDirector sharedDirector] winSize]; NSMutableArray * movableSprites = [[NSMutableArray alloc] init]; NSArray *images = [NSArray arrayWithObjects:@"1.png", @"2.png", @"3.png", @"4.png",@"5.png",@"6.png",@"7.png", @"8.png", nil]; for(int i = 0; i < images.count; ++i) { int index = (arc4random() % 8)+1; NSString *image = [NSString stringWithFormat:@"%d.png", index]; CCSprite*projectile = [CCSprite spriteWithFile:image]; //CCSprite *projectile = [CCSprite spriteWithFile:@"3.png" rect:CGRectMake(0, 0,256,256)]; [self addChild:projectile]; [movableSprites addObject:projectile]; float offsetFraction = ((float)(i+1))/(images.count+1); //projectile.position = ccp(20, winSize.height/2); //projectile.position = ccp(18,0 ); //projectile.position = ccp(350*offsetFraction, 20.0f); projectile.position = ccp(10/offsetFraction, 20.0f); // projectile.position = ccp(projectile.position.x,projectile.position.y); // Determine offset of location to projectile int offX = location.x - projectile.position.x; int offY = location.y - projectile.position.y; // Bail out if we are shooting down or backwards if (offX <= 0) return; // Ok to add now - we've double checked position //[self addChild:projectile]; // Determine where we wish to shoot the projectile to int realX = winSize.width + (projectile.contentSize.width/2); float ratio = (float) offY / (float) offX; int realY = (realX * ratio) + projectile.position.y; CGPoint realDest = ccp(realX, realY); // Determine the length of how far we're shooting int offRealX = realX - projectile.position.x; int offRealY = realY - projectile.position.y; float length = sqrtf((offRealX*offRealX)+(offRealY*offRealY)); float velocity = 480/1; // 480pixels/1sec float realMoveDuration = length/velocity; // Move projectile to actual endpoint [projectile runAction:[CCSequence actions: [CCMoveTo actionWithDuration:realMoveDuration position:realDest], [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)], nil]]; // Add to projectiles array projectile.tag = 1; [_projectiles addObject:projectile]; } }

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  • February SQLPeople!

    - by andyleonard
    Late last year I announced an exciting new endeavor called SQLPeople . At the end of 2010 I announced the 2010 SQLPeople Person of the Year . SQLPeople is off to a great start. Thanks to all who have made our second month awesome - those willing to share and respond to interview requests and those who are enjoying the interviews! Here's a summary of February 2011 SQLPeople: February 2011 Interviews Karen Lopez Stacia Misner Jack Corbett Kalen Delaney Adam Machanic Kevin Kline John Welch Mladen Prajdic...(read more)

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  • How to achieve uniform speed of movement on a bezier curve in cocos 2d?

    - by Andrey Chernukha
    I'm an absolute beginner in cocos2 , actually i started dealing with it yesterday. What i'm trying to do is moving an image along Bezier curve. This is how i do it - (void)startFly { [self runAction:[CCSequence actions: [CCBezierBy actionWithDuration:timeFlying bezier:[self getPathWithDirection:currentDirection]], [CCCallFuncN actionWithTarget:self selector:@selector(endFly)], nil]]; } My issue is that the image moves not uniformly. In the beginning it's moving slowly and then it accelerates gradually and at the end it's moving really fast. What should i do to get rid of this acceleration?

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  • Extra fire simulation on iPad device

    - by Nezam
    I have with me an iOS app for iPad which creates a few fire simulations over a png.Well,its working well exactly how we wanted it but when we are testing it on a device,we get an extra fire simulation.Heres the screen: iPad Simulator: This is how it should display (iPad Simulation) iPad Device: This is how its displaying (iPad Device) M ready to share whichever portion of my code which gets me to my solution once someone gets hit here.Thanks in advance

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  • Good resources and tools for modern, heavy JavaScript development?

    - by Matt Greer
    I am interested in doing some projects that involve heavy use of JavaScript. Namely HTML5 based canvas games, potentially using node.js as well. I am interested in learning modern best practices, tools and resources for JavaScript. JavaScript is tough to research because you end up wading through a lot of really outdated material, hailing from the times that "JavaScript" was a four letter word. If you are heavily involved in JavaScript programming... What text editor or IDE do you use? What unit testing framework do you use? Do you use Selenium, or something else? What other tools do you use? What communities exist that discuss recent advents in JavaScript? What books do you read/refer to? What blogs do you read?

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  • C Problem with Compiler?

    - by Solomon081
    I just started learning C, and wrote my hello world program: #include <stdio.h> main() { printf("Hello World"); return 0; } When I run the code, I get a really long error: Apple Mach-O Linker (id) Error Ld /Users/Solomon/Library/Developer/Xcode/DerivedData/CProj-cwosspupvengheeaapmkrhxbxjvk/Build/Products/Debug/CProj normal x86_64 cd /Users/Solomon/Desktop/C/CProj setenv MACOSX_DEPLOYMENT_TARGET 10.7 /Developer/usr/bin/clang -arch x86_64 -isysroot /Developer/SDKs/MacOSX10.7.sdk -L/Users/Solomon/Library/Developer/Xcode/DerivedData/CProj-cwosspupvengheeaapmkrhxbxjvk/Build/Products/Debug -F/Users/Solomon/Library/Developer/Xcode/DerivedData/CProj-cwosspupvengheeaapmkrhxbxjvk/Build/Products/Debug -filelist /Users/Solomon/Library/Developer/Xcode/DerivedData/CProj-cwosspupvengheeaapmkrhxbxjvk/Build/Intermediates/CProj.build/Debug/CProj.build/Objects-normal/x86_64/CProj.LinkFileList -mmacosx-version-min=10.7 -o /Users/Solomon/Library/Developer/Xcode/DerivedData/CProj-cwosspupvengheeaapmkrhxbxjvk/Build/Products/Debug/CProj ld: duplicate symbol _main in /Users/Solomon/Library/Developer/Xcode/DerivedData/CProj-cwosspupvengheeaapmkrhxbxjvk/Build/Intermediates/CProj.build/Debug/CProj.build/Objects-normal/x86_64/helloworld.o and /Users/Solomon/Library/Developer/Xcode/DerivedData/CProj-cwosspupvengheeaapmkrhxbxjvk/Build/Intermediates/CProj.build/Debug/CProj.build/Objects-normal/x86_64/main.o for architecture x86_64 Command /Developer/usr/bin/clang failed with exit code 1 I am running xCode Should I reinstall DevTools?

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