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  • Help with off-game tasks

    - by peoro
    I love writing video games for fun, and often do that. I noticed, anyway, that most of the times implementing the gameplay itself doesn't take too much time to me (maybe because I already did that plenty times and know what and how to do for most of the things), but when I try to implement off-game stuff I get lost. By off-game I mean what is not gameplay: menus, cutscenes between levels, world map to choose levels, saving and loading status, managing replays ... Only tried to write a few of these a few times, but always failed; that's why I never really completed and distributed a game. Are these common problems? And where should I start to do this? Where could I find some books/guides about such stuff?

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  • is it valid that a state machine can have more than one possible state for some transition?

    - by shankbond
    I have a requirement for a workflow which I am trying to model as a state machine, I see that there is more than one outcome of a given transition(or activity). Is it valid for a state machine to have more than one possible states, but only one state will be true at a given time? Note: This is my first attempt to model a state machine. Eg. might be: s1-t1-s2 s1-t1-s3 s1-t1-s4 where s1, s2, s3, s4 are states and t1 is transition/activity. A fictitious real world example might be: For a human, there can be two states: hungry, not hungry A basket can have only one item from: apple, orange. So, to model it we will have: hungry-pick from basket-apple found hungry-pick from basket-orange found apple found-eat-not hungry orange found-take juice out of it and then drink- not hungry

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  • Iptables state tracking

    - by complexgeek
    Hi there. I've just taken over administration of a fairly complex firewall ruleset for a firewall box running Fedora Core 12, and there's one thing about it that is puzzling me. When I run nmap on the gateway from outside the network, I see all the expected services, but also sunrpc on port 111. The INPUT chain has DEFAULT DROP set, and there is no rule allowing port 111. As best I can tell (watching the packet counters before/during/after the scan) it's being allowed by the rule: "-m state --state RELATED,ESTABLISHED -j ACCEPT" but I don't understand why a brand new TCP connection would be considered RELATED or ESTABLISHED. Any suggestions would be greatly appreciated. EDIT: Conntrack modules: nf_conntrack_netlink 14925 0 nfnetlink 3479 1 nf_conntrack_netlink nf_conntrack_irc 5206 1 nf_nat_irc nf_conntrack_proto_udplite 3138 0 nf_conntrack_h323 62110 1 nf_nat_h323 nf_conntrack_proto_dccp 6878 0 nf_conntrack_sip 16921 1 nf_nat_sip nf_conntrack_proto_sctp 11131 0 nf_conntrack_pptp 10673 1 nf_nat_pptp nf_conntrack_sane 5458 0 nf_conntrack_proto_gre 6574 1 nf_conntrack_pptp nf_conntrack_amanda 2796 1 nf_nat_amanda nf_conntrack_ftp 11741 1 nf_nat_ftp nf_conntrack_tftp 4665 1 nf_nat_tftp nf_conntrack_netbios_ns 1534 0 nf_conntrack_ipv6 18504 2 ipv6 279399 40 ip6t_REJECT,nf_conntrack_ipv6 INPUT chain on the filter table: -A INPUT -s 192.168.200.10/32 -p tcp -m tcp --dport 22 -m state --state NEW,ESTABLISHED -j ACCEPT -A INPUT -s 127.0.0.0/8 -i lo -j ACCEPT -A INPUT -p udp -m udp --sport 67:68 --dport 67:68 -j ACCEPT -A INPUT -d 192.168.200.5/32 -i eth0 -j ACCEPT -A INPUT -d 192.168.1.2/32 -i eth0 -j ACCEPT -A INPUT -d {public_ip}/32 -i ppp0 -p tcp -m multiport --dports 22,80,443 -j ACCEPT -A INPUT -d {public_ip}/32 -i ppp0 -p tcp -m multiport --sports 22,25,80,443 -j ACCEPT -A INPUT -d {public_ip}/32 -i ppp0 -p udp -m udp --dport 1194 -j ACCEPT -A INPUT -d {public_ip}/32 -i ppp0 -p udp -m udp --sport 1194 -j ACCEPT -A INPUT -d {public_ip}/32 -i ppp0 -p udp -m multiport --sports 53,123 -j ACCEPT -A INPUT -d {public_ip}/32 -i ppp0 -p icmp -m icmp --icmp-type 8 -j ACCEPT -A INPUT -i eth0 -m state --state NEW -j ACCEPT -A INPUT -d {public_ip}/32 -m state --state NEW -j ACCEPT -A INPUT -m state --state RELATED,ESTABLISHED -j ACCEPT eth0 is connected to the internal network, eth3 is connected to an ADSL modem in bridge mode, ppp0 is the WAN connection tunneled over eth3.

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  • game speed problem

    - by Meko
    HI..I made a little game.But this game works on every computer with different speed.I think it is about resolution.I used every thing in paintcomponent.and If I change screen size the game goes slower or faster.And if i run this game on another computer wich has different resolution it also works different. This is my game http://rapidshare.com/files/364597095/ShooterGame.2.6.0.jar and here code public class Shooter extends JFrame implements KeyListener, Runnable { JFrame frame = new JFrame(); String player; Font startFont, startSubFont, timerFont,healthFont; Image img; Image backGround; Graphics dbi; URL url1 = this.getClass().getResource("Images/p2.gif"); URL url2 = this.getClass().getResource("Images/p3.gif"); URL url3 = this.getClass().getResource("Images/p1.gif"); URL url4 = this.getClass().getResource("Images/p4.gif"); URL urlMap = this.getClass().getResource("Images/zemin.jpg"); Player p1 = new Player(5, 150, 10, 40, Color.GREEN, url3); Computer p2 = new Computer(750, 150, 10, 40, Color.BLUE, url1); Computer p3 = new Computer(0, 0, 10, 40, Color.BLUE, url2); Computer p4 = new Computer(0, 0, 10, 40, Color.BLUE, url4); ArrayList<Bullets> b = new ArrayList<Bullets>(); ArrayList<CBullets> cb = new ArrayList<CBullets>(); Thread sheap; boolean a, d, w, s; boolean toUp, toDown; boolean GameOver; boolean Level2; boolean newGame, resart, pause; int S, E; int random; int cbSpeed = 0; long timeStart, timeEnd; int timeElapsed; long GameStart, GameEnd; int GameScore; int Timer = 0; int timerStart, timerEnd; public Shooter() { sheap = new Thread(this); sheap.start(); startFont = new Font("Tiresias PCFont Z", Font.BOLD + Font.ITALIC, 32); startSubFont = new Font("Tiresias PCFont Z", Font.BOLD + Font.ITALIC, 25); timerFont = new Font("Tiresias PCFont Z", Font.BOLD + Font.ITALIC, 16); healthFont = new Font("Tiresias PCFont Z", Font.BOLD + Font.ITALIC, 16); setTitle("Shooter 2.5.1"); setBounds(350, 250, 800, 600); // setResizable(false); setBackground(Color.black); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); addKeyListener(this); a = d = w = s = false; toUp = toDown = true; GameOver = true; newGame = true; Level2 = false; S = E = 0; setVisible(true); } public void paint(Graphics g) { img = createImage(getWidth(), getHeight()); dbi = img.getGraphics(); paintComponent(dbi); g.drawImage(img, 0, 0, this); } public void paintComponent(Graphics g) { repaint(); timeStart = System.currentTimeMillis(); backGround = Toolkit.getDefaultToolkit().getImage(urlMap); g.drawImage(backGround, 0, 0, null); g.setColor(Color.red); g.setFont(healthFont); g.drawString("" + player + " Health : " + p1.health, 30, 50); g.setColor(Color.red); g.drawString("Computer Health : " + (p2.health + p3.health + p4.health), 600, 50); g.setColor(Color.BLUE); g.setFont(timerFont); g.drawString("Time : " + Timer, 330, 50); if (newGame) { g.setColor(Color.LIGHT_GRAY); g.setFont(startFont); g.drawString("Well Come To Shoot Game", 200, 190); g.drawString("Press ENTER To Start", 250, 220); g.setColor(Color.LIGHT_GRAY); g.setFont(startSubFont); g.drawString("Use W,A,S,D and Space For Fire", 200, 250); g.drawString("GOOD LUCK", 250, 280); newGame(); } if (!GameOver) { for (Bullets b1 : b) { b1.draw(g); } for (CBullets b2 : cb) { b2.draw(g); } update(); // Here MOvements for Player and For Fires } if (p1.health <= 0) { g.setColor(p2.col); g.setFont(startFont); g.drawString("Computer Wins ", 200, 190); g.drawString("Press Key R to Restart ", 200, 220); GameOver = true; } else if (p2.health <= 0 && p3.health <= 0 && p4.health <= 0) { g.setColor(p1.col); g.setFont(startFont); g.drawString(""+player+" Wins ", 200, 190); g.drawString("Press Key R to Resart ", 200, 220); GameOver = true; g.setColor(Color.MAGENTA); g.drawString(""+player+"`s Score is " + Timer, 200, 120); } if (Level2) { if (p3.health >= 0) { p3.draw(g); for (CBullets b3 : cb) { b3.draw(g); } } else { p3.x = 1000; } if (p4.health >= 0) { p4.draw(g); for (CBullets b4 : cb) { b4.draw(g); } } else { p4.x = 1000; } } if (p1.health >= 0) { p1.draw(g); } if (p2.health >= 0) { p2.draw(g); } else { p2.x = 1000; } } public void update() { if (w && p1.y > 54) { p1.moveUp(); } if (s && p1.y < 547) { p1.moveDown(); } if (a && p1.x > 0) { p1.moveLeft(); } if (d && p1.x < 200) { p1.moveRight(); } random = 1 * (int) (Math.random() * 100); if (random > 96) { if (p2.health >= 0) { CBullets bo = p2.getCBull(); bo.xVel =-1-cbSpeed; cb.add(bo); } if (Level2) { if (p3.health >= 0) { CBullets bo1 = p3.getCBull(); bo1.xVel = -2-cbSpeed; cb.add(bo1); } if (p4.health >= 0) { CBullets bo2 = p4.getCBull(); bo2.xVel = -4-cbSpeed; cb.add(bo2); } } } if (S == 1) { if (p1.health >= 0) { Bullets bu = p1.getBull(); bu.xVel = 5; b.add(bu); S += 1; } } //Here Also Problem .. When COmputer have More fire then it gaves Array Exeption . Or Player have More Fire for (int i = cb.size() -1; i = 0 ; i--) { boolean bremoved = false; for (int j = b.size() -1 ; j =0 ; j--) { if (b.get(j).rect.intersects(cb.get(i).rect) || cb.get(i).rect.intersects(b.get(j).rect)) { bremoved = true; b.remove(j); } } if(bremoved) cb.remove(i); } for (int i = 0; i < b.size(); i++) { b.get(i).move(); if (b.get(i).rect.intersects(p2.rect)) { if (p2.health >= 0) { p2.health--; b.remove(i); // System.out.println("Hited P2"); i--; continue; } } if (b.get(i).rect.intersects(p3.rect)) { if (p3.health >= 0) { p3.health--; b.remove(i); // System.out.println("Hited P3"); i--; continue; } } if (b.get(i).rect.intersects(p4.rect)) { if (p4.health >= 0) { p4.health--; b.remove(i); // System.out.println("Hited P4"); i--; continue; } } if (b.get(i).rect.x > 790) { b.remove(i); } } for (int j = 0; j < cb.size(); j++) { cb.get(j).move(); if (cb.get(j).rect.intersects(p1.rect) && cb.get(j).xVel < 0) { p1.health--; cb.remove(j); j--; continue; } } timeEnd = System.currentTimeMillis(); timeElapsed = (int) (timeEnd - timeStart); } public void level2() { if (p2.health <= 10) { Level2 = true; cbSpeed = 4; p3.x = 750; p4.x = 750; p2.speed = 10; p3.speed = 20; p4.speed = 30; } } public void keyTyped(KeyEvent e) { } public void keyPressed(KeyEvent e) { switch (e.getKeyCode()) { case KeyEvent.VK_ENTER: newGame = false; break; case KeyEvent.VK_P: pause = true; break; case KeyEvent.VK_R: resart = true; break; case KeyEvent.VK_A: a = true; break; case KeyEvent.VK_D: d = true; break; case KeyEvent.VK_W: w = true; break; case KeyEvent.VK_S: s = true; break; case KeyEvent.VK_SPACE: S += 1; break; } } public void keyReleased(KeyEvent e) { switch (e.getKeyCode()) { case KeyEvent.VK_A: a = false; break; case KeyEvent.VK_D: d = false; break; case KeyEvent.VK_W: w = false; break; case KeyEvent.VK_S: s = false; break; case KeyEvent.VK_SPACE: S = 0; break; } } public void newGame() { p1.health = 20; p2.health = 20; p3.health = 20; p4.health = 20; p3.x = 0; p4.x = 0; p2.x = 750; Level2 = false; cbSpeed = 0; p2.speed = 9; b.removeAll(b); cb.removeAll(cb); timerStart = (int) System.currentTimeMillis(); GameOver = false; } public static void main(String[] args) { SwingUtilities.invokeLater(new Runnable() { public void run() { KeyListener k = new Shooter(); } }); } @Override public void run() { player = JOptionPane.showInputDialog(frame, "Enter Player Name", "New Player", JOptionPane.DEFAULT_OPTION); while (true) { timerEnd = (int) System.currentTimeMillis(); if (resart) { newGame(); resart = false; } if (pause) { Thread.currentThread().notify(); } try { if (!GameOver) { Timer = timerEnd - timerStart; level2(); if (p1.y < p2.y && p2.y60) { p2.moveUp(); } if (p1.y < p3.y && p3.y43) { p3.moveUp(); } if (p1.y < p4.y && p4.y43) { p4.moveUp(); } if (p1.y > p2.y && p2.y<535) { p2.moveDown(); } if (p1.y > p3.y && p3.y<535) { p3.moveDown(); } if (p1.y > p4.y && p4.y<530) { p4.moveDown(); } } if (timeElapsed < 125) { Thread.currentThread().sleep(125); } } catch (InterruptedException ex) { System.out.print("FInished"); } } } }

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  • RPG Game loop and class structure (cocos2D for iPhone)

    - by mac_55
    I'm looking to make an RPG with Cocos2D on the iPhone. I've done a fair bit of research, and I really like the model Cocos2D uses for scenes. I can instantiate a scene, set up my characters etc. and it all works really nicely... what I have problems with is structuring a game loop and separating the code from the scenes. For example, where do I put my code that will maintain the state of the game across multiple scenes? and do I put the code for events that get fired in a scene in that scene's class? or do I have some other class that separates the init code from the logic? Also, I've read a lot of tutorials that mention changing scenes, but I've read none that talk about updating a scene - taking input from the user and updating the display based on that. Does that happen in the scene object, or in a separate display engine type class. Thanks in advance!

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  • Network communication for a turn based board game

    - by randooom
    Hi all, my first question here, so please don't be to harsh if something went wrong :) I'm currently a CS student (from Germany, if this info is of any use ;) ) and we got a, free selectable, programming assignment, which we have to write in a C++/CLI Windows Forms Application. My team, two others and me, decided to go for a network-compatible port of the board game Risk. We divided the work in 3 Parts, namely UI, game logic and network. Now we're on the part where we have to get everything working together and the big question mark is, how to get the clients synchronized with each other? Our approach so far is, that each client has all information necessary to calculate and/or execute all possible actions. Actually the clients have all information available at all, aside from the game-initializing phase (add players, select map, etc.), which needs one "super-client" with some extra stuff to control things. This is the standard scenario of our approach: player performs action, the action is valid and got executed on the players client action is sent over the network action is executed on the other clients The design (i.e. no or code so far) we came up with so far, is something like the following pseudo sequence diagram. Gui, Controller and Network implement all possible actions (i.e. all actions which change data) as methods from an interface. So each part can implement the method in a way to get their job done. Example with Action(): On the player side's Client: Player-->Gui.Action() Gui-->Controller.Action() Controller-->Logic.Action (Logic.Action() == NoError)? Controller-->Network.Action() Network-->Parser.ParseAction() Network.Send(msg) On all other clients: Network.Recv(msg) Network-->Parser.Deparse(msg) Parser-->Logic.Action() Logic-->Gui.Action() The questions: Is this a viable approach to our task? Any better/easier way to this? Recommendations, critique? Our knowledge (so you can better target your answer): We are on the beginner side, in regards to programming on a somewhat larger projects with a small team. All of us have some general programming experience and basic understanding of the .Net Libraries and Windows Forms. If you need any further information, please feel free to ask.

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  • How should objects be in a Java game.

    - by Gabriel A. Zorrilla
    EDIT: i just deleted the entire post and reformulated the question to be more generic. I want to do a simple strategy game: map, units. Map: one class. Units: another class, self drawn. Simple questions: How does an unit should redraw itself on the map. A unit should be a JPanel or similar Swing component (just to be able to manage them as an entity with its own mousehandlers) or can be another thing, without neglecting the fact that it should be an autonomous object with its own action handlers and fields. Is this map-units model correct of a simple game that would help me to learn in a fun way Java and OOP fundamentals. Thats it!

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  • Creating a standard card game (iPhone SDK)

    - by Chris
    I am trying to create a card game with a standard deck of cards. I need to be able to create a new card on screen every time someone draws a card from the deck and then be able to continuously move it throughout gameplay. I have image files for every card available in the game. I have tried creating a card object which held a UIImageView for the card along with some other basic data but I had trouble referring back to that card to move it again after the first touch. Was this the right way to do this?

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  • Placement of defensive structures in a game

    - by Martin
    I am working on an AI bot for the game Defcon. The game has cities, with varying populations, and defensive structures with limited range. I'm trying to work out a good algorithm for placing defence towers. Cities with higher populations are more important to defend Losing a defence tower is a blow, so towers should be placed reasonably close together Towers and cities can only be placed on land So, with these three rules, we see that the best kind of placement is towers being placed in a ring around the largest population areas (although I don't want an algorithm just to blindly place a ring around the highest area of population, sometime there might be 2 sets of cities far apart, in which case the algorithm should make 2 circles, each one half my total towers). I'm wondering what kind of algorithms might be used for determining placement of towers?

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  • Game Programming

    - by ngreenwood6
    I really want to get into game programming. I know how to program in several languages and only use object oriented code. I have no experience with game programming and am looking for a good place to start. I mainly want to program for windows but wouldnt mind moving to consoles or even mobile in the future. I was hoping someone could point me to the tools that professionals use to develop games. Also any information on the subject is welcome.

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  • Best direction for displaying game graphics in C# App

    - by Mike Webb
    I am making a small game as sort of a test project, nothing major. I just started and am working on the graphics piece, but I'm not sure the best way to draw the graphics to the screen. It is going to be sort of like the old Zelda, so pretty simple using bitmaps and such. I started thinking that I could just paint to a Picture Box control using Drawing.Graphics with the Handle from the control, but this seems cumbersome. I'm also not sure if I can use double buffering with this method either. I looked at XNA, but for now I wanted to use a simple method to display everything. So, my question. Using the current C# windows controls and framework, what is the best approach to displaying game graphics (i.e. Picture Box, build a custom control, etc.)

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  • Browser based online game question

    - by Emre
    I am developing a small browser based game in asp.net. Think of a game room which has a capaticy of 22 players and players join the room by clicking a button. ( I am saving the number of players in the room in database) I need to call a method when the number of players in the room is 22. The problem is I don't know how to control the number of players in the room. I mean I think like there need to be a bacground code which has to run all the time at the server and that code controls the number and call the function. It's my first web project(school project) and I hope you all can help me.

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  • Android card based game, need help to start

    - by user331296
    Hello, I'm just setting out in android development. I want to make a kind of card based game. I'm just looking for suggestions really on how I might start it. I know I have to make the menu layout and view, then use an Intent from that to get to the main game view. My sticking points are: -There's going to be a deck of cards. It's going to be a set number so I was thinking I could just have each card defined as a button in the layout. I don't know if that is the right way to do it though. -Storage of card details. I'm thinking of using an xml file to store these. Thanks in advance.

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  • The D Programming Language for Game Development

    - by n2liquid
    Hi all, Recently I've been bothered because I reached a point in which C++ (even 0x) felt very limited, so I started looking for alternatives. Forget Java, C#, Python or Ruby. I still like the low-level nature of C++ and I'm not fond of virtual machines. Further, I'm a game engine developer, so I have to develop core routines which must be really fast, and lately I've been hungry for code expressiveness. C++ is an almost-there language for me, but there are many exceptions on how to use templates, and GCC isn't optimizing stuff as well as I'd hoped it would. So I'm considering to start learning D. Do you think it will suffice my needs as a game developer? I'm weary because I've never heard of D being used for that. Thanks!

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  • Downloading game assests to SD card on Android

    - by hgpc
    I'm developing an Android game that has to download some assets to the SD card to keep the size of the app as small as possible. I was thinking of using an uncompressed zip file to bundle all the assets. A requirement from the client is to protect these assets as much as possible. Being part of the apk is considered enough protection, but if I do this the apk size will be enormous. If I just put a zip bundle in the SD card, then anyone can unzip it and explore its contents. Is there a simple way to do this without retorting to horrid DRM? Obviously if someone really wants to check the resources of an Android game, they can. I'm just looking for a simple solution to avoid making this very easy.

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  • Android game engine for 2d and 3d games?

    - by javame_android
    Hi, There is a library called cocos-2d for iphone. There are number of games developed with that nowadays. Also, there is cocos-2d library available for Android too. I just wanted to know if that is also as stable as iphone one or its still not stable to be used in development. Also, is there any other game engine available for Android? The ones that I know is AndEngine. Which one is better for development? If not both then will it better to develop using core Android API rather than using any game engine.

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  • Kinect losing tracked players with Beta2 SDK

    - by Eric B
    So i'm creating a game using the Beta2 SDK for Kinect. The issue i am having is that in the middle of gameplay if another person enters the Kinects FOV it stops tracking the player and will not track anyone else for several minutes. Same deal if the player leaves the FOV and reenters it. Here is what im using to detect players. void nui_SkeletonFrameReady(object sender, SkeletonFrameReadyEventArgs e) { int playersAlive = 0; // reset lists skeletons = new Dictionary<int, SkeletonData>(); //create a new list for skeletons menuSkeleton = new List<SkeletonData>(); initialPlayers = new Dictionary<float, SkeletonData>(); //create a new list for initialPlayers foreach (SkeletonData s in e.SkeletonFrame.Skeletons) //for each skeleton the kinect has detected { if (s.TrackingState == SkeletonTrackingState.Tracked) // players found { menuSkeleton.Add(s); if (initialized) // after initialization { skeletons.Add(s.TrackingID, s); } else // before initialization initialPlayers.Add(s.Joints[JointID.ShoulderCenter].Position.X, s); //if we are not initialized then add this player to the inital player list. playersAlive++; } } if (playersAlive == TOTAL_PLAYERS_ALLOWED) // If there is one player { if (!inMiniGame) // Before the game starts gameStart = DateTime.Now; // Reset initialization timer if (!initialized) // Before initialization // NOTE TO SELF I TOOK OUT && inMenu { InitializePlayers(); if (DateTime.Now.Subtract(gameStart).TotalMilliseconds > INITIALIZATION_WAIT_TIME) { initialized = true; // initialize timers from fixed starting time if (inMiniGame) //if the game has started { gamePause = gameStart; //TODO ERIC: Initialize any Timers Here } } } } } /// <summary> /// this function initializes the players adding them to a list /// and making one of the players the menu controller, for LIM we will need to change the code so that the /// game only recognizes and supports one player at a time /// variable names will need to be change as well. /// </summary> private void InitializePlayers() { List<float> initialPos = new List<float>(); // used to track starting positions players = new Dictionary<int, Player>(); foreach (float pos in initialPlayers.Keys) { initialPos.Add(pos); //add position of each inital player to list } float first = initialPos[0]; // left player first, right second Player player = new Player(initialPlayers[first].TrackingID, true); player.PlayerNumber = PLAYER_ONE; player.Skeleton = initialPlayers[first]; player.Specifics = new PlayerSpecifics(player.PlayerNumber); player.Specifics.PauseTimer = gameStart; players.Add(initialPlayers[first].TrackingID, player); menuController = initialPlayers[first].TrackingID; //menu controller is player 1 } This is a one player game. Also when the game starts Initialize is set to false, and gets set to true when i go from the games menu into the gameplay. So can anyone see any issues with this code block that would cause the kinect to lose players as they enter/exit the FOV? and not re-track them? Thank you for any help.

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  • Is it possible that solid state drives (or any faster drive) will make common applications faster even if they are cached?

    - by leladax
    I assumed that solid state drives are insignificant after, say, Firefox is fully brought up and no important disk activity after that is going on. However, I wonder if some kind of 'cached from the disk to the CPU' activity is going on that may make solid state drives (or any faster drive) better. Then again, I suspect that may be depended only on the Bus (or some kind of cache memory drives have). Hrm..

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  • Running game, leaving game and continuing animation

    - by Madrusec
    I have been trying to learn some Actionscript recently and have been trying to run an interactive story that at one point turns into an extremel simple shooter game. After the player either wins or looses, then he/she is taken to the rest of the animated story. So I have everything up to the point where the games runs (successfully) but for some reason I am unable to have flash run the rest of the frames, most of which have no code at all. This is the code for scene 1: stop (); import flash.display.MovieClip; import flash.events.MouseEvent; import flash.utils.Timer; import flash.events.TimerEvent; var stoneInGame:uint; var stoneMaker: Timer; var container_mc: MovieClip; var cursor:MovieClip; var score:int; var anxiety:int; var anxiety_mc :MovieClip = new mcAnxiety(); //stage.addChild( anxiety_mc ); function initializeGame():void { stoneInGame = 10; stoneMaker = new Timer(1000, stoneInGame); container_mc = new MovieClip(); addChild(container_mc); container_mc.addChild(anxiety_mc); anxiety_mc.x = 497; anxiety_mc.y = 360; stoneMaker.addEventListener(TimerEvent.TIMER, createStones); stoneMaker.start(); cursor = new Cursor(); addChild(cursor); cursor.enabled = false; Mouse.hide(); stage.addEventListener(MouseEvent.MOUSE_MOVE, dragCursor); score = 0; anxiety = anxiety_mc.totalFrames; anxiety_mc.gotoAndStop(anxiety); } function dragCursor(event:MouseEvent):void { cursor.x = this.mouseX; cursor.y = this.mouseY; } function createStones(event:TimerEvent):void { var stone:MovieClip; stone = new Stone(); stone.x = Math.random() * stage.stageWidth; stone.y = Math.random() * stage.stageHeight; container_mc.addChild(stone); } function increaseScore():void { score ++; if(score >= stoneInGame) { dragCursor.stop(); createStones.stop(); stoneMaker.stop(); trace("you wind!"); } } function decreaseAnxiety():void { anxiety--; if(anxiety <= 0) { stoneMaker.stop(); trace("you lose!"); } else { anxiety_mc.gotoAndStop(anxiety); } increaseScore(); } initializeGame(); So what I tried to do was adding gotoAndPlay() inside both the decreaseAnxiety and increaseScore functions after the trace statements and referenced a frame where I have more keyframes that continue a story. However, Flash just goes back to the beginning of the timeline and I even the functions that change and control the cursor seem to be running. This leads me to believe that I need to make sure that I tell flash o stup running certain functions before jumping to another frame. However, it seems to me that I would still have the same issue and not be able to continue in the timeline. Is there something I am missing? How can I jump out of all this code once the game finishes and simply continue playing the rest of the frames? Any pointers would be greatly appreciated. Thank you

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  • How to manage Areas/Levels in an RPG?

    - by Hexlan
    I'm working on an RPG and I'm trying to figure out how to manage the different levels/areas in the game. Currently I create a new state (source file) for every area, defining its unique aspects. My concern is that as the game grows the number of class files will become unmanageable with all the towns, houses, shops, dungeons, etc. that I need to keep track of. I would also prefer to separate my levels from the source code because non-programmer members of the team will be creating levels, and I would like the engine to be as free from game specific code as possible. I'm thinking of creating a class that provides all the functions that will be the same between all the levels/areas with a unique member variable that can be used to look up level specifics from data. This way I only need to define level/area once in the code, but can create multiple instances each with its own unique aspects provided by data. Is this a good way to go about solving the issue? Is there a better way to handle a growing number of levels?

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  • Pass a single boolean from an Android App to a libgdx game

    - by Doug Henning
    I'm writing an Android application that needs to pass a single boolean into an Android game that I am also writing. The idea is that the user does something in the App which will affect how the game operates. This is tricky with LIBGDX since I need to get the bool value into the Java files of the game, but of course, you can't call Android specific things from within LIBGDX's main Java files. I tried using an intent but of course the same problem persists. I can get the boolean into the MainActivity.Java of the android output of the game, but can't pass it along any further since the android output and the main java files don't know about each other. I have seen a few tutorials that explain how to use set up an interface in the LIBGDX java files that can call android things. This seems like wild overkill for what I want to do. I've been trying to use Android's Shared Preferences with LIBGDX's Gdx.app.getPreferences, but I can't make it work. Anyhelp would be MUCH appreciated. I've set up two hello world applications. One is a standard Android app, with a single button that is supposed to write "true" into the shared preferences. The other is a standard LIBGDX hello world that is supposed to do nothing but check that bool when launched and if true display one image to the screen, if false, display a different one. Here's the relevant bit of the Android code: import android.preference.PreferenceManager; public void onClick(View view) { if (view == this.boolButton){ final String PREF_FILE_NAME = "myBool"; SharedPreferences preferences = getSharedPreferences(PREF_FILE_NAME, MODE_WORLD_WRITEABLE); SharedPreferences.Editor editor = preferences.edit(); editor.putBoolean("myBool", true); editor.commit(); } } And here's the relevant bit of the code from the LIBGDX main file: Preferences prefs = Gdx.app.getPreferences("myBool"); boolean switcher = prefs.getBoolean("myBool"); if(switcher == true){ texture = new Texture(Gdx.files.internal("data/worked512.png")); prefs.putBoolean("myBool", false); } else { texture = new Texture(Gdx.files.internal("data/libgdx.png")); } Everything compiles fine, it just doesn't work. I've spent HOURS googling trying to find a way to pass this single boolean from android into a LIBGDX main and I'm totally stumped. Thanks for your help.

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  • Pass a single boolean from an Android App to a LIBGDK game

    - by Doug Henning
    I'm writing an Android application that needs to pass a single boolean into an Android game that I am also writing. The idea is that the user does something in the App which will affect how the game operates. This is tricky with LIBGDX since I need to get the bool value into the Java files of the game, but of course, you can't call Android specific things from within LIBGDX's main Java files. I tried using an intent but of course the same problem persists. I can get the boolean into the MainActivity.Java of the android output of the game, but can't pass it along any further since the android output and the main java files don't know about each other. I have seen a few tutorials that explain how to use set up an interface in the LIBGDX java files that can call android things. This seems like wild overkill for what I want to do. I've been trying to use Android's Shared Preferences with LIBGDX's Gdx.app.getPreferences, but I can't make it work. Anyhelp would be MUCH appreciated. I've set up two hello world applications. One is a standard Android app, with a single button that is supposed to write "true" into the shared preferences. The other is a standard LIBGDX hello world that is supposed to do nothing but check that bool when launched and if true display one image to the screen, if false, display a different one. Here's the relevant bit of the Android code: import android.preference.PreferenceManager; public void onClick(View view) { if (view == this.boolButton){ final String PREF_FILE_NAME = "myBool"; SharedPreferences preferences = getSharedPreferences(PREF_FILE_NAME, MODE_WORLD_WRITEABLE); SharedPreferences.Editor editor = preferences.edit(); editor.putBoolean("myBool", true); editor.commit(); } } And here's the relevant bit of the code from the LIBGDX main file: Preferences prefs = Gdx.app.getPreferences("myBool"); boolean switcher = prefs.getBoolean("myBool"); if(switcher == true){ texture = new Texture(Gdx.files.internal("data/worked512.png")); prefs.putBoolean("myBool", false); } else { texture = new Texture(Gdx.files.internal("data/libgdx.png")); } Everything compiles fine, it just doesn't work. I've spent HOURS googling trying to find a way to pass this single boolean from android into a LIBGDX main and I'm totally stumped. Thanks for your help.

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