Search Results

Search found 12182 results on 488 pages for 'game boy'.

Page 401/488 | < Previous Page | 397 398 399 400 401 402 403 404 405 406 407 408  | Next Page >

  • Allow and Block Programs in Windows 7

    One of the best characteristics of Parental Controls in Windows 7 is how it can be fine tuned to fit your personal needs. Nowhere is this more apparent than in its Allow and block specific programs setting. This setting is especially useful if there are certain programs or applications that you do not want you child to use. Whether it be an Internet browser a game a tool a messaging service or anything else you can think of you have the power to keep it out of your child s hands.... Autodesk Software Download A Free Trial Of One Of Our Construction Software Solutions.

    Read the article

  • OpenGL Beginner question

    - by nobby
    I'm new to OpenGL programming, but I can't find a good book to read or a tutorial, I've tried reading through the superbible or whatever its name is but it's kind of complicated to me. The tutorial at http://duriansoftware.com/joe/An-intro-to-modern-OpenGL.-Chapter-2.3:-Rendering.html is pretty ok but it doesn't cover what I need mostly, which is opengl math etc (such as projection matrix, view matrix, and so on). I'm fairly OK at C(++) (3+ years experience, I don't know if you would call that "good") What i basically want to do with OpenGL is, make a simple game (prefer 2D as a start and not 3D). Please suggest a good EBook to read and learn from.

    Read the article

  • No sound in World of Goo?

    - by user37805
    I installed WorldOfGooSetup.1.41.deb and it didn't work. There was a segmentation fault error (core dumped) in terminal. I fixed that with: sudo cp /usr/lib/x86_64-linux-gnu/libvorbis.so.* /opt/WorldOfGoo/libs32 sudo cp /usr/lib/x86_64-linux-gnu/libvorbis.so.* /opt/WorldOfGoo/libs64 That error is new for me as I have never had it before with previous releases of Ubuntu. The game starts now but no sound effects or music is played. I can hear music with my computer, videos, etc, so it is not a volume control problem. I am using ubuntu 12.04 final release.

    Read the article

  • How Do I get rid of this software? [closed]

    - by Marcus
    Some jerk who refurbished my computer intalled this crappy software instead of reinstalling my windows. I absolutely despise this crap. I cant do anything I could do on my PC before. I cant even save files to my computer correctly. I work from mozilla, i have a blackberry whose update manager cannot download on this crappy mainframe. Just tell me how to get windows back without having to buy it or buy a whole new computer. Or maybe just step your crappy ass game up

    Read the article

  • How to deal with OOP design problems in interviews?

    - by haps10
    This is a question where I seek guidance from fellow/senior developers to get into my dream company - it's a pioneer in OOP and Agile. I've already failed once to clear an interview. One part I feel most challenging is to come up with a proper Object Oriented design(classes, interfaces, methods, interactions etc.) in a very short time for certain situations like Pacman, Game Of Life and so on. As the problems are unprecedented ones - my approach is mostly to try different things and then make decisions - which they feel is not clear and not what they expect from a developer with 5+ years of experience. I've already studied a few books on patterns, OOP - it didn't help me much and I think it'll take a bit more than that. Could some one please guide on what specifically shall I practice so that I can do better at design problems as above. I want to refine my approach and have a better thought process.

    Read the article

  • Am I unhireable?

    - by DrSammyD
    I've received my B.S. in Software Engineering in August 2010 and I've been looking for a job since. I've gotten two interviews since that went up to the technical phone interview and then they were no longer interested. One of the recruiters mentioned to me that they thought my fundamentals weren't strong enough. What do I need to brush up on in order to get past the technical phone interview. My language of most experience is C#. I know Object Oriented Programming. I know what the difference between an interface and an abstract class is. I've applied to positions from game programming to WPF/Silverlight. I have a portfolio website www.samarmstrong.me. It also has my resume on there. I never had real internship. Am I unhireable?

    Read the article

  • Behaviors in Blend 4 (Silverlight TV #30)

    Thanks to all of you, last week we flew past 1,000,000 views of Silverlight TV! Were not stopping here, we have a ton in store for the second half of the year. But first, a quick thank you to all of you for tuning in and for all of our great guests who have brought their A-game to the show and helped make Silverlight TV the * most popular Silverlight show on the internet ;-) * disclaimer: I have totally not researched that ;-) Now back to this weeks episode which Adam looks very excited about!...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

    Read the article

  • Torchlight is missing some textures

    - by AKAGoodGravy
    I am using a Radon HD6850 and just bought the indi bundle. Torchlight is missing all face textures (and face textures only). I have had problems with shaders before (graphic would be displayed as black), but what I am seeing now is a simple removal of the texture, I can see through the head. The fps is fine on full graphics so it doesn't seem to be too much of a driver issue (I am using the drivers that came with ubuntu). I downloaded the game through the USC. Has anyone had this issue and managed to fix it? Running Ubuntu 12.04 LTS

    Read the article

  • Is there a name for a mini class that is not a struct?

    - by user1555300
    I have a couple of mini-classes that are not nested classes. They need to be passed around between different larger classes to use. In a way, they act like Tuples, storing fields in them. For example, [Serializable] public class TransformObject { public GameObject GameObj; public tk2dCameraAnchor Anchor; public ManagerTransform MTransform; } I have a few of them for my game I have been developing. They have to be classes, not struct because the Unity3d editor will not show in the inspector if so. I was just wondering if there is a official name for these kind of mini classes.

    Read the article

  • HTML5 / Native / C# & Mono [closed]

    - by iainjames88
    My apologies for the subjective nature of this question but I'm unsure as to which path to follow. I would like to do a bit of indie game development for the iPhone (nothing serious, just something I've wanted to pursue). At my university we aren't taught Java or Objective-C but C#/.NET and HTML5/JavaScript. Is it worth taking what I already know and try to accomplish my goal using, for example, C# and Mono or should I invest the time and learn Objective-C? I don't have a problem learning something new alongside my course (I love learning new stuff) and time isn't a factor. I'm slightly in favor of learning Objective-C for as it would be another string to my bow in the workplace, but it would be nice to stay with C# because it is what I'm used to.

    Read the article

  • Wine not working in 12.04?

    - by Thunderbug
    I updated to Ubuntu 12.04 by doing a clean install from a CD. I installed Wine, Q4wine, WineTricks, PlayOnLinux all from the Software Center. After installing Kindle For PC(I ran it in 11.10 as well) Wine doesn't open it. Then I tried to install a game (Eastside Hockey Manager 2007) that I have had Installed on all my previous versions of Ubuntu, again Wine returned an error saying that the installer GUI would not load. So far I'm lost as to why this is happening. Does anyone have an idea?

    Read the article

  • Why do int when add up in java keeps on adding? [closed]

    - by Trycon
    I'm developing a game. I'm really new in java and researched google: why does an int when added, keeps on adding java Most of the times, it always adds even: STOP_DAMAGE+=1; Even sometimes, it subtract till negative. I'm annoyed. Sometimes it doesn't add too much. I do not understand. Here is my code: if(isPressed==true) { if(STOP_DAMAGE<=5) { if(WAIT_DAMAGE>=3000) { ENEMY_SHIP_HEALTH-=SHIP_DAMAGE_ENEMY; STOP_DAMAGE+=1; } } } for(;WAIT_DAMAGE>=3003;) { WAIT_DAMAGE-=WAIT_DAMAGE;//time is deducted } //WAIT_DAMAGE is a time int

    Read the article

  • Either I'm not confident I just don't know anything [on hold]

    - by zoomerzoom25
    My name is Sael and I'm 14 years old. Since I was 12 and I got my first computer I instantly go interested in making games. So of course like any other I googled it, got discouraged and forgot about it for a few months. When I was 13 I decided to continue programming, and decided that java would best suit me. Now after a year, I have a basic understanding of java and how it works (it just clicked instantly one day). Anyways, my problem is that I know how I'm going to make a simple game in my head, but as soon as I click that "New Project" button on eclipse, I'm instantly lost and can't figure out where to start. I can't do much without a tutorial beside me since my mind is so dependent on it. So here's the question : what can I do to get past this problem of mine, and have any of you felt like this before? sorry if my English is a bit incorrect, Spanish is my main language* I've made Minecraft mods before

    Read the article

  • Creating an Objective-C++ Static Library in Xcode

    - by helixed
    So I've developed an engine for the iPhone with which I'd like to build a couple different games. Rather than copy and paste the files for the engine inside of each game's project directory, I'd a way to link to the engine from each game, so if I need to make a change to it I only have to do so once. After reeding around a little bit, it seems like static libraries are the best way to do this on the iPhone. I created a new project called Skeleton and copied all of my engine files over to it. I used this guide to create a static library, and I imported the library into a project called Chooser. However, when I tried to compile the project, Xcode started complaining about some C++ data structures I included in a file called ControlScene.mm. Here's my build errors: "operator delete(void*)", referenced from: -[ControlScene dealloc] in libSkeleton.a(ControlScene.o) -[ControlScene init] in libSkeleton.a(ControlScene.o) __gnu_cxx::new_allocator<operation_t>::deallocate(operation_t*, unsigned long)in libSkeleton.a(ControlScene.o) __gnu_cxx::new_allocator<operation_t*>::deallocate(operation_t**, unsigned long)in libSkeleton.a(ControlScene.o) "operator new(unsigned long)", referenced from: -[ControlScene init] in libSkeleton.a(ControlScene.o) __gnu_cxx::new_allocator<operation_t*>::allocate(unsigned long, void const*)in libSkeleton.a(ControlScene.o) __gnu_cxx::new_allocator<operation_t>::allocate(unsigned long, void const*)in libSkeleton.a(ControlScene.o) "std::__throw_bad_alloc()", referenced from: __gnu_cxx::new_allocator<operation_t*>::allocate(unsigned long, void const*)in libSkeleton.a(ControlScene.o) __gnu_cxx::new_allocator<operation_t>::allocate(unsigned long, void const*)in libSkeleton.a(ControlScene.o) "___cxa_rethrow", referenced from: std::_Deque_base<operation_t, std::allocator<operation_t> >::_M_create_nodes(operation_t**, operation_t**)in libSkeleton.a(ControlScene.o) std::_Deque_base<operation_t, std::allocator<operation_t> >::_M_initialize_map(unsigned long)in libSkeleton.a(ControlScene.o) "___cxa_end_catch", referenced from: std::_Deque_base<operation_t, std::allocator<operation_t> >::_M_create_nodes(operation_t**, operation_t**)in libSkeleton.a(ControlScene.o) std::_Deque_base<operation_t, std::allocator<operation_t> >::_M_initialize_map(unsigned long)in libSkeleton.a(ControlScene.o) "___gxx_personality_v0", referenced from: ___gxx_personality_v0$non_lazy_ptr in libSkeleton.a(ControlScene.o) ___gxx_personality_v0$non_lazy_ptr in libSkeleton.a(MenuLayer.o) "___cxa_begin_catch", referenced from: std::_Deque_base<operation_t, std::allocator<operation_t> >::_M_create_nodes(operation_t**, operation_t**)in libSkeleton.a(ControlScene.o) std::_Deque_base<operation_t, std::allocator<operation_t> >::_M_initialize_map(unsigned long)in libSkeleton.a(ControlScene.o) ld: symbol(s) not found collect2: ld returned 1 exit status If anybody could offer some insight as to why these problems are occuring, I'd appreciate it. Thanks, helixed

    Read the article

  • Accelerometer & Calibration - iPhone SDK

    - by Kevin
    Hello everyone, I need to use the functionality of an accelerometer in my iphone game. I just have to move an image by tilting the device. However most videos on youtube just show the tilt feature that is somehow inverted and forget to include the calibration. I want the user to calibrate their device to whatever position they're in. Does anyone know how I should get started on this? Your help is greatly appreciated, Kevin

    Read the article

  • General purpose physics engine

    - by Lucas
    Is there any general purpose physics engine that allows huge simulations of rigid bodies? I'm using PhysX from Nvidia, but the focus of this engine is game development, soft bodies. I want to know if exists physics engine that runs on top of PS3 cell processors or CUDA cores allowing massive scientific physics simulations.

    Read the article

  • Why is drawing to OnPaint graphics faster than image graphics?

    - by Tesserex
    I'm looking for a way to speed up the drawing of my game engine, which is currently the significant bottleneck, and is causing slowdowns. I'm on the verge of converting it over to XNA, but I just noticed something. Say I have a small image that I've loaded. Image img = Image.FromFile("mypict.png"); We have a picturebox on the screen we want to draw on. So we have a handler. pictureBox1.Paint += new PaintEventHandler(pictureBox1_Paint); I want our loaded image to be tiled on the picturebox (this is for a game, after all). Why on earth is this code: void pictureBox1_Paint(object sender, PaintEventArgs e) { for (int y = 0; y < 16; y++) for (int x = 0; x < 16; x++) e.Graphics.DrawImage(image, x * 16, y * 16, 16, 16); } over 25 TIMES FASTER than this code: Image buff = new Bitmap(256, 256, PixelFormat.Format32bppPArgb); // actually a form member void pictureBox1_Paint(object sender, PaintEventArgs e) { using (Graphics g = Graphics.FromImage(buff)) { for (int y = 0; y < 16; y++) for (int x = 0; x < 16; x++) g.DrawImage(image, x * 16, y * 16, 16, 16); } e.Graphics.DrawImage(buff, 0, 0, 256, 256); } To eliminate the obvious, I've tried commenting out the last e.Graphics.DrawImage (which means I don't see anything, but it gets rid a call that isn't in the first example). I've also left in the using block (needlessly) in the first example, but it's still just as blazingly fast. I've set properties of g to match e.Graphics - things like InterpolationMode, CompositingQuality, etc, but nothing I do bridges this incredible gap in performance. I can't find any difference between the two Graphics objects. What gives? My test with a System.Diagnostics.Stopwatch says that the first code snippet runs at about 7100 fps, while the second runs at a measly 280 fps. My reference image is VS2010ImageLibrary\Objects\png_format\WinVista\SecurityLock.png, which is 48x48 px, and which I modified to be 72 dpi instead of 96, but those made no difference either.

    Read the article

  • Greasemonkey Submit Form

    - by magixx
    I'm trying to autosubmit a form with greasemonkey however I'm not sure how to do it with this button. The button seems to have the following properties a class="blue-button" href="javascript:void(0)" onclick="Form.submit(this);" and the only form I see above is <form xmlns="http://www.w3.org/1999/xhtml" xmlns:s="http://www.blizzard.com/ns/store" action="/account/management/add-game.xml" autocomplete="off" method="post"> The page is here you can use "[email protected]" and "a1a1a1a1" as a login.

    Read the article

  • Java Graphics2D DrawString....

    - by user69514
    Hey guys I have a little issue here. I have a panel where I am drawing a string. This is a game so I keep redrawing the score in order to update it. However when I draw it again it is drawn on top of the previous score so it looked all garbled up. Any ideas how to fix this? comp2d.drawString(GetScore(Score),ScoreX,ScoreY);

    Read the article

  • DirectX 9 or DirectX 10 for starters ??

    - by numerical25
    I want to do projects to make my resume more appealing to game companies. So I am going to start buying books. But I don't know rather to read DirectX 9 or 10 api books to start off with. DirectX10 is great, but it seems the industry is moving slow to 10. so should I use 9 or go with 10 ??

    Read the article

  • Rotating pictures

    - by Samuel
    Hello! I am currently programming a Tower Defence game for university and i stumbled upon a problem: i want my towers to rotate towards the monster it is shooting at. The towers are bitmaps and we are supposed to program in a language called Modula 2: If you have heard of it any help is welcome to rotate bitmaps, if you havent it might still be helpful to know how i could start, how image rotation is done in general. Thanks in advance, Samuel

    Read the article

  • Unbind Key Presses

    - by Doug
    I'm making a game that involves, like all games, key presses. Only left and right arrow and the Space Bar. They work, but the browser is pre-set to scroll left, right, or jump down on those keys. Is there any way to unbind those keys in the code? Thanks.

    Read the article

  • How do i rotate a CALayer around a diagonal line?

    - by Mattias Wadman
    Hi. I'm trying to implement a flip animation to be used in board game like iPhone-application. The animation is supposed to look like a game piece that rotates and changes to the color of its back (kind of like an Reversi piece). I've managed to create an animation that flips the piece around its orthogonal axis, but when I try to flip it around a diagonal axis by changing the rotation around the z-axis the actual image also gets rotated (not surprisingly). Instead I would like to rotate the image "as is" around a diagonal axis. I have tried to change layer.sublayerTransform but with no success. Here is my current implementation. It works by doing a trick to resolve the issue of getting a mirrored image at the end of the animation. The solution is to not actually rotate the layer 180 degrees, instead it rotates it 90 degrees, changes image and then rotates it back. + (void)flipLayer:(CALayer *)layer toImage:(CGImageRef)image withAngle:(double)angle { const float duration = 0.5f; CAKeyframeAnimation *diag = [CAKeyframeAnimation animationWithKeyPath:@"transform.rotation.z"]; diag.duration = duration; diag.values = [NSArray arrayWithObjects: [NSNumber numberWithDouble:angle], [NSNumber numberWithDouble:0.0f], nil]; diag.keyTimes = [NSArray arrayWithObjects: [NSNumber numberWithDouble:0.0f], [NSNumber numberWithDouble:1.0f], nil]; diag.calculationMode = kCAAnimationDiscrete; CAKeyframeAnimation *flip = [CAKeyframeAnimation animationWithKeyPath:@"transform.rotation.y"]; flip.duration = duration; flip.values = [NSArray arrayWithObjects: [NSNumber numberWithDouble:0.0f], [NSNumber numberWithDouble:M_PI / 2], [NSNumber numberWithDouble:0.0f], nil]; flip.keyTimes = [NSArray arrayWithObjects: [NSNumber numberWithDouble:0.0f], [NSNumber numberWithDouble:0.5f], [NSNumber numberWithDouble:1.0f], nil]; flip.calculationMode = kCAAnimationLinear; CAKeyframeAnimation *replace = [CAKeyframeAnimation animationWithKeyPath:@"contents"]; replace.duration = duration / 2; replace.beginTime = duration / 2; replace.values = [NSArray arrayWithObjects:(id)image, nil]; replace.keyTimes = [NSArray arrayWithObjects: [NSNumber numberWithDouble:0.0f], nil]; replace.calculationMode = kCAAnimationDiscrete; CAAnimationGroup *group = [CAAnimationGroup animation]; group.removedOnCompletion = NO; group.duration = duration; group.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear]; group.animations = [NSArray arrayWithObjects:diag, flip, replace, nil]; group.fillMode = kCAFillModeForwards; [layer addAnimation:group forKey:nil]; }

    Read the article

  • Android: how to place a button at an x,y position over top of Canvas

    - by Ben Mc
    Is it possible to place buttons at an X,Y position over the top of a Canvas? For example, on the opening screen of my game, I would like to place buttons for "Play Now", "Instructions", etc, right on top of the canvas. Right now, I'm looking at Touch locations on the Canvas and comparing them to various X,Y bounds. It works, but adding a button with a click listener would probably be much more efficient.

    Read the article

< Previous Page | 397 398 399 400 401 402 403 404 405 406 407 408  | Next Page >