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  • Recommended method towards making custom maps for a 2d game?

    - by Qasim
    I am planning on making a 2D game, however different from my last personal projects I want this one to have enhanced graphics, with custom-designed levels. My previous 2d platformers were tile-based, in which I made a map editor for to create levels. However, I am wondering the best way to implement custom designed maps? For say, some grass is a litter higher than others, flowers here and there, cool drawings and structures along the way, etc. instead of just the same old tiles over and over again. I am thinking but I just can't grasp the idea of how to implement it. I have seen it done in other games and am interested to see how they accomplish it, but can't get my hands on some source code. :(

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  • What technologies are used for Game development now days?

    - by Monika Michael
    Whenever I ask a question about game development in an online forum I always get suggestions like learning line drawing algorithms, bit level image manipulation and video decompression etc. However looking at games like God of War 3, I find it hard to believe that these games could be developed using such low level techniques. The sheer awesomeness of such games defy any comprehensible(for me) programming methodology. Besides the gaming hardware is really a monster now days. So it stands to reason that the developers would work at a higher level of abstraction. What is the latest development methodology in the gaming industry? How is it that a team of 30-35 developers (of which most is management and marketing fluff) able to make such mind boggling games?

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  • What Type of Options should be on the Game Settings Menu?

    - by A13X
    I have seen a post about the main menu options here: UI: Main Menu options for mobile games. What options should be listed? What do users want to see? But I want to know what kind of options should/need to be available on the settings screen. I am making a rather simple 2D game for Android, but really I haven't found many aspects that warrant an options button or a check box besides turning the sound and music on/off. I was thinking graphics settings but then again, how many apps really need graphics settings besides immersive 3D ones?

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  • How to effectively gather info about how players play my HTML5 game?

    - by Bane
    I'm finishing another HTML5 game, and this time I'd like to do some spying business on the players... Mostly just basic stuff: when they are playing, for how long, what upgrades they are buying the most and so on. Now, my first idea was just to collect this information during the gameplay, and then have a Javascript function fire when they close the tab/browser, and said function would send it to my server via Socket.io. This, of course, wouldn't work, because anyone who takes a look at the code would realize it and could start sending a tonne of false info which would mess up my statistics. Questions: Is there a way to effectively do this? If yes, what kind of info should I be looking for, aside from stuff I already mentioned?

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  • Best strategy (tried and tested) for using Box2D in a real-time multiplayer game?

    - by Simon Grey
    I am currently tackling real-time multiplayer physics updates for a game engine I am writing. My question is how best to use Box2D for networked physics. If I run the simulation on the server, should I send position, velocity etc to every client on every tick? Should I send it every few ticks? Maybe there is another way that I am missing? How has this problem been solved using Box2D before? Anyone with some ideas would be greatly appreciated!

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  • Level design - Are games development degrees worth it? [on hold]

    - by Tristan
    I want to go into Level design or Environment design and wondering if degrees are at all worth it for this area, as long as you have a good portfolio. I'm currently on a "Computing and Games Development" course and I feel like dropping out because I am not enjoying it. It's mostly computer based, which I'm not doing that great at, and little games Dev. But I don't know what do to... I do already have some high level education with a "Level 3 extended diploma". Thanks.

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  • A sample Memento pattern: Is it correct?

    - by TheSilverBullet
    Following this query on memento pattern, I have tried to put my understanding to test. Memento pattern stands for three things: Saving state of the "memento" object for its successful retrieval Saving carefully each valid "state" of the memento Encapsulating the saved states from the change inducer so that each state remains unaltered Have I achieved these three with my design? Problem This is a zero player game where the program is initialized with a particular set up of chess pawns - the knight and queen. Then program then needs to keep adding set of pawns or knights and queens so that each pawn is "safe" for the next one move of every other pawn. The condition is that either both pawns should be placed, or none of them should be placed. The chessboard with the most number of non conflicting knights and queens should be returned. Implementation I have 4 classes for this: protected ChessBoard (the Memento) private int [][] ChessBoard; public void ChessBoard(); protected void SetChessBoard(); protected void GetChessBoard(int); public Pawn This is not related to memento. It holds info about the pawns public enum PawnType: int { Empty = 0, Queen = 1, Knight = 2, } //This returns a value that shown if the pawn can be placed safely public bool IsSafeToAddPawn(PawnType); public CareTaker This corresponds to caretaker of memento This is a double dimentional integer array that keeps a track of all states. The reason for having 2D array is to keep track of how many states are stored and which state is currently active. An example: 0 -2 1 -1 2 0 - This is current state. With second index 0/ 3 1 - This state has been saved, but has been undone private int [][]State; private ChessBoard [] MChessBoard; //This gets the chessboard at the position requested and assigns it to originator public ChessBoard GetChessBoard(int); //This overwrites the chessboard at given position public void SetChessBoard(ChessBoard, int); private int [][]State; public PlayGame (This is the originator) private bool status; private ChessBoard oChessBoard; //This sets the state of chessboard at position specified public SetChessBoard(ChessBoard, int); //This gets the state of chessboard at position specified public ChessBoard GetChessBoard(int); //This function tries to place both the pawns and returns the status of this attempt public bool PlacePawns(Pawn);

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  • How do I design a game framework for fast reaction to user input?

    - by Miro
    I've played some games at cca 30 fps and some of them had low reaction time - cca 0.1sec. I hadn't knew why. Now when I'm designing my framework for crossplatform game, I know why. Probably they've been preparing new frame during rendering the previous. RENDER 1 | RENDER 2 | RENDER 3 | RENDER 4 PREPARE 2 | PREPARE 3 | PREPARE 4 | PREPARE 5 I see first frame when second frame is being rendered and third frame being prepared. If I react in that time to 1st frame it will result in forth frame. So it takes 3/FPS seconds to appear results. In 30 fps it would be 100ms, what is quite bad. So i'm wondering what should I design my framework to response to user interaction quickly?

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  • Simulation in Java/C for AI design

    - by abhishekgupta92
    I want to conduct a contest, in which contestants are required to code in java/c and design AI or gameplay. The game should have a visual simulation so that the players could enjoy their designs (AI or gameplay) graphically as well. A possible example can be soccer, in which contestant have to design the ai of the players and decided upon the team-play. Also, they play over the network in such a game against some other player. How can i go about it?

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  • Is OOP hard because it is not natural?

    - by zvrba
    One can often hear that OOP naturally corresponds to the way people think about the world. But I would strongly disagree with this statement: We (or at least I) conceptualize the world in terms of relationships between things we encounter, but the focus of OOP is designing individual classes and their hierarchies. Note that, in everyday life, relationships and actions exist mostly between objects that would have been instances of unrelated classes in OOP. Examples of such relationships are: "my screen is on top of the table"; "I (a human being) am sitting on a chair"; "a car is on the road"; "I am typing on the keyboard"; "the coffee machine boils water", "the text is shown in the terminal window." We think in terms of bivalent (sometimes trivalent, as, for example in, "I gave you flowers") verbs where the verb is the action (relation) that operates on two objects to produce some result/action. The focus is on action, and the two (or three) [grammatical] objects have equal importance. Contrast that with OOP where you first have to find one object (noun) and tell it to perform some action on another object. The way of thinking is shifted from actions/verbs operating on nouns to nouns operating on nouns -- it is as if everything is being said in passive or reflexive voice, e.g., "the text is being shown by the terminal window". Or maybe "the text draws itself on the terminal window". Not only is the focus shifted to nouns, but one of the nouns (let's call it grammatical subject) is given higher "importance" than the other (grammatical object). Thus one must decide whether one will say terminalWindow.show(someText) or someText.show(terminalWindow). But why burden people with such trivial decisions with no operational consequences when one really means show(terminalWindow, someText)? [Consequences are operationally insignificant -- in both cases the text is shown on the terminal window -- but can be very serious in the design of class hierarchies and a "wrong" choice can lead to convoluted and hard to maintain code.] I would therefore argue that the mainstream way of doing OOP (class-based, single-dispatch) is hard because it IS UNNATURAL and does not correspond to how humans think about the world. Generic methods from CLOS are closer to my way of thinking, but, alas, this is not widespread approach. Given these problems, how/why did it happen that the currently mainstream way of doing OOP became so popular? And what, if anything, can be done to dethrone it?

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  • Good university for computer science with plans for Game Dev.

    - by DukeYore
    I am starting my Computer science degree at a local community college in Programming using C++. However, i will be transferring to a 4-year university. Does anyone have any insight on university programs? I know Cal State Fullerton has a degree with a minor in Game Dev. however, is that as important as getting a degree from a really great school? if i could shoot for something like Cal Poly would that be better? Or even Stanford or SF state being so close to so many gaming companies up there in the bay area? thank you in advance for any guidance.

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  • A two player game over the intranet..

    - by Santwana
    Hi everybody.. I am a student of 3rd year engineering and only a novice in my programming skills. I need some help with my project.. I wish to develop a two player game to be played over the network (Intranet). I want to develop a simple website with a few html pages for this.My ideas for the project run as follows: 1.People can log in from different systems and check who ever is online on the network currently. the page also shows who is playing with whom. 2.If a person is interested in playing with a player who is currently online, he sends a request of which the other player is somehow notified( using a message or an alert on his profile page..) 3.If the player accepts the request, a game is started. This is exactly where I am clueless.. How can I make them play the game? I need to develop a turn based game with two players, eg chessboard.. how can I do this? The game has to be played live.. and it is time tracked. i need your help with coding the above.. the other features i wish to include are: 4.The game could not be abruptly terminated by any one if the users.The request to terminate the game should be sent to the other player first and only if he accepts can the game be terminated. Whoever wins the game would get a plus 10 on their credit and if he terminated he gets a minus 10. The credits remains constant even if he loses but the success percentage is reduced. 6.The player with highest winning percentage is projected as the player of the week on the home page and he can post a challenge to all others.. I only have an intermediate knowledge of core java and know the basics of Swing and Awt. I am not at all familiar with networking in java right now. I have 5 to 6 weeks of time for developing the project but I hope to learn the things before I start my project. i would prefer to use a lan to illustrate the project and I know only java,jsp,oracle,html and bit of xml to develop my proj. Also I wish to know if I can code this within 6 weeks, would it be too difficult or complicated? Please spare some time to tell me. Please.. please.. I need your suggestions and help.. thank you so much..

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  • How can I scale movement physics functions to frames per second (in a game engine)?

    - by Richard
    I am working on a game in Javascript (HTML5 Canvas). I implemented a simple algorithm that allows an object to follow another object with basic physics mixed in (a force vector to drive the object in the right direction, and the velocity stacks momentum, but is slowed by a constant drag force). At the moment, I set it up as a rectangle following the mouse (x, y) coordinates. Here's the code: // rectangle x, y position var x = 400; // starting x position var y = 250; // starting y position var FPS = 60; // frames per second of the screen // physics variables: var velX = 0; // initial velocity at 0 (not moving) var velY = 0; // not moving var drag = 0.92; // drag force reduces velocity by 8% per frame var force = 0.35; // overall force applied to move the rectangle var angle = 0; // angle in which to move // called every frame (at 60 frames per second): function update(){ // calculate distance between mouse and rectangle var dx = mouseX - x; var dy = mouseY - y; // calculate angle between mouse and rectangle var angle = Math.atan(dy/dx); if(dx < 0) angle += Math.PI; else if(dy < 0) angle += 2*Math.PI; // calculate the force (on or off, depending on user input) var curForce; if(keys[32]) // SPACE bar curForce = force; // if pressed, use 0.35 as force else curForce = 0; // otherwise, force is 0 // increment velocty by the force, and scaled by drag for x and y velX += curForce * Math.cos(angle); velX *= drag; velY += curForce * Math.sin(angle); velY *= drag; // update x and y by their velocities x += velX; y += velY; And that works fine at 60 frames per second. Now, the tricky part: my question is, if I change this to a different framerate (say, 30 FPS), how can I modify the force and drag values to keep the movement constant? That is, right now my rectangle (whose position is dictated by the x and y variables) moves at a maximum speed of about 4 pixels per second, and accelerates to its max speed in about 1 second. BUT, if I change the framerate, it moves slower (e.g. 30 FPS accelerates to only 2 pixels per frame). So, how can I create an equation that takes FPS (frames per second) as input, and spits out correct "drag" and "force" values that will behave the same way in real time? I know it's a heavy question, but perhaps somebody with game design experience, or knowledge of programming physics can help. Thank you for your efforts. jsFiddle: http://jsfiddle.net/BadDB

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  • 'Unblock' / 'Yellow Out' game questions

    - by pimvdb
    I would very much like to build a game that is known as 'Unblock' or 'Yellow Out'. It is a puzzle game in which the task is to move a car out of a parking space by moving other cars in certain directions. These are links where the game can be played: Yellow Out Unblock My questions concerning this game are: Is this game actually licensed? I see it's available under two names (perhaps even more). Does this mean the game idea can be used freely? Is there an article about it? I have not been able to find it on Wikipedia. I would like to gather some information about the game so as to understand more details of it. Is there some database with puzzles available? I can just check the puzzles of existing games, but that's a pain because I have to finish a level to get on to the following one. I was wondering whether there is a general list of puzzles somewhere. Thanks!

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  • Is Test Driven Development viable in game development?

    - by Will Marcouiller
    As being Scrum certified, I tend to prone for Agile methodologies while developping a system, and even use some canvas from the Scrum framework to manage my day-to-day work. Besides, I am wondering whether TDD is an option in game development, if it is viable? If I believe this GD question, TDD is not much of a use in game development. Why are MVC & TDD not employed more in game architecture? I come from industrial programming where big projects with big budgets need to work flawlessly, as it could result to catastrophic scenarios if the code wasn't throroughly tested inside and out. Plus, following Scrum rules encourages meeting the due dates of your work while every single action in Scrum is time-boxed! So, I agree when in the question linked above they say to stop trying to build a system, and start writing the game. It is quite what Scrum says, try not to build the perfect system, first: make it work by the Sprint end. Then, refactor the code while working in the second Sprint if needed! I understand that if not all departments responsible for the game development use Scrum, Scrum becomes useless. But let's consider for a moment that all the departments do use Scrum... I think that TDD would be good to write bug-free code, though you do not want to write the "perfect" system/game. So my question is the following: Is TDD viable in game development anyhow?

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  • game multiplayer service development

    - by nomad
    I'm currently working on a multiplayer game. I've looked at a number of multiplayer services(player.io, playphone, gamespy, and others) but nothing really hits the mark. They are missing features, lack platform support or cost too much. What I'm looking for is a simple poor man's version of steam or xbox live. Not the game marketplace side of those two but the multiplayer services. User accounts, profiles, presence info, friends, game stats, invites, on/offline messaging. Basically I'm looking for a unified multiplayer platform for all my games across devices. Since I can't find what I'm planning to roll my own piece by piece. I plan to save on server resources by making most of the communication p2p. Things like game data and voice chat can be handled between peers and the server keeps track of user presence and only send updates when needed or requested. I know this runs the risk of cheating but that isn't a concern right now. I plan to run this on a Amazon ec2 micro server for development then move to a small to large instance when finished. I figure user accounts would be the simplest to start with. Users can create accounts online or using in game dialog, login/out, change profile info. The user can access this info online or in game. I will need user authentication and secure communication between server and client. I figure all info will be stored in a database but I dont know how it can be stored securely and accessed from webserver and game services. I would appreciate and links to tutorials, info or advice anyone could provide to get me started. Any programming language is fine but I plan to use c# on the server and c/c++ on devices. I would like to get started right away but I'm in no hurry to get it finished just yet. If you know of a service that already fits my requirements please let me know.

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  • About online game servers and how to handle data

    - by TreantBG
    So my question isn't about what technology to use or how to do this or that, but a more general question. I'm currently developing a action third person shooter. With elements of RPG - weapon,armor upgrades and items. Players will be able to create new games or join old ones. So my question is how to create the game server that players will play in. I have two ideas on my mind. The player who made the game is the server. All data passes trough him and he send this data to the server updating the database of the players with their XP points kills/deaths score and other. Or my host machine is the server, the player who made the game just will open new instance on my host and will be like client. And all players send their input data to the host, the host updates the game and send response back to client for any new changes like where is the enemy and other. And if i choose option 1 is there a chance the host to change the game content and manipulate the game results? (I think there is but i'm not sure) And if i choose option 2 isn't that raising the response time and potentially the game lag? or maybe there is another option?

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  • 3D space game development

    - by user1693061
    I want to develop a 3D game (sci-fi type with spaceships) which can be played on multiplayer mode and by multiplayer i mean around 10 players for start as it will be a personal testing project and mostly educational. I have been searching for some days about the available languages and engines but i am kinda confused. Since i have been learning Java for my 1st year in I.T university and i have pretty good understanding i thought i would go with the Java language and develop that game on an applet so it could be played on a browser. After going through an applet game tutorial i understood how graphics work on an applet. So.. 1st question: Could an applet carry the burden of a 3D game especially on multiplayer? My thinking: It's a space game so the graphics should not be such a big problem since it wont be that crowded with entities apart from ships, planets and some effects. If the java applet is not the way for my project i would't mind "developing it on desktop"(i mean not making it a browser game). 2nd question: Should i use Unity engine for my purpose(space game)? If not name other language/engine combo.

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  • How does Game Salad compare with Cocos2D in terms of 2D game development?

    - by jih
    I want to make some 2d games for iOS. I first come across cocos2d and kobold but then wanted something more graphical for rapid prototyping. I then found Game Maker which doesn't support iOS but is fairly easy to learn and then found Game Salad which supports iOS as well as other platforms. I know this question has been ask before but I want to know in terms of the types of games I want to develop what an learning investment path would be best. The types of games genre I am interest are: Side scrollers Simple games like diamond dash or ninja fruits, shanghai, etc Old fashioned zelda or dragonquest type (nintendo fan here:-) 2d adventure RPG games (real time or turn based) Mystery turn based games like carmen sandiego, wizardry, myst etc. So now the question becomes for me becomes which game development environment should I invest my time in learning. Game Salad or cocos2d? To make that decision I was wondering if experienced game programmers and help with some pointers: It would seem game salad would be great for quickies being graphical but in terms of 2d platform games etc would there be speed/performance/feature penalties? Are there certain 2d games genre of the 4 above that Game salad is better at while certain type cocos2d would be better at?

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  • Need guidelines for studying Game Development

    - by ShutterBug
    Hello Everyone, I've completed my graduation in Computer Science and currently working as a Software Engineer in a software company. I was wondering if I can build my career in Game Development. If so, what should be my approach. I've a few questions: Which universities to apply for masters? Preferably in Canada. Scholarships available? How shall I prepare myself before applying which shall give me an edge or advantage over others? I know Java, C#, PHP etc. I dont think these languages will be needed in Game Development. In that case, what languages shall I focus on from now? How do I get some ideas about IDE/Engines/Platform of game development? I'm not talking about flash/browser games. Please suggest me anything you want as I don't know much about it so I'm most likely to miss the most important questions. Feel free to make this thread a starter guide for those interested in perusing their career in game development. Post every relevant information. Thanks in Advance. EDIT: I can see a lot of people suggested to build a small project/game. If so, please suggest me how do I start a small game developing (maybe a clone to some existing small games ie pacman, brick game etc) from start to end.

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  • Has anyone used game salad before and how does it compare with cocos2d in terms of 2d game development

    - by jih
    First a short intro. I am new to the game development space and want to make some 2d games for iOS. I first come across cocos2d and kobold but then wanted something more graphical for rapid prototyping. I then found Game Maker which doesn't support iOS but is fairly easy to learn and then found Game Salad which supports iOS as well as other platforms. I know this question has been ask before but I want to know in terms of the types of games I want to develop what an learning investment path would be best. The types of games genre I am interest are: Side scrollers Simple games like diamond dash or ninja fruits, shanghai, etc Old fashioned zelda or dragonquest type (nintendo fan here:-) 2d adventure RPG games (real time or turn based) Mystery turn based games like carmen sandiego, wizardry, myst etc. So now the question becomes Which game development environment should I invest my time in learning. Game Salad or cocos2d? It would seem game salad would be great for quickies being graphical but in terms of 2d platform games etc would there be speed/performance/feature penalties? Are there certain 2d games genre of the 4 above that Game salad is better at while certain type cocos2d would be better at? Anyone with experience of both can share some pointers? Thanks. inexperienced jih

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  • What is a legal way to use music from registered authors in a game?

    - by mm24
    I have recently asked a question about music in games like Guitar Hero. I have found that that in Europe (at least) if I do want to use a track composed by a musician member of a royalty collecting society I need to pay a flat fee to the society and not only to the member. So a "one-to-one" agreement is not valid and the society can come up to me and ask me for money for each download. Even if for FREE! This is a fee sheet list of the UK agency: for fee, see "Permanent download services" It is about 1,200 GBP for less than 22,000 copies and they DON'T specify anything more and they said me on the phone that I need to wait and see how many downloads I get before knowing the price. This is kind of crazy as If I give away the App for free I will have to PAY 1,200 GBP!! I am shocked and I feel very bad. One agency suggested me to use a fake name of the artist, but in this way is not fair to my collaborators as what they hope is that the App gets lots of downloads and in this way that other people will get to know about them and hopefully commission them more work. The other solution is to work only with non registered musicians. The question here to you is: Has anyone found a legal way to use music from registered authors in a game?

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  • Why does this game loop stop my process from responding?

    - by Ben
    I implemented a fixed time step loop for my C# game. All it does at the moment is make a square bounce around the screen. The problem I'm having is that when I execute the program, I can't close it from the window's close button and the cursor is stuck on the "busy" icon. I have to go into Visual Studio and stop the program manually. Here's the loop at the moment: public void run() { int updates = 0; int frames = 0; double msPerTick = 1000.0 / 60.0; double threshhold = 0; long lastTime = getCurrentTime(); long lastTimer = getCurrentTime(); while (true) { long currTime = getCurrentTime(); threshhold += (currTime - lastTime) / msPerTick; lastTime = currTime; while (threshhold >= 1) { update(); updates++; threshhold -= 1; } this.Refresh(); frames++; if ((getCurrentTime() - lastTimer) >= 1000) { this.Text = updates + " updates and " + frames + " frames per second"; updates = 0; frames = 0; lastTimer += 1000; } } } Why is this happening?

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