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  • Javascript game with css position

    - by newb125505
    I am trying to make a very simple helicopter game in javascript and I'm currently using css positions to move the objects. but I wanted to know if there was a better/other method for moving objects (divs) when a user is pressing a button here's a code i've got so far.. <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>Game 2 helicopter</title> <script type="text/javascript"> function num(x){ return parseInt(x.replace(/([^0-9]+)/g,'')); } function getPos(x, y){ var inum=Math.floor(Math.random()*(y+1-x)) + x; inum=inum; return inum; } function setTop(x,y){ x.style.top = y+'px'; } function setBot(x,y){ x.style.bottom = y+'px'; } function setLeft(x,y){ x.style.left = y+'px'; } function setRight(x,y){ x.style.right = y+'px'; } function getTop(x){ return num(x.style.top); } function getBot(x){ return num(x.style.bottom); } function getLeft(x){ return num(x.style.left); } function getRight(x){ return num(x.style.right); } function moveLeft(x,y){ var heli = document.getElementById('heli'); var obj = document.getElementById('obj'); var poss = [20,120,350,400]; var r_pos = getPos(1,4); var rand_pos = poss[r_pos]; xleft = getLeft(x)-y; if(xleft>0){ xleft=xleft; } else{ xleft=800; setTop(x,rand_pos); } setLeft(x,xleft); setTimeout(function(){moveLeft(x,y)},10); checkGame(heli,obj); } var heli; var obj; function checkGame(x,y){ var obj_right = getLeft(x) + 100; var yt = getTop(y); var yb = (getTop(y)+100); if(getTop(x) >= yt && getTop(x) <= yb && obj_right==getLeft(y)){ endGame(); } } function func(){ var x = document.getElementById('heli'); var y = document.getElementById('obj'); alert(getTop(x)+' '+getTop(y)+' '+(getTop(y)+200)); } function startGame(e){ document.getElementById('park').style.display='block'; document.getElementById('newgame').style.display='none'; heli = document.getElementById('heli'); obj = document.getElementById('obj'); hp = heli.style.top; op = obj.style.top; setTop(heli,20); setLeft(heli,20); setLeft(obj,800); setTop(obj,20); moveLeft(obj,5); } function newGameLoad(){ document.getElementById('park').style.display='none'; document.getElementById('newgame').style.display='block'; } function gamePos(e){ heli = document.getElementById('heli'); obj = document.getElementById('obj'); var keynum; var keychar; var numcheck; if(window.event){ // IE keynum = e.keyCode; } else if(e.which){ // Netscape/Firefox/Opera keynum = e.which; } keychar = String.fromCharCode(keynum); // up=38 down=40 left=37 right=39 /*if(keynum==37){ //left tl=tl-20; db.style.left = tl + 'px'; } if(keynum==39){ //right //stopPos(); tl=tl+20; db.style.left = tl + 'px'; }*/ curb = getTop(heli); if(keynum==38){ //top setTop(heli,curb-10); //alert(curb+10); } if(keynum==40){ //bottom setTop(heli,curb+10); //alert(curb-10); } } function endGame(){ clearTimeout(); newGameLoad(); } </script> <style type="text/css"> .play{position:absolute;color:#fff;} #heli{background:url(http://classroomclipart.com/images/gallery/Clipart/Transportation/Helicopter/TN_00-helicopter2.jpg);width:150px;height:59px;} #obj{background:red;width:20px;height:200px;} .park{height:550px;border:5px solid brown;border-left:none;border-right:none;} #newgame{display:none;} </style> </head> <body onload="startGame();" onkeydown="gamePos(event);"> <div class="park" id="park"> <div id="heli" class="play"></div> <div id="obj" class="play"></div> </div> <input type="button" id="newgame" style="position:absolute;top:25%;left:25%;" onclick="startGame();" value="New Game" /> </body> </html>

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  • share distribution question

    - by facebook-100000781341887
    Hi, I just developed a facebook game(mifia like), but the graphic I make is not good, because it is reference with some existing photo, trace with AI, and coloring it. Therefore, I invite my friend to join me, he is a graphic designer, own a company with his friend (I know both of them), for the share, I expect at least 70% for me, and at most 30% for them (both of them want to join). Therefore, they give me a counter offer, 60% for me and 40% for them, of course, I feel their counter offer is unacceptable because they only build the image in part time, and all the other work just like coding, webhosting...etc, is what I do in full time. Why they said they worth 40% is that they will make a good graphic, they can provide a advertise channel(on local magazine), etc... Actually, I don't think the game need advertisement on local magazine because the game is not target for local... Please give me some comments on this issue(is the share fair? what is the importance of the image of the game, is it worth more than 30%), or can anyone share the experience on this. Thanks in advance.

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  • Random generation of interesting puzzle levels?

    - by monsterfarm
    I'm making a Sokoban-like game i.e. there's a grid that has some crates on it you can push and you have to get the crates on crosses to win the level (although I'm going to add some extra elements to it). Are there any general algorithms or reading material I can look at for how I could go about generating interesting (as in, not trivial to solve) levels for this style of game? I'm aware that random level generators exist for Sokoban but I'm having trouble finding the algorithm descriptions. I'm interested in making a game where the machine can generate lots of levels for me, sorted by difficulty. I'm even willing to constrain the rules of the game to make the level generation easier (e.g. I'll probably limit the grid size to about 7x7). I suspect there are some general ways to do level generation here as I've seen e.g. Traffic Jam-like games (where you have to move blocks around the free some block) with 1000s of levels where each one has a unique solution. One idea I had was to generate a random map in its final state (i.e. where all crates are on top of their crosses) and then the computer would pull (instead of push) these crates around to create a level. The nice property here is that we know the level is solvable. However, I'd need some heuristics to ensure the level was interesting.

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  • Block Fortress is an Awesome Tower Defense Game

    - by Akemi Iwaya
    What do you get when you mix Minecraft, tower defense, and a first-person shooter together? Block Fortress! This awesome game combines the best aspects of three game types into one unique, action-packed romp for survival and victory. Keep in mind that the game has quite a bit going on, so we will only be able to offer a quick glimpse with our post. Also, it may take a few minutes to become familiar with how to maneuver around in the game area using various gestures on your device’s screen. From the Block Fortress homepage: It offers more than 30 different building blocks, 16 different turret blocks, and tons of additional items to build (including mining blocks, lumber blocks, storage crates, power generators, and much more). It also includes many different weapon and item upgrades for your character – all brought to bear against the relentless attacks of the Goblocks! Block Fortress currently comes with three modes of game play: Survival, Quickstart, and Sandbox. As you can see, there should be more modes available at a later date. There are many types of terrain to choose from, or if you wish you can select Random for a nice surprise. For our example we chose Snowy Hills. Time to have a look around and find a nice spot to set up our barracks… This spot looks like it will do rather nicely… Just for fun we set up a castle-style set of walls and entry point for our barracks. Now on to fun and adventure! You can see what the game looks like in action with the official launch trailer… Price: 0.99 (U.S.) Block Fortress [iTunes App Store] Block Fortress Homepage Official Block Fortress Launch Trailer [YouTube]    

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  • Finding the best practice for a game simulating tool

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

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  • Podcast Focusing on XNA or Game/Graphics Programming in General

    - by Daniel Brotherston
    I realize there are a number of podcast related questions, but I'm specifically looking for XNA oriented podcasts. I've Googled around a little bit, but I have been unable to find any current podcasts. I'm just wondering if anyone else knows of any interesting ones. I'd guess if Google can't find them, they don't exist but I thought I'd ask anyways. Also, failing that, podcasts about game development in general would be interesting as well. Thanks!

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  • Game enemy move towards player

    - by Chris
    I'm creating a game in c++ and OpenGL and want an enemy to move towards the player. I tried finding the length of the hypotenuse between the player and the enemy. how could i get the enemy to move down that line?

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  • Suggest a Game Idea for my 3D World

    - by mrlinx
    Been creating a 3D complete world in OpenGL. For now, it features navigation like Google Earth, making possible the zooming from outter space to meter like level. My question is: How do you suggest I make this a fun and interesting game? My initial tought was to have a kind of moon lander where the user simply navigated the lander around the world. Anything better to suggest?

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  • Is the board game "Go" NP complete?

    - by sharkin
    There are plenty of Chess AI's around, and evidently some are good enough to beat some of the world's greatest players. I've heard that many attempts have been made to write successful AI's for the board game Go, but so far nothing has been conceived beyond average amateur level. Could it be that the task of mathematically calculating the optimal move at any given time in Go is an NP-complete problem?

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  • Overlay 2d weapon sprite over character sprite ?

    - by Mr.Gando
    Hello, I'm working on a game where my character needs to be able to have different weapons. For that I think that somehow overlaying the weapon over the moving sprite would be the correct choice, but I'm not sure about how could I do this. Assuming my Character spritesheet looks like this: And my preliminar weapon spritesheet ( haven't decided on a fixed square size for the weapon yet ), looks like this: How would you make the overlay to set the weapon correctly over the character hand for each of his frames? I know that one way would be just to have a weapon frame the same size as my character sprites, and overlay those too, but I think that if the game has way too much weapons (say 15 different kinds of one hand weaps) this could get pretty insane ( having one weapon sprite sheet the same size as the character sprite sheet for each type of weapon ) Do you guys have any advice on how to implement this? (supporting overlaying the weapon sprites over the character sprites) Thanks!

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  • Trying to Make mini Jeopardy flash game button help pls

    - by Jinnra
    Hey im a noob in flash cs3 and i want to create a jeopardy game where when a button is pressed we go in to the main question scene and when we come back the button the we pressed is now disabled via 'button._visible=flase'...pls any help...any suggestions or links to tutorials or tutorials from you guys or girls will grateful thanx...

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  • AI opponent car logic in car race game.

    - by ashok patidar
    hello i want to develop AI car(opponent) in car race game what should be my direction to develop them with less complexity because i don't have any idea. because the player car is moving on the scrolling track plz suggest me should i have to use relative motion or way point concept but that should also be change on the scrolling track (i.e. player car movement)

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  • How to get collision between two meshes in j2me 3d game

    - by Rishabh
    Hi, I am making an application for 3d ball balancing game on j2me, I need to move my 3d ball on my ball path. I can get both ball and path object as a mesh from m3g file. How I will know that my ball is in the path or not ? Is there any notification I can get for interaction of two meshes ? Thanks in advance...

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  • Making the sound for a Flash game.

    - by Artemix
    Hu guys, I'm developing a Flash game, and I'm interested in knowing what would be the process of making sound. I want to make my own sounds, if possible, and not to download some premade standard (and possibly lawsuitable if they are not "totally free") sounds from the web. So.. I've read that a synthesizer could be useful.. but, I really dont know. Thx!

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  • AI opponenet car logic in car race game.

    - by ashok patidar
    hello i want to develop AI car(opponent) in car race game what should be my direction to develop them with less complexity because i don't have any idea. because the player car is moving on the scrolling track plz suggest me should i have to use relative motion or way point concept but that should also be change on the scrolling track (i.e. player car movement)

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  • Modern Game Programming

    - by Alon
    Hey. I'm a software and web developer for ~3 years, and I want to start learning 3D network game programming. What is the most modern & fastest way to write 3D PC games? What language? For graphics, should I use a graphics API like Direct3D/OpenGL or is there something less painful? What math/physics skills should I know before starting? Thank you.

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  • how to store a 2D game world in mysql

    - by monthon1
    I am making a 2D game in javascript/ajax, that will be using data stored in mysql database. Every user have got his own "area" made of small squares that can have some values. But I have no idea, how to store values of each square in mysql, when each user can have area with different width or height. Do you have some idea?

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