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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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  • User Productivity Kit - Powerful Packages (Part 2)

    - by [email protected]
    In my first post on packages I described what a package is and how it can be used. I also started explaining some of the considerations that should be taken into account when determining how to arrange your packages. The first is when the files are interrelated and depend on one another such as an HTML file and it's graphics. A second consideration is how the files are used in your outlines. Let's say you're using a dozen Word doc files. You could place them all in a single package or put each Word doc file in a separate package but what's the right thing to do? There are several factors that will influence your decision. To understand the first, let me explain a function of UPK publishing. Take an outline in UPK that has an attachment (concept, frame link, or hyperlink) that points to a file in a package. When you publish this outline, the publishing engine will determine that there is a link to a file in the package and copy the contents of the package to the publishing destination directory. This is done to ensure that any interrelated files are kept together. For the situation where you have an HTML file with links to number of graphics files, this is a good thing. If, however, the package has a dozen unrelated Word doc files and you link to only one of them, all dozen Word documents will be copied to the publishing destination directory.  Whether or not this is a good thing is dependent on two things. First, are all of the files in the package used in the outline that you're publishing? Take an outline that includes links to all of the Word documents in that dozen document package I described earlier. For this situation, you may choose to keep all the files in a single package for convenience. A second consideration is how your organization leverages reuse in UPK. In this context, I'm referring to the link style of reuse such as when you link to the same topic from multiple UPK outlines and changes to the topic appear in both places. Take an example where you have the earlier mentioned dozen Word document package and an outline with a dozen topics in it. Each topic has an attachment pointing to one of the Word documents in the package (frame link, concept, etc.) If you're only publishing this outline, the single package probably works fine but what if you're reusing one of these topics in another outline? As I explained earlier, linking to one file in the package will result in all files in the package being copied to your published output. In this example, linking to one topic in the first outline will result in all dozen Word documents being copied to the published output. This may result in files in the output that you don't want there for business or size reasons. This is a situation in which you should consider placing each of the Word documents in it's own separate package. With each document in it's own package, that link to a single document will result in only that single package and single Word document being copied to the published output. In my last post I had described that packages are documents in the UPK library. When using the multi-user version of the UPK Developer you can leverage standard library capabilities for managing the files in these packages during the development process - capabilities such as check in / check out, history, etc. When structuring your packages take into consideration how the authors are going to be adding, modifying and deleting files from the packages. A single package is a single document in the UPK library. Like any other document in the library, a single user can check out the package and edit it at a time. If you have a large number of files in a single package and these must be modified by many users, you need to consider whether this will cause problems as multiple users compete to update the same package. If the files don't depend on each other consider placing the files in separate packages to reduce contention. I hope you've enjoyed these two posts on how you can leverage the power of packages in your content. In summary, consider the following when structuring your packages: Is the asset a single, standalone file or a set of files that depend on each other? Will all the files always be used together in a single outline or may only some of the files be needed based on how the content is reused across multiple outlines? Will multiple developers need to update the files in a single package or should you break it into multiple packages to reduce contention when checking out the document? We'd like to hear from you on how you're using packages in your content. Please add your comments below! Thank you and I hope these two posts have given you additional insights into how to use packages in your content and structure them for efficient use. John Zaums Senior Director, Product Development Oracle User Productivity Kit

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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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  • 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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  • 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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  • Algorithms behind FarmVille Game

    - by Vadi
    What are all the algorithms involved in Farmville game, specifically I am interested in drawing trees that has fruits based on user's activities. I am into a project which has a specific need to draw a tree-type image in SVG. I am not sure how to go about the algorithms to define the tree and based on certain business rules the leafs in the tree grows etc., I think you get the idea. Farmville is just an example I took to explain. Any help is greatly appreciated..

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  • Where Java applets game portals?

    - by StudioFortress
    I have started making some small Java games that run in a browser and have found a couple of game portals where I can host then (GameJolt.com, JavaGameTomb.com and Games4j.com). Most of the other portals I find either only allow Flash or offer the games for download. Apart from those above, what other portals exist that allow hosting applets?

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