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  • Engine Start and Stop Show Abnormal Behaviour

    - by Siddharth
    In my game, when I pause the game using mEngine.stop() it works perfectly but when I press resume button that has code mEngine.start() it provide some movement to the physics body. So the created body does not stand at its desire position after the resuming the game. That fault I have found in other game developed by other developer also. So please provide some guidance for it. I also tried with mScene.onUpdate(0) and mScene.onUpdate(1) but I does not able to found anything new from it.

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  • Game programming and quantity of timers

    - by andresjb
    I've made a simple 2D game engine using C# and DirectX and it's fully functional for the demo I made to test it. I have a Timer object that uses QueryPerformanceCounter and I don't know what's the better choice: use only one timer in the game loop to update everything in the game, or an independent timer in every object that needs one. My worry is that when I try to implement threads, what will happen with timers? What happens with the sync?

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  • 2d engine with WebGL

    - by Philipp
    I am currently developing a HTML5 canvas game with a sprite-based 2d engine. The engine is working well so far, but now I thought that I could maybe add some cool graphic effects when I would re-implement the whole engine with WebGL. The whole graphic engine would stay strictly two-dimensional (think of it as a 3d world where the z coordinate of all vertices is 0.0). What I hope to gain from this is the ability to use pixel shaders to create special effects. I also think that the performance could improve. What do you think about that plan?

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  • How should i learn to make a game in c++ [on hold]

    - by Foo
    I been having a lot of trouble making a game by myself in c++. I know c++, I know how to implement anything I just don't know how to make all the classes work into a game it just turn into a lot of useless coding and the game never get off the basic drawing, input etc. I read sfml game developemt and the choice the author make are working and I say to myself "I would have never thought of making a scene node class and doing x that way" I just think I can't put my thoughts into working classes and make them communite the right way and make it work. Any help. Sorry I got bad English and I am not a native English speaker. And a grammar edits are welcome and tag fixing.

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  • Rush Hour - Solving the game

    - by Rubys
    Rush Hour if you're not familiar with it, the game consists of a collection of cars of varying sizes, set either horizontally or vertically, on a NxM grid that has a single exit. Each car can move forward/backward in the directions it's set in, as long as another car is not blocking it. You can never change the direction of a car. There is one special car, usually it's the red one. It's set in the same row that the exit is in, and the objective of the game is to find a series of moves (a move - moving a car N steps back or forward) that will allow the red car to drive out of the maze. I've been trying to think how to solve this problem computationally, and I can really not think of any good solution. I came up with a few: Backtracking. This is pretty simple - Recursion and some more recursion until you find the answer. However, each car can be moved a few different ways, and in each game state a few cars can be moved, and the resulting game tree will be HUGE. Some sort of constraint algorithm that will take into account what needs to be moved, and work recursively somehow. This is a very rough idea, but it is an idea. Graphs? Model the game states as a graph and apply some sort of variation on a coloring algorithm, to resolve dependencies? Again, this is a very rough idea. A friend suggested genetic algorithms. This is sort of possible but not easily. I can't think of a good way to make an evaluation function, and without that we've got nothing. So the question is - How to create a program that takes a grid and the vehicle layout, and outputs a series of steps needed to get the red car out? Sub-issues: Finding some solution. Finding an optimal solution (minimal number of moves) Evaluating how good a current state is Example: How can you move the cars in this setting, so that the red car can "exit" the maze through the exit on the right?

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  • Touching an object in a tweened animation?

    - by Michael
    I'm having trouble porting a simple game I developed for the iPhone over to Android. The game has an animated ball which moves from Point A to Point B. The user must touch the ball before it reaches point B or lose the game. This was easy to implement on the iPhone using Core Animation since I could locate the current position of the ball by accessing its animation layer. In Android, I attempted to recreate the game using tweened animation and represented the ball as a Drawable. My issue is that I can't determine if the user is touching the spot because the Drawable apparently bounds do not update as the ball visually moves - making the program think the ball is always in its original position. While searching these forums I saw an Android team dev. confirm that you can't get the current location in a tweened animation but offered no solution for a workaround. Can I accomplish this on the Android using my current approach? If not, what approach should I use? Best regards, Michael

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  • Parsing unicode XML with Python SAX on App Engine

    - by Derek Dahmer
    I'm using xml.sax with unicode strings of XML as input, originally entered in from a web form. On my local machine (python 2.5, using the default xmlreader expat, running through app engine), it works fine. However, the exact same code and input strings on production app engine servers fail with "not well-formed". For example, it happens with the code below: from xml import sax class MyHandler(sax.ContentHandler): pass handler = MyHandler() # Both of these unicode strings return 'not well-formed' # on app engine, but work locally xml.parseString(u"<a>b</a>",handler) xml.parseString(u"<!DOCTYPE a[<!ELEMENT a (#PCDATA)> ]><a>b</a>",handler) # Both of these work, but output unicode xml.parseString("<a>b</a>",handler) xml.parseString("<!DOCTYPE a[<!ELEMENT a (#PCDATA)> ]><a>b</a>",handler) resulting in the error: File "<string>", line 1, in <module> File "/base/python_dist/lib/python2.5/xml/sax/__init__.py", line 49, in parseString parser.parse(inpsrc) File "/base/python_dist/lib/python2.5/xml/sax/expatreader.py", line 107, in parse xmlreader.IncrementalParser.parse(self, source) File "/base/python_dist/lib/python2.5/xml/sax/xmlreader.py", line 123, in parse self.feed(buffer) File "/base/python_dist/lib/python2.5/xml/sax/expatreader.py", line 211, in feed self._err_handler.fatalError(exc) File "/base/python_dist/lib/python2.5/xml/sax/handler.py", line 38, in fatalError raise exception SAXParseException: <unknown>:1:1: not well-formed (invalid token) Any reason why app engine's parser, which also uses python2.5 and expat, would fail when inputting unicode?

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  • Optimising RSS parsing on App Engine to avoid high CPU warnings

    - by Danny Tuppeny
    I'm pulling some RSS feeds into a datastore in App Engine to serve up to an iPhone app. I use cron to schedule updating the RSS every x minutes. Each task only parses one RSS feed (which has 15-20 items). I frequently get warnings about high CPU usage in the App Engine dashboard, so I'm looking for ways to optimise my code. Currently, I use minidom (since it's already there on App Engine), but I suspect it's not very efficient! Here's the code: dom = minidom.parseString(urlfetch.fetch(url).content) if dom: items = [] for node in dom.getElementsByTagName('item'): item = RssItem( key_name = self.getText(node.getElementsByTagName('guid')[0].childNodes), title = self.getText(node.getElementsByTagName('title')[0].childNodes), description = self.getText(node.getElementsByTagName('description')[0].childNodes), modified = datetime.now(), link = self.getText(node.getElementsByTagName('link')[0].childNodes), categories = [self.getText(category.childNodes) for category in node.getElementsByTagName('category')] ); items.append(item); db.put(items); def getText(self, nodelist): rc = '' for node in nodelist: if node.nodeType == node.TEXT_NODE: rc = rc + node.data return rc There isn't much going on, but the scripts often take 2-6 seconds CPU time, which seems a bit excessive for looping through 20ish items and reading a few attributes. What can I do to make this faster? Is there anything particularly bad in the above code, or should I change to another way of parsing? Are there are any libraries (that work on App Engine) that would be better, or would I be better parsing the RSS myself?

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  • Media recommendation engine - Single user system - How to start

    - by Microkernel
    Hi guys, I want to implement a media recommendation engine. I saw a similar posts on this, but I think my requirements are bit different from those, so posting here. Here is the deal. I want to implement a recommendation engine for media players like VLC, which would be an engine that has to care for only single user. Like, it would be embedded in a media player on a PC which is typically used by single user. And it will start learning the likes and dislikes of the user and gradually learns what a user likes. Here it will not be able to find similar users for using their data for recommendation as its a single user system. So how to go about this? Or you can consider it as a recommendation engine that has to be put in say iPods, which has to learn about a single user and recommend music/Movies from the collections it has. I thought of start collecting the genre of music/movies (maybe even artist name) that user watches and recommend movies from the most watched Genre, but it look very crude, isn't it? So is there any algorithms I can use or any resources I can refer up to? Regards, MicroKernel :)

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  • PHP programmer wanting to learn Flash game development

    - by grokker
    Hi! I'm currently a PHP programmer and one of my childhood dreams is to create a game. A game to show my friends or my children when the time comes :) The problem is I don't know Flash. I'm not great at drawing stuff or even artistic. I could program a little with Javascript and I could consider myself intermediate with jQuery. So my question is, how do I get started? What books do I read first? What's the steps that I should take on this journey? Thank you SO friends. I hope you all could help me create something I could be proud of :) P.S. I'm just assuming that Flash is the easiest way to create and show to other people my game. Anyway I'm very open for other suggestions! My game in mind is a side scroller about an indiana jones type of character and the setting is on the jungle with trees and snakes and a lot of animals!

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  • Deploy GWT Application to Google App Engine using NetBeans

    - by Yan Cheng CHEOK
    Hello, I try to deploy a GWT application, to Google App Engine using NetBeans. I had successful run GWT sample http://code.google.com/webtoolkit/doc/latest/tutorial/create.html using Personal GlassFish v3 Prelude Domain, by 1) Copy generated source code from StockWatcher to C:\Projects\StockWatcherNetbeans\src\java\com\google\ 2) Modify C:\Projects\StockWatcherNetbeans\nbproject\gwt.properties gwt.module=com.google.gwt.stockwatcher.StockWatcher 3) Select Personal GlassFish v3 Prelude Domain, and run. All works fine! Now, I try to select Google App Engine server, and run. However, I get the error "There is no appengine web project opened!" I check... There is file called C:\Projects\StockWatcherNetbeans\war\WEB-INF\appengine-web.xml with content <?xml version="1.0" encoding="UTF-8"?> <appengine-web-app xmlns="http://appengine.google.com/ns/1.0" xmlns:xsi='http://www.w3.org/2001/XMLSchema-instance' xsi:schemaLocation='http://kenai.com/projects/nbappengine/downloads/download/schema/appengine-web.xsd appengine-web.xsd'> <application>StockWatcherNetbeans</application> <version>1</version> </appengine-web-app> I am using NetBeans 6.7.1 GWT4NB (GWT Plugin for NetBeans) 2.6.12 Google App Engine plugin for NetBeans from http://kenai.com/downloads/nbappengine/1.0_NetBeans671/updates.xml Anything I had missed out? Even when I right click to the project, the Deploy to Google App Engine options is disabled. And yes, please do not ask me why not use Eclipse.

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  • Agile language for 2d game prototypes?

    - by instanceofTom
    Occasionally ( read: when my fiancé allows ) I like to prototype different game or game-like ideas I have. Usually I use Java or C# (not xna yet) because they are the languages I have the most practice with. However I would like to learn something more suited to agile development; a language in which it would be easier to knock out quick prototypes. At my job I have recently been working with looser (weak/dynamically typed) languages, specifically python and groovy, and I think something similar would fit what I am looking for. So, my question is: What languages (and framework/engine) would be good for rapidly developing prototypes of 2d game concepts? A few notes: I don't need blazing fast bitcrunching performance. In this case I would strongly prefer ease of development over performance. I'd like to use a language with a healthy community, which to me means a fair amount of maintained 3rd party, libraries. I'd like the language to be cross-platform friendly, I work on a variety of different operating systems and would like something that is portable with minimum effort. I can't imagine myself using a language with out decent options for debugging and editor syntax highlighting support. Note: If you are aware of a Java or C# library/framework that you think streamlines producing game prototypes I open to learning something new for those languages too

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  • Google I/O 2010 - Testing techniques for Google App Engine

    Google I/O 2010 - Testing techniques for Google App Engine Google I/O 2010 - Testing techniques for Google App Engine App Engine 201 Max Ross We typically write tests assuming that our development stack closely resembles our production stack. What if our target environment only lives in the cloud? We will highlight the key differences between typical testing techniques and Google App Engine testing techniques. We will also present concrete strategies for testing against local and cloud-based implementations of App Engine services. Finally, we will explain how to use App Engine as a highly parallel test harness that runs existing test suites without modification. For all I/O 2010 sessions, please go to code.google.com/events/io/2010/sessions.html From: GoogleDevelopers Views: 6 1 ratings Time: 54:29 More in Science & Technology

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  • Google I/O 2010 - Data migration in App Engine

    Google I/O 2010 - Data migration in App Engine Google I/O 2010 - Data migration in App Engine App Engine 201 Matthew Blain Learn about the App Engine bulk loader and see an example of migrating data from an external data source into the app engine datastore--and back out. Do you have data stored in a traditional, relational DB which you'd like to upload to App Engine? This session will teach you how. For all I/O 2010 sessions, please go to code.google.com From: GoogleDevelopers Views: 6 0 ratings Time: 44:26 More in Science & Technology

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  • O'Reilly Deal of the day - 10/June/2012 - Introducing HTML5 Game Development

    - by TATWORTH
    Today's deal of the day from O'Reilly at http://shop.oreilly.com/product/0636920022633.do?code=DEAL is Introducing HTML5 Game Development"Making video games is hard work that requires technical skills, a lot of planning, and—most critically—a commitment to completing the project. With this hands-on guide, you’ll learn step-by-step how to create a real 2D game from start to finish. In the process, you’ll use Impact, the JavaScript game framework that works with HTML5’s Canvas element. Not only will you pick up important tips about game design, you’ll also learn how to publish Impact games to the Web, desktop, and mobile—including a method to package your game as a native iOS app. Packed with screen shots and sample code, this book is ideal for game developers of all levels."

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  • How does having the Debugger change the game execution on an XBOX 360?

    - by Sebastian Gray
    So I thought my issue was relating to the difference between a Debug and a Release build as per this question: What's the difference between a "Release" Xbox 360 build and a "Debug" one? but I've since found that if I go ahead and build a Creators Club version of the game using a Debug build and deploy to the XBOX, I get the same experience I had with the Release version of my game. However if I run the game from Visual Studio using F5 and having set the XBOX as the default platform, then the game runs as expected. If I change from Debug to Release and run with CTRL+F5 then the game also works as expected. How would running the game with the debugger attached change the results I am getting in game? Is there any way that I can use the same approach or change the default compilation of the game so that I can use this approach to release my game?

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  • Java 2D Game Frameworks

    - by Software Monkey
    I have been looking at frameworks for writing 2D games in Java - part of a growing desire to rediscover my roots in writing those simple but addictive video games. I have googled and found some possibilities, but it's hard to judge which is best without investing significant time in each. Does anyone out there have any recommendations from experience, preferably with a list of pro's and con's for the framework. NOTE: I am not looking so much for comparisons between frameworks but, rather, feedback on any given framework from actually having used it firsthand, or knowing someone who has. The other possibility I am considering is rolling my own, but would rather not. EDIT: I am targeting Java on the Desktop, and expect capable machines, though not state of the art. Some of the 2D engines I have found: Free PulpCore (License: BSD) Slick2D (License: BSD) GTGE - Golden T Game Engine JGame GAGE - Genuine Advantage Gaming Engine GameFrame for Java Basilisk (2D and 3D) Free for non-commercial use Genuts EasyWay - a high-level 2D engine

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  • MVC in a Google App Engine Java world

    - by thatismatt
    I'm coming to Java from C# & ASP.NET MVC, I'd love to find an equivalent in the Java world that I could use on the Google App Engine. I've already started to have a play with FreeMarker and even made the first steps towards writing a very simple framework. Ideally I wouldn't have to do all the hard work though, someone must have done this already! So my question is - what frameworks are there out there that would be familiar for me coming from ASP.NET MVC and I could use them on Google App Engine for Java. The key things I'd want are: Simple Routing - /products/view/1 gets mapped to the view action of the products controller with the productid of 1 Template Engine - some way of easily passing 'ViewData' to the view, and from the view easily accessing it, ideally I'd love to avoid anything that is too XMLy (thus why I like FreeMarker).

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  • Django and App Engine

    - by notnoop
    I wanted to check the status of running Django on the Google App Engine currently and what the benefits of running django on GAE over simply using Webapp. Django main killer feature, IMHO, is the reuseable apps and middleware. Unfortunately, most current Django apps use models or model forms (django-tags, django-reviews, django-profiles, Pinax apps). So what are the remaining features or benefits that django has that can still run in Google App Engine (other than what's disabled: the popular django apps, session and authentication middleware, users and admin, models, etc). Also, is there a list of the Django apps that work in App Engine as well?

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  • JAVA Classes in Game programming.

    - by Gabriel A. Zorrilla
    I'm doing a little strategy game to help me learn Java in a fun way. The thing is I visioned the units as objects that would self draw on the game map (using images and buffering) and would react to the mouse actions with listeners attached to them. Now, based on some tutorials I've been reading regarding basic game programming, all seems to be drawn in the Graphics method of my Map class. If a new unit emerges, i just update the Map.Graphics method, it's not as easy as making a new Unit object which would self draw... In this case, I'd be stuck with a whole bunch of Map methods instead of using classes for rendering new things. So my question is, is it possible to use classes for rendering units, interface objects, etc, or i'll have to create methods and just do some kind of structural programming instead of object oriented? I'm a little bit confused and I'd like to have a mental blueprint of how things would be organized. Thanks!

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  • Google App Engine - Calling getSession().invalidate(); causes app engine to act weird.

    - by Spines
    When I call hreq.getSession().invalidate(); app engine slows down tremendously. I looked at appstats and saw that on a page where no database calls are made, it was calling memcache.get and datastore.get 23 times each. The stack trace of these calls showed that it was being called from getSession(). This only happens on the production server. Every time I make a request to a page, it makes a bunch of memcache and datastore calls. This slow down goes away though when i restart my browser. When I changed the code to simply set the isLoggedIn property of the session to false, rather than calling hreq.getSession().invalidate();, everything was fine. As a test, I didn't invalidate my session, but I changed the value of my browser's session cookie, and the app engine exhibited the same behavior. Is this a bug with the app engine?

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  • Choosing a scripting language for game and implementing it

    - by Radius
    Hello, I am currently developing a 3D Action/RPG game in C++, and I would like some advice in choosing a scripting language to program the AI of the game. My team comes from a modding background, and in fact we are still finishing work on a mod of the game Gothic. In that game (which we also got our inspiration from) the language DAEDALUS (created by Piranha Bytes, the makers of the game) is used. Here is a full description of said language. The main thing to notice about this is that it uses instances moreso than classes. The game engine is closed, and so one can only guess about the internal implementation of this language, but the main thing I am looking for in a scripting language (which ideally would be quite similar but preferably also more powerful than DAEDALUS) is the fact that there are de facto 3 'separations' of classes - ie classes, instances and (instances of instances?). I think it will be easier to understand what I want if I provide an example. Take a regular NPC. First of all you have a class defined which (I understand) mirrors the (class or structure) inside the engine: CLASS C_NPC { VAR INT id ; // absolute ID des NPCs VAR STRING name [5] ; // Namen des NPC VAR STRING slot ; VAR INT npcType ; VAR INT flags ; VAR INT attribute [ATR_INDEX_MAX] ; VAR INT protection [PROT_INDEX_MAX]; VAR INT damage [DAM_INDEX_MAX] ; VAR INT damagetype ; VAR INT guild,level ; VAR FUNC mission [MAX_MISSIONS] ; var INT fight_tactic ; VAR INT weapon ; VAR INT voice ; VAR INT voicePitch ; VAR INT bodymass ; VAR FUNC daily_routine ; // Tagesablauf VAR FUNC start_aistate ; // Zustandsgesteuert // ********************** // Spawn // ********************** VAR STRING spawnPoint ; // Beim Tod, wo respawnen ? VAR INT spawnDelay ; // Mit Delay in (Echtzeit)-Sekunden // ********************** // SENSES // ********************** VAR INT senses ; // Sinne VAR INT senses_range ; // Reichweite der Sinne in cm // ********************** // Feel free to use // ********************** VAR INT aivar [50] ; VAR STRING wp ; // ********************** // Experience dependant // ********************** VAR INT exp ; // EXerience Points VAR INT exp_next ; // EXerience Points needed to advance to next level VAR INT lp ; // Learn Points }; Then, you can also define prototypes (which set some default values). But how you actually define an NPC is like this: instance BAU_900_Ricelord (Npc_Default) //Inherit from prototype Npc_Default { //-------- primary data -------- name = "Ryzowy Ksiaze"; npctype = NPCTYPE_GUARD; guild = GIL_BAU; level = 10; voice = 12; id = 900; //-------- abilities -------- attribute[ATR_STRENGTH] = 50; attribute[ATR_DEXTERITY] = 10; attribute[ATR_MANA_MAX] = 0; attribute[ATR_MANA] = 0; attribute[ATR_HITPOINTS_MAX]= 170; attribute[ATR_HITPOINTS] = 170; //-------- visuals -------- // animations Mdl_SetVisual (self,"HUMANS.MDS"); Mdl_ApplyOverlayMds (self,"Humans_Arrogance.mds"); Mdl_ApplyOverlayMds (self,"HUMANS_DZIDA.MDS"); // body mesh ,bdytex,skin,head mesh ,headtex,teethtex,ruestung Mdl_SetVisualBody (self,"Hum_Body_CookSmith",1,1,"Hum_Head_FatBald",91 , 0,-1); B_Scale (self); Mdl_SetModelFatness(self,2); fight_tactic = FAI_HUMAN_STRONG; //-------- Talente -------- Npc_SetTalentSkill (self,NPC_TALENT_1H,1); //-------- inventory -------- CreateInvItems (self, ItFoRice,10); CreateInvItem (self, ItFoWine); CreateInvItems(self, ItMiNugget,40); EquipItem (self, Heerscherstab); EquipItem (self, MOD_AMULETTDESREISLORDS); CreateInvItem (self, ItMi_Alchemy_Moleratlubric_01); //CreateInvItem (self,ItKey_RB_01); EquipItem (self, Ring_des_Lebens); //-------------Daily Routine------------- daily_routine = Rtn_start_900; }; FUNC VOID Rtn_start_900 () { TA_Boss (07,00,20,00,"NC_RICELORD"); TA_SitAround (20,00,24,00,"NC_RICELORD_SIT"); TA_Sleep (24,00,07,00,"NC_RICEBUNKER_10"); }; As you can see, the instance declaration is more like a constructor function, setting values and calling functions from within. This still wouldn't pose THAT much of a problem, if not for one more thing: multiple copies of this instance. For example, you can spawn multiple BAU_900_Ricelord's, and each of them keeps track of its own AI state, hitpoints etc. Now I think the instances are represented as ints (maybe even as the id of the NPC) inside the engine, as whenever (inside the script) you use the expression BAU_900_Ricelord it can be only assigned to an int variable, and most functions that operate on NPCs take that int value. However to directly modify its hitpoints etc you have to do something like var C_NPC npc = GetNPC(Bau_900_Ricelord); npc.attribute[ATR_HITPOINTS] = 10; ie get the actual C_NPC object that represents it. To finally recap - is it possible to get this kind of behaviour in any scripting languages you know of, or am I stuck with having to make my own? Or maybe there is an even better way of representing NPC's and their behaviours that way. The IDEAL language for scripting for me would be C#, as I simply adore that language, but somehow I doubt it is possible or indeed feasible to try and implement a similar kind of behaviour in C#. Many thanks

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  • Game Key Events: Event or Method Overload?

    - by Ell
    If you were going to develop a game in say, Ruby, and you were provided with a game framework, would you rather act on key up/down events by overloading a method on the main window like so: class MyGameWindow < Framework::GameWindow def button_down(id) case id when UpArrow do_something when DownArrow do_something end end end Or have an event class with which you can make a method and assign a handle to it, like so: class MyGameWindow < Framework::GameWindow def initialize key_down.add_handler(method(:do_something)) end def do_something puts "blah blah" end end Please give your views, which do you think would be better in a game developement area, and thanks in advance, ell.

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  • How to add monsters to a Pokemon game?

    - by Michael J. Hardy
    My friends and I are starting a game like Pokemon and we wanted to know how will we add monsters to the game? We're using VisualBasic because my friend's brother said it would be easier. So far we can put pictures of the monsters on the screen and you can click to attack and stuff. Right now when we want to add a monster we have to make a new window. This will take us a long time to make all the windows for each type of monster. Is there a tool or something to make this go faster? How do game companies do this?

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  • Google App Engine - Help with running python shell comands from aptanna studio

    - by spidee
    Hi I'm somewhat of a newbie to python and I'm using app engine and aptanna studio - I need to run some python shell commands so that i can complete the tasks in this Tutorial on how to set up 118 and django. I have got this all working but i don't understand how i run the python commands to compile the dictionarys such as $ PYTHONPATH=/path/to/googleappengine/python/lib/django/ /path/to/googleappengine/python/lib/django/django/bin/make-messages.py -a To be honest - why am i saying that! I dont know where in aptanna studio i run this command -then worse I don't quite understand what exactly i type based on the above command line. My path to google app engine is D:\Program Files\Google\google_appengine\ Can anyone help shed some light on how i do this from aptanna / the root of my project?? Im following this Tutorial: http://makeyjl.blogspot.com/2009/02/using-djangos-i18n-in-google-app-engine.html

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