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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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  • Could you share your emacs dot-files for web development

    - by Gok Demir
    Hi, could you kindly share your emacs dot-files for web development that works with CSS, HTML, JavaScript, PHP and if possible with Python Django. I really need complete setup. I looked nXhtml and its good on some parts (html code completion works but sucks on indentation and CSS code completion does not work and says tag table is empty most cases. I really need something that works: code completion works out of the box, git integration and pretty indentation and supports multi-mode for mixed HTML, CSS, JavaScript, PHP code.

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  • Sharepoint 2010 web application development suitability evaluation/assessment

    - by Robert Koritnik
    I would like to know what kind of applications are suitable to be developed on top of Sharepoint 2010 and which should not be built on to of it. So when to embrace/avoid Sharepoint 2010 as a development platform for new web applications. I'm an Asp.net MVC (former web forms) developer and would like to know if usual multi-page semi complex web applications (intra/extra-net) should be built on top of Sharepoint 2010 and why (if yes or if no).

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  • Port forwarding to asp.net development server

    - by ile
    I have configured my router so that I can access my localhost from internet. But I can't manage to port forward it to asp.net development server. In router's port forwarding I did the same thing as for the localhost but only changed port number so that it is the same as the one that is assigned to my application, but this doesn't work. Any idea how to get it work? Thanks in advance, Ile

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  • Is Ubuntu 10.04 suitable for working on for web development

    - by wombart
    Hi everyone, Im just wondering what everyone's experiences are with the latest Ubuntu 10.04 version? Is it stable enough for a working environment? I require it for web development, so using VMs, IDEs, connecting to VPNs, SSH to servers, etc. Im currently using 9.04 and found 9.10 unstable and problematic at times (such as problems connecting to VPN) Any input would be appreciated, thanks!

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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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  • 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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  • super light software development process

    - by Walty
    hi, For the development process I have involved so far, most have teams of SINGLE member, or occasionally two. We used python + django for the major development, the development process is actually very fast, and we do have code reviews, design pattern discussions, and constant refactoring. Though team size is small, I do think there are some development processes / best practices that could be enforced. For example, using svn would be definitely better than regular copy backup. I did read some articles & books about Agile, XP & continuous integration, I think they are nice, but still too heavy for this case (team of 1 or 2, and fast coding). For example, IMHO, with nice design pattern, and iterative development + refactoring, the TDD MIGHT be an overkill, or at least the overhead does not out-weight the advantages. And so is the pair programming. The automated testing is a nice idea, but it seems not technically feasible for every project. our current practices are: svn + milestone + code review I wonder if there are development processes / best practices specifically targeted on such super light teams? thanks.

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  • Dot Game and Dynamic Programming

    - by Albert Diego
    I'm trying to solve a variant of the dot game with dynamic programming. The regular dot game is played with a line of dots. Each player takes either one or two dots at their respective end of the line and the person who is left with no dots to take wins. In this version of the game, each dot has a different value. Each player takes alternate turns and takes either dot at either end of the line. I want to come up with a way to use dynamic programming to find the max amount that the first player is guaranteed to win. I'm having problems grasping my head around this and trying to write a recurrence for the solution. Any help is appreciated, thanks!

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  • Python Game using pyGame with Window Menu elements

    - by Zoja
    Here's the deal. I'm trying to write an arkanoid clone game and the thing is that I need a window menu like you get in pyGTK. For example File-(Open/Save/Exit) .. something like that and opening an "about" context where the author should be written. I'm already using pyGame for writting the game logic. I've tried pgu to write the GUI but that doesn't help me, altough it has those menu elements I'm taking about, you can't include the screen of the game in it's container. Does anybody know how to include such window menus with the usage of pyGame ?

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  • How do I learn Flash Game Development?

    - by grokker
    I'm currently a PHP programmer and one of my childhood dreams is to create a game. 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. Question How do I get started with Flash Game development? What books do I read first? The type of game 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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  • C++: Platform independent game lib?

    - by Martijn Courteaux
    Hi, I want to write a serious 2D game, and it would be nice if I have a version for Linux and one for Windows (and eventually OSX). Java is fantastic because it is platform independent. But Java is too slow to write a serious game. So, I thought to write it in C++. But C++ isn't very cross-platform friendly. I can find game libraries for Windows and libraries for Linux, but I'm searching one that I can use for both, by recompiling the source on a Windows platform and on a Linux platform. Are there engines for this or is this idea irrelevant? Isn't it that easy (recompiling)? Any advice and information about C++ libraries would be very very very appreciated!

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  • Creating a Java platform game as easily as possible

    - by directx
    I need to create a Java-based platformer game for a high school project (not computer science related), and I want to spend as little time on technical stuff as possible. I'm already experienced in Java, and I already have most of the gameplay, graphics, etc. All I need to do is code it. I've looked and I'm considering one of two options that do not involving coding a game from scratch: Copy an existing Java platformer (best option, but I can't find an open source Java platformer) Use a Java game engine to avoid coding from scratch. I've looked at JGame but I'm not sure if it's the best bet for a platformer.

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  • Does this game have a solution

    - by Bragboy
    Hi, I am developing a simple game using Java swing. I want to know whether this particular game has a solution in the following scenario. If I am convinced that theoretically a solution cannot be arrived at this point, I will throw a notification to the user. 3x3 4x4 The objective of this game is to fill numbers from 1 to 8 (or 1 to 15) using the one space available to push the numbers to that empty space. Every time I end up with the combination shown above. I just want to convince myself that there is no way to attain the proper solution from the above scenario. Please help. EDIT : Solution has been posted at here and here

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  • C++: Platform indepentend game lib?

    - by Martijn Courteaux
    Hi, I want to write a serious 2D game, and it would be nice if I have a version for Linux and one for Windows (and eventually OSX). Java is fantastic because of its platform independent. But Java is to slow to write a serious game. So, I thought to write it in C++. But C++ isn't very cross-platform friendly. I can find game libraries for Windows and libraries for Linux, but I'm searching one that I can use for both, by recompiling the source on a Windows platform and on a Linux platform. Are there engines for this or is this idea irrelevant? Isn't it that easy (recompiling)? Any advice and information about C++ libraries would be very very very appreciated!

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  • Starting Game dev on iPhone:iPad - learning path ??

    - by Tibi
    Hi there, I'm beginning in iPhone/iPad game dev and I'm searching to set up my learning path. The basic features I would like to learn (after the basic SDK iphone components programming) are : using a board like interface where I can move pawn with my fingers detect where the pawn was moved and triggers events in the game The board will be constitute by 6 tiles that may be organised randomly when starting the game : may i use an sdk component with a delegate and datasource to determine where the pawn was left and on which tile ? need to use dices (which kind of library may I use ?) ... Do you have any idea about where to start ? ;-) Many thanks, Tib.

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  • Game Server Language Selection

    - by mr.LiKaShing
    I am planning to make a online-multiplayer game with my friends. The game is a browser card game (so, players act in turns) and players could host rooms in a lobby. Flex + actionscript will be used to write for the client side. We are discussing what should be used for the server side. I suggested C#/Java and my friend suggested PHP. I kw there are couple of questions asking for what language to use but I think it should depend on specific conditions. Is there any suggestion for us? Thanks.

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  • Writing an AI for a turn-based board game

    - by Cyril
    Hi, i'm currently programming a board game (8x8) in which I need to develop an AI. I have read a lot of articles about AI in board games, minmax with or without alphabeta pruning, but I don't really know how to implements this, I don't know where to start... About my game, this is a turn-based game, each player has pieces on the board, they have to pick one and choose in moving this piece (1 or 2 cells max) or clone the piece (1 cell max). At the moment, I have a really stupid AI which choose a random piece then choose a random move to play... Could you please give me some clues, on how to implement this functionality ? Best regards

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  • What is the current "standard" for setting up a development environment that supports remote collaboration as well as secure version control?

    - by Andrew
    What is the current "standard" for setting up a development environment that supports remote collaboration as well as secure version control? Considering a virtual dedicated solution with vm for a web layer and a data layer, using VPN for each programmer. We're a small start-up that do both Microsoft and open-source development. Is there a set software tools or packages that are appropriate for a small shop and yet scalable? Thanks.

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  • The use of Test-Driven Development in Non-Greenfield Projects?

    - by JHarley1
    So here is a question for you, having read some great answers to questions such as "Test-Driven Development - Convince Me". So my question is: "Can Test-Driven Development be used effectively on non-Greenfield projects?" To specify: I would really like to know if people have had experience in using TDD in projects where there was already non-TDD elements present? And the problems that they then faced.

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  • What is the correlation between the quality of the software development process and the quality of the product?

    - by Ophir Yoktan
    I used to believe the practicing "good" software development methods tends to yield a better product in the long run. However, I've seen quite a few cases where "quick-and-dirty" \ "brute-force" \ "copy-paste" programming appeared to give decent results quicker, and cheaper. This appears especially in cases where time to market is more critical then maintenance overhead. Is there a correlation between the quality of the development process and techniques and the quality of the product?

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