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  • Best way to solve the game 'bricolage'

    - by maggie
    I am trying to solve the following game http://www.hacker.org/brick/ using some kind of AI. The target of this game is to finally clear the board by clicking on groups of at least 3 bricks of the same color and removing them. If a group is disappearing the remaining bricks above will fall down or be moved left if a column got no bricks left. The higher the level - more colors and larger board. I already guessed that a pure bruteforce approach wont scale nice for higher levels. So i tried to implement a monte carlo like approach which worked ok for the first levels. But i am still not confident i will make the maximum level of 1052 with this. Currently i am stuck @~ level 100 :) The finding of the solution takes too much time... Hoping that there is a better way to do this i read some stuff about neural networks but i am really at the beginning of this. Before becoming obsessed by ANNs i want to be sure it is the right way for my problem. So my question is: Does it make any sense to apply an ANN to this game? Any suggestions?

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  • In general, are programmers or artists paid better?

    - by jokoon
    I'm in a private game programming school where there also are 3D art classes; sadly, there seems to be a lot more students in those latter classes, something like 50% or 100% more. So I was wondering: in the real video game industry, which of the artist/modeler or the programmer is more likely to be wanted in a company, so who will be paid more ? I'm sure there are artists which are obviously paid better than other programmers and I'm sure there are other sorts of jobs in the game industry (sound, management, testers), but I wanted to know if there is a general tendency for one or the other. And sometime I wonder even if an artist can happen to write scripts...

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  • Play a New Random Game Each Day in Chrome

    - by Asian Angel
    Being able to unwind for a few moments each day can make the time pass so much better and help you feel refreshed. If your favorite method for relaxing is playing a quick game, then join us as we take a look at the Random Games from MyGiochi.net extension for Google Chrome. Random Games from MyGiochi.net in Action The really great thing about this extension is that each day you can have a new random game to play. If you love variety this is definitely going to be a perfect match for you. We got “Power Golf” as our random game of the day. Here is a look at things once we got started…this one can be a lot of fun to play. Time to move on to the third hole now… What if you want something different from the game available on any given day? In the upper right corner you will find links for “game categories” that you can look through (clicking on the links will open a new tab). Since the links are in Italian you might need to experiment a little bit to find the category that you want to browse through. We chose the “Games for Girls Category”. With Chrome’s new built in “Translation Bar” you can easily switch the page over to the language of your choice. Note: Translation Bar available in Dev Channel releases. Ready to choose a fun game to play! You really can have a lot of fun with the games available at My Giochi. With our “game of the day” we had a second option for other games to try. More games equals more fun! Conclusion If playing online games is your favorite way to relax then the MyGiochi.net extension will make a great addition to your browser. Have fun with all of those new games each day! Links Download the Random Games from MyGiochi.net extension (Google Chrome Extensions) Similar Articles Productive Geek Tips Geek Fun: Play Alien Arena the Free FPS GamePlay Avalanche!! in Google ChromeFriday Fun: Get Your Mario OnFriday Fun: Play Bubble QuodFriday Fun: 13 Days in Hell TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 PCmover Professional How to Browse Privately in Firefox Kill Processes Quickly with Process Assassin Need to Come Up with a Good Name? Try Wordoid StockFox puts a Lightweight Stock Ticker in your Statusbar Explore Google Public Data Visually The Ultimate Excel Cheatsheet

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  • Real-Time Strategy Gameplay

    - by Ahmad Alkhawaja
    I am working on building a HTML5 RTS game, and my current state is that I am building the Campaign mode of the game, and want to define the gameplay (The Scoring, Unit Behaviors/Attributes). I am searching for links/articles/books about how to define the gameplay, for me this: The scoring Figuring out levels of control (in any RTS game, there is units, individuals and squads) Unit action/attributes/properties point timing (how long it will take to play?) Achievements ..etc I want to see how they usually define these areas in RTS games, I expect to see general document discussing this concept that I can use to build the gameplay. Any idea? Is my question clear or I need to provide more details?

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  • SQL SERVER – SSMS: Database Consistency History Report

    - by Pinal Dave
    Doctor and Database The last place I like to visit is always a hospital. With the monsoon season starting, intermittent rains, it has become sort of a routine to get a cycle of fever every other year (seriously I hate it). So when I visit my doctor, it is always interesting in the way he quizzes me. The routine question of – “How many days have you had this?”, “Is there any pattern?”, “Did you drench in rain?”, “Do you have any other symptom?” and so on. The idea here is that the doctor wants to find any anomaly or a pattern that will guide him to a viral or bacterial type. Most of the time they get it based on experience and sometimes after a battery of tests. So if there is consistent behavior to your problem, there is always a solution out. SQL Server has its way to find if the server data / files are in consistent state using the DBCC commands. Back to SQL Server In real life, Database consistency check is one of the critical operations a DBA generally doesn’t give much priority. Many readers of my blogs have asked many times, how do we know if the database is consistent? How do I read output of DBCC CHECKDB and find if everything is right or not? My common answer to all of them is – look at the bottom of checkdb (or checktable) output and look for below line. CHECKDB found 0 allocation errors and 0 consistency errors in database ‘DatabaseName’. Above is a “good sign” because we are seeing zero allocation and zero consistency error. If you are seeing non-zero errors then there is some problem with the database. Sample output is shown as below: CHECKDB found 0 allocation errors and 2 consistency errors in database ‘DatabaseName’. repair_allow_data_loss is the minimum repair level for the errors found by DBCC CHECKDB (DatabaseName). If we see non-zero error then most of the time (not always) we get repair options depending on the level of corruption. There is risk involved with above option (repair_allow_data_loss), that is – we would lose the data. Sometimes the option would be repair_rebuild which is little safer. Though these options are available, it is important to find the root cause to the problem. In standard report, there is a report which can show the history of checkdb executed for the selected database. Since this is a database level report, we need to right click on database, click Reports, click Standard Reports and then choose “Database Consistency History” report. The information in this report is picked from default trace. If default trace is disabled or there is no checkdb run or information is not there in default trace (because it’s rolled over), we would get report like below. As we can see report says it very clearly: Currently, no execution history of CHECKDB is available or default trace is not enabled. To demonstrate, I have caused corruption in one of the database and did below steps. Run CheckDB so that errors are reported. Fix the corruption by losing the data using repair option Run CheckDB again to check if corruption is cleared. After that I have launched the report and below is what we would see. If you are lazy like me and don’t want to run the report manually for each database then below query would be handy to provide same report for all database. This query is runs behind the scenes by the report. All I have done is remove the filter for database name (at the last – highlighted). DECLARE @curr_tracefilename VARCHAR(500); DECLARE @base_tracefilename VARCHAR(500); DECLARE @indx INT; SELECT @curr_tracefilename = path FROM sys.traces WHERE is_default = 1; SET @curr_tracefilename = REVERSE(@curr_tracefilename); SELECT @indx  = PATINDEX('%\%', @curr_tracefilename) ; SET @curr_tracefilename = REVERSE(@curr_tracefilename); SET @base_tracefilename = LEFT( @curr_tracefilename,LEN(@curr_tracefilename) - @indx) + '\log.trc'; SELECT  SUBSTRING(CONVERT(NVARCHAR(MAX),TEXTData),36, PATINDEX('%executed%',TEXTData)-36) AS command ,       LoginName ,       StartTime ,       CONVERT(INT,SUBSTRING(CONVERT(NVARCHAR(MAX),TEXTData),PATINDEX('%found%',TEXTData) +6,PATINDEX('%errors %',TEXTData)-PATINDEX('%found%',TEXTData)-6)) AS errors ,       CONVERT(INT,SUBSTRING(CONVERT(NVARCHAR(MAX),TEXTData),PATINDEX('%repaired%',TEXTData) +9,PATINDEX('%errors.%',TEXTData)-PATINDEX('%repaired%',TEXTData)-9)) repaired ,       SUBSTRING(CONVERT(NVARCHAR(MAX),TEXTData),PATINDEX('%time:%',TEXTData)+6,PATINDEX('%hours%',TEXTData)-PATINDEX('%time:%',TEXTData)-6)+':'+SUBSTRING(CONVERT(NVARCHAR(MAX),TEXTData),PATINDEX('%hours%',TEXTData) +6,PATINDEX('%minutes%',TEXTData)-PATINDEX('%hours%',TEXTData)-6)+':'+SUBSTRING(CONVERT(NVARCHAR(MAX),TEXTData),PATINDEX('%minutes%',TEXTData) +8,PATINDEX('%seconds.%',TEXTData)-PATINDEX('%minutes%',TEXTData)-8) AS time FROM::fn_trace_gettable( @base_tracefilename, DEFAULT) WHERE EventClass = 22 AND SUBSTRING(TEXTData,36,12) = 'DBCC CHECKDB' -- AND DatabaseName = @DatabaseName; Don’t get worried about the logic above. All it is doing is reading the trace files, parsing below entry and getting out information for underlined words. DBCC CHECKDB (CorruptedDatabase) executed by sa found 2 errors and repaired 0 errors. Elapsed time: 0 hours 0 minutes 0 seconds.  Internal database snapshot has split point LSN = 00000029:00000030:0001 and first LSN = 00000029:00000020:0001. Hopefully now onwards you would run checkdb and understand the importance of it. As responsible DBAs I am sure you are already doing it, let me know how often do you actually run them on you production environment? Reference: Pinal Dave (http://blog.sqlauthority.com)Filed under: PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Server Management Studio, SQL Tips and Tricks, T SQL Tagged: SQL Reports

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  • Moving camera, or camera with discrete "screens"?

    - by Jacob Millward
    I'm making a game with a friend, but having trouble deciding on a camera style. The basic idea for the game, is having a randomly generated 2-dimensional world, with settlements in it. These settlements would have access to different resources, and it would be the job of the player to create bridges and ladders and links between these villages so they can trade. The player would advance personally by getting better gear, fighting monsters and looking for materials in the world, in order to craft and trade them at the settlements. My friend wants to use an old-style camera, where the world is split into a discrete number of screens that the player moves between. Similar to early Zelda dungeons, or Knytt Stories. This is opposite to me, as I want a standard camera that follows the player around as I feel the split-screen style camera limits the game. Can anyone argue the case either way? We've hit a massive roadblock here and can't seem to get past it.

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  • Where to start learning OpenGL with C++?

    - by NERDcustard
    I'm 16 years old and my name is Norbert. I have learnt C++ and made some cool text based games and such but I would love to start graphic's programming. I'm a decent artiest (I will have some of my work bellow) I know the base of C++ but I really would like to get into OpenGL. I need someone to show me some good tutorials for OpenGl with C++ so I can really get into game dev. My goal is to be able to program a simple 2d game by the end of the year and I have lots of time to do so. I'm en-rolled in a game dev next year and really need some help with starting off. http://imgur.com/QZjKX http://imgur.com/3CZy7

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  • What makes puzzle games addictive?

    - by Bryan Denny
    I'm currently developing a puzzle game for Android that is sort of along the lines of Alchemy. I was wondering what makes games like Alchemy or Bejeweled so addicting? How do I keep players interested in the game to want to play it over and over? Is it the scores? Level advancement? The challenges? What should I be doing to try and keep a player engaged with a puzzle game since they are often quite repetitive?

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  • How should I access frame buttons from a controller in an MVC approach?

    - by Loris
    I'm developing an italian card game using the mvc pattern. I have the class GameFrame that contains the view. The user's card are buttons (JButton objects). I have 3 controllers: GameController: to control the game in general. Contains the game loop. HumanPlayerController: to control the user input ComputerPlayerController: contains the AI of the computer PlayerController: is an interface with the makeTurn() method. It's implemented by HumanP.C. and ComputerP.C. HumanPlayerController implements ActionListener too. But what is the right way to access to the GameFrame buttons? I need it for understand which card was chosen. GameFrame and HumanPlayerController are in different packages. Should i make the JButtons public?

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  • It is worth planning before jumping in the code?

    - by Rushino
    I always thought that planning is important for a game. But i don't know at which point. Some are telling me to code instead of planning but i feel like its still important because when you will be in the code you will know what to do next more easily. I am currently working on a game that will have lots of content so i decided to start a design document introducing thoses content and at a side-level i am doing proofs of concept to check if it can be done. Parts of each proofs of concept then could be used later in the real game. EDIT: I am working alone on this project. So my question is : It is worth planning before jumping in the code ? Im still interested to know what others have to say about this. Cause i still get some poeple saying i should code instead of thinking.. so what your opinion on this ?

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  • XNA Monogame GameState Management not deserilaizing

    - by Pectus Excavatum
    I am having some trouble serializing/deserializing in a little game I am doing to teach myself monogame. Basically, I am using the gamestatemnanagement resources common to monogame (screen manager etc). Then I am serializing my screen manager component and all associated screens in the OnDeactivated method: protected override void OnDeactivated(Object sender, EventArgs args) { foreach (GameplayScreen screen in mScreenManager.GetScreens()) { DataManager.SaveData(screen.Level.LevelData); } mScreenManager.SerializeState(); } The Save data bit is to do with something else. Then I then override OnActivated to de serialize protected override void OnActivated(Object sender, EventArgs args) { //System.Diagnostics.Debug.WriteLine("here activating"); mScreenManager.DeserializeState(); } However, when this runs it just loads a blank screen - it goes into the game initialize and the game draw method, but doesnt go down into the screens initialize or draw methods. I have no idea why this might be - any help would be greatly appreciated. I am not the only one who has encountered this - I found this post also - https://monogame.codeplex.com/discussions/391117

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  • Does the windows 8 store only support windows RT?

    - by Need4Sleep
    I'm in a project for creating a game engine and eventually a game, and we need ideas on how to get our game out into the internet. I had an idea with putting it onto the windows 8 store at a low cost(or free) in order to get the word out, but does the windows 8 store only support apps programmed in windows RT? our game will be built in C++ / OpenGL / GLEW / Actionscript / GLM / etc.. , so we wont be using any windows RT functionality at all.

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  • Using Copyrighted Images

    - by TMP
    I was thinking about developing a sidescrolling platformer very similar to an old Mario and Luigi game for NES. To start out I was thinking about taking the images from a site like this: http://www.mariouniverse.com/sprites/nes/smb3 Which clearly states a copyright. I was wondering how far I am allowed to take these images. I figure I'm probably allowed to use it for personal development, but what if I publish the game as an exe file and send it to some friends? I figured a definite no-no would be selling the game with the copyrighted images included. A secondary question would be whether or not I would be allowed to modify them slightly and then call them my own.

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  • Where to find current information on quality of released games as software products?

    - by Tom
    As a gamer, one thing I have learned I need to be savvy about is knowing whether SomeBigGame is actually unstable or otherwise problematic as a piece of software (riddled with invasive DRM products, only runs well on a particular video driver version, crashes on non-English-language systems, etc.). I know that game news media can sometimes be relied upon to report on some problems, but I doubt they bother to cover smaller or indie titles. An example: I've started playing Transformice on Kongregate, and I'm considering installing the downloadable client (it is an online multiplayer game). The part of me that cares about data privacy and maintaining a clean-and-healthy PC wants to know whether there is a place I can check to find out more about a title-as-software than "it is not a literal virus." Put another way: where would you not want to see your game receive lots of attention?

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  • How do I duplicate a Box2d simulation, mid-simulation?

    - by Whyte
    I want to serialize the state mid-game, send it over the network to an identical computer (same CPU, same OS, same binary), load it there, and have the two games run in tandem doing the exact same simulation, without one of them drifting off and going haywire. In short: I want pop-in, pop-out networking support on my HIGHLY physics-intensive game, where sending object coordinates every few seconds is impossible, due to having thousands of objects, and many clients. I tried this with Box2D, and saving an object's location/velocity/etc wasn't enough... there's internal state that's not accessible through any public methods. My current workaround is to force EVERY client to save its entire worldstate and reload it from scratch, whenever a new player connects... but this is obviously bad practice, because it hangs the game for everyone whenever someone new connects. However, it works, with zero desynchronization. So, anyone know of any other techniques that can help me? Or should I just kiss my project goodbye?

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  • XML\Jquery create listings based on user selection

    - by Sirius Mane
    Alright, so what I need to try and accomplish is having a static web page that will display information pulled from an XML document and render it to the screen without refreshing. Basic AJAX stuff I guess. The trick is, as I'm trying to think this through I keep coming into 'logical' barriers mentally. Objectives: -Have a chart which displays baseball team names, wins, losses, ties. In my XML doc there is a 'pending' status, so games not completed should not be displayed.(Need help here) -Have a selection list which allows you to select a team which is populated from XML doc. (done) -Upon selecting a particular team from the aforementioned selection list the page should display in a separate area all of the planned games for that team. Including pending. Basically all of the games associated with that team and the dates (which is included in the XML file). (Need help here) What I have so far: HTML\JS <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <link rel="stylesheet" href="batty.css" type="text/css" /> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>Little Batty League</title> <script type="text/javascript" src="library.js"></script> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript"> var IE = window.ActiveXObject ? true: false; var MOZ = document.implementation.createDocument ? true: false; $(document).ready(function(){ $.ajax({ type: "GET", url: "schedule.xml", dataType: "xml", success: function(xml) { var select = $('#mySelect'); $(xml).find('Teams').each(function(){ var title = $(this).find('Team').text(); select.append("<option/><option class='ddheader'>"+title+"</option>"); }); select.children(":first").text("please make a selection").attr("selected",true); } }); }); </script> </script> </head> <body onLoad="init()"> <!-- container start --> <div id="container"> <!-- banner start --> <div id="banner"> <img src="images/mascot.jpg" width="324" height="112" alt="Mascot" /> <!-- buttons start --> <table width="900" border="0" cellpadding="0" cellspacing="0"> <tr> <td><div class="menuButton"><a href="index.html">Home</a></div></td> <td><div class="menuButton"><a href="schedule.html">Schedule</a></div></td> <td><div class="menuButton"><a href="contact.html">Contact</a></div></td> <td><div class="menuButton"><a href="about.html">About</a></div></td> </tr> </table> <!-- buttons end --> </div> <!-- banner end --> <!-- content start --> <div id="content"> <br /> <form> <select id="mySelect"> <option>please make a selection</option> </select> </form> </div> <!-- content end --> <!-- footer start --> <div id="footer"> &copy; 2012 Batty League </div> <!-- footer end --> </div> <!-- container end --> </body> </html> And the XML is: <?xml version="1.0" encoding="utf-8"?> <Schedule season="1"> <Teams> <Team>Bluejays</Team> </Teams> <Teams> <Team>Chickens</Team> </Teams> <Teams> <Team>Lions</Team> </Teams> <Teams> <Team>Pixies</Team> </Teams> <Teams> <Team>Zombies</Team> </Teams> <Teams> <Team>Wombats</Team> </Teams> <Game status="Played"> <Home_Team>Chickens</Home_Team> <Away_Team>Bluejays</Away_Team> <Date>2012-01-10T09:00:00</Date> </Game> <Game status="Pending"> <Home_Team>Bluejays </Home_Team> <Away_Team>Chickens</Away_Team> <Date>2012-01-11T09:00:00</Date> </Game> <Game status="Played"> <Home_Team>Bluejays</Home_Team> <Away_Team>Lions</Away_Team> <Date>2012-01-18T09:00:00</Date> </Game> <Game status="Played"> <Home_Team>Lions</Home_Team> <Away_Team>Bluejays</Away_Team> <Date>2012-01-19T09:00:00</Date> </Game> <Game status="Played"> <Home_Team>Bluejays</Home_Team> <Away_Team>Pixies</Away_Team> <Date>2012-01-21T09:00:00</Date> </Game> <Game status="Played"> <Home_Team>Pixies</Home_Team> <Away_Team>Bluejays</Away_Team> <Date>2012-01-23T09:00:00</Date> </Game> <Game status="Played"> <Home_Team>Bluejays</Home_Team> <Away_Team>Zombies</Away_Team> <Date>2012-01-25T09:00:00</Date> </Game> <Game status="Pending"> <Home_Team>Zombies</Home_Team> <Away_Team>Bluejays</Away_Team> <Date>2012-01-27T09:00:00</Date> </Game> <Game status="Pending"> <Home_Team>Bluejays</Home_Team> <Away_Team>Wombats</Away_Team> <Date>2012-01-28T09:00:00</Date> </Game> <Game status="Played"> <Home_Team>Wombats</Home_Team> <Away_Team>Bluejays</Away_Team> <Date>2012-01-30T09:00:00</Date> </Game> <Game status="Played"> <Home_Team>Chickens</Home_Team> <Away_Team>Lions</Away_Team> <Date>2012-01-31T09:00:00</Date> </Game> <Game status="Played"> <Home_Team>Lions</Home_Team> <Away_Team>Chickens</Away_Team> <Date>2012-02-04T09:00:00</Date> </Game> <Game status="Played"> <Home_Team>Chickens</Home_Team> <Away_Team>Pixies</Away_Team> <Date>2012-02-05T09:00:00</Date> </Game> <Game status="Played"> <Home_Team>Pixies</Home_Team> <Away_Team>Chickens</Away_Team> <Date>2012-02-07T09:00:00</Date> </Game> <Game status="Played"> <Home_Team>Chickens</Home_Team> <Away_Team>Zombies</Away_Team> <Date>2012-02-08T09:00:00</Date> </Game> <Game status="Played"> <Home_Team>Zombies</Home_Team> <Away_Team>Chickens</Away_Team> <Date>2012-02-10T09:00:00</Date> </Game> <Game status="Played"> <Home_Team>Lions</Home_Team> <Away_Team>Pixies</Away_Team> <Date>2012-02-12T09:00:00</Date> </Game> <Game status="Played"> <Home_Team>Pixies </Home_Team> <Away_Team>Lions</Away_Team> <Date>2012-02-14T09:00:00</Date> </Game> <Game status="Played"> <Home_Team>Lions</Home_Team> <Away_Team>Zombies</Away_Team> <Date>2012-02-15T09:00:00</Date> </Game> <Game status="Played"> <Home_Team>Zombies</Home_Team> <Away_Team>Lions</Away_Team> <Date>2012-02-16T09:00:00</Date> </Game> <Game status="Played"> <Home_Team>Lions</Home_Team> <Away_Team>Wombats</Away_Team> <Date>2012-01-23T09:00:00</Date> </Game> <Game status="Played"> <Home_Team>Wombats</Home_Team> <Away_Team>Lions</Away_Team> <Date>2012-02-24T09:00:00</Date> </Game> <Game status="Pending"> <Home_Team>Pixies</Home_Team> <Away_Team>Zombies</Away_Team> <Date>2012-02-25T09:00:00</Date> </Game> <Game status="Pending"> <Home_Team>Zombies</Home_Team> <Away_Team>Pixies</Away_Team> <Date>2012-02-26T09:00:00</Date> </Game> <Game status="Played"> <Home_Team>Pixies</Home_Team> <Away_Team>Wombats</Away_Team> <Date>2012-02-27T09:00:00</Date> </Game> <Game status="Played"> <Home_Team>Wombats</Home_Team> <Away_Team>Pixies</Away_Team> <Date>2012-02-28T09:00:00</Date> </Game> <Game status="Played"> <Home_Team>Zombies</Home_Team> <Away_Team>Wombats</Away_Team> <Date>2012-02-04T09:00:00</Date> </Game> <Game status="Played"> <Home_Team>Wombats</Home_Team> <Away_Team>Zombies</Away_Team> <Date>2012-02-05T09:00:00</Date> </Game> <Game status="Played"> <Home_Team>Wombats</Home_Team> <Away_Team>Chickens</Away_Team> <Date>2012-02-07T09:00:00</Date> </Game> <Game status="Played"> <Home_Team>Chickens</Home_Team> <Away_Team>Wombats</Away_Team> <Date>2012-02-08T09:00:00</Date> </Game> </Schedule> If anybody can point me to Jquery code\modules that would greatly help me with this I'd be appreciate. Any help right now would be great, I'm just banging my head against a wall. I'm trying to avoid using XSLT transforms because I absolutely despise XML and I'm not good with it. So I'd -like- to just use Javascript\PHP\etc with only a sprinkling of the necessary XML where possible..

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  • xml file save/read error (making a highscore system for XNA game)

    - by Eddy
    i get an error after i write player name to the file for second or third time (An unhandled exception of type 'System.InvalidOperationException' occurred in System.Xml.dll Additional information: There is an error in XML document (18, 17).) (in highscores load method In data = (HighScoreData)serializer.Deserialize(stream); it stops) the problem is that some how it adds additional "" at the end of my .dat file could anyone tell me how to fix this? the file before save looks: <?xml version="1.0"?> <HighScoreData xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema"> <PlayerName> <string>neil</string> <string>shawn</string> <string>mark</string> <string>cindy</string> <string>sam</string> </PlayerName> <Score> <int>200</int> <int>180</int> <int>150</int> <int>100</int> <int>50</int> </Score> <Count>5</Count> </HighScoreData> the file after save looks: <?xml version="1.0"?> <HighScoreData xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema"> <PlayerName> <string>Nick</string> <string>Nick</string> <string>neil</string> <string>shawn</string> <string>mark</string> </PlayerName> <Score> <int>210</int> <int>210</int> <int>200</int> <int>180</int> <int>150</int> </Score> <Count>5</Count> </HighScoreData>> the part of my code that does all of save load to xml is: DECLARATIONS PART [Serializable] public struct HighScoreData { public string[] PlayerName; public int[] Score; public int Count; public HighScoreData(int count) { PlayerName = new string[count]; Score = new int[count]; Count = count; } } IAsyncResult result = null; bool inputName; HighScoreData data; int Score = 0; public string NAME; public string HighScoresFilename = "highscores.dat"; Game1 constructor public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; Width = graphics.PreferredBackBufferWidth = 960; Height = graphics.PreferredBackBufferHeight =640; GamerServicesComponent GSC = new GamerServicesComponent(this); Components.Add(GSC); } Inicialize function (end of it) protected override void Initialize() { //other game code base.Initialize(); string fullpath =Path.Combine(HighScoresFilename); if (!File.Exists(fullpath)) { //If the file doesn't exist, make a fake one... // Create the data to save data = new HighScoreData(5); data.PlayerName[0] = "neil"; data.Score[0] = 200; data.PlayerName[1] = "shawn"; data.Score[1] = 180; data.PlayerName[2] = "mark"; data.Score[2] = 150; data.PlayerName[3] = "cindy"; data.Score[3] = 100; data.PlayerName[4] = "sam"; data.Score[4] = 50; SaveHighScores(data, HighScoresFilename); } } all methods for loading saving and output public static void SaveHighScores(HighScoreData data, string filename) { // Get the path of the save game string fullpath = Path.Combine("highscores.dat"); // Open the file, creating it if necessary FileStream stream = File.Open(fullpath, FileMode.OpenOrCreate); try { // Convert the object to XML data and put it in the stream XmlSerializer serializer = new XmlSerializer(typeof(HighScoreData)); serializer.Serialize(stream, data); } finally { // Close the file stream.Close(); } } /* Load highscores */ public static HighScoreData LoadHighScores(string filename) { HighScoreData data; // Get the path of the save game string fullpath = Path.Combine("highscores.dat"); // Open the file FileStream stream = File.Open(fullpath, FileMode.OpenOrCreate, FileAccess.Read); try { // Read the data from the file XmlSerializer serializer = new XmlSerializer(typeof(HighScoreData)); data = (HighScoreData)serializer.Deserialize(stream);//this is the line // where program gives an error } finally { // Close the file stream.Close(); } return (data); } /* Save player highscore when game ends */ private void SaveHighScore() { // Create the data to saved HighScoreData data = LoadHighScores(HighScoresFilename); int scoreIndex = -1; for (int i = 0; i < data.Count ; i++) { if (Score > data.Score[i]) { scoreIndex = i; break; } } if (scoreIndex > -1) { //New high score found ... do swaps for (int i = data.Count - 1; i > scoreIndex; i--) { data.PlayerName[i] = data.PlayerName[i - 1]; data.Score[i] = data.Score[i - 1]; } data.PlayerName[scoreIndex] = NAME; //Retrieve User Name Here data.Score[scoreIndex] = Score; // Retrieve score here SaveHighScores(data, HighScoresFilename); } } /* Iterate through data if highscore is called and make the string to be saved*/ public string makeHighScoreString() { // Create the data to save HighScoreData data2 = LoadHighScores(HighScoresFilename); // Create scoreBoardString string scoreBoardString = "Highscores:\n\n"; for (int i = 0; i<5;i++) { scoreBoardString = scoreBoardString + data2.PlayerName[i] + "-" + data2.Score[i] + "\n"; } return scoreBoardString; } when ill make this work i will start this code when i call game over (now i start it when i press some buttons, so i could test it faster) public void InputYourName() { if (result == null && !Guide.IsVisible) { string title = "Name"; string description = "Write your name in order to save your Score"; string defaultText = "Nick"; PlayerIndex playerIndex = new PlayerIndex(); result= Guide.BeginShowKeyboardInput(playerIndex, title, description, defaultText, null, null); // NAME = result.ToString(); } if (result != null && result.IsCompleted) { NAME = Guide.EndShowKeyboardInput(result); result = null; inputName = false; SaveHighScore(); } } this where i call output to the screen (ill call this in highscores meniu section when i am done with debugging) spriteBatch.DrawString(Font1, "" + makeHighScoreString(),new Vector2(500,200), Color.White); }

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  • SDL side-scroller scrolls inconsistantly

    - by SDLFunTimes
    So I'm working on an upgrade from my previous project (that I posted here for code review) this time implementing a repeating background (like what is used on cartoons) so that SDL doesn't have to load really big images for a level. There's a strange inconsistency in the program, however: the first time the user scrolls all the way to the right 2 less panels are shown than is specified. Going backwards (left) the correct number of panels is shown (that is the panels repeat the number of times specified in the code). After that it appears that going right again (once all the way at the left) the correct number of panels is shown and same going backwards. Here's some selected code and here's a .zip of all my code constructor: Game::Game(SDL_Event* event, SDL_Surface* scr, int level_w, int w, int h, int bpp) { this->event = event; this->bpp = bpp; level_width = level_w; screen = scr; w_width = w; w_height = h; //load images and set rects background = format_surface("background.jpg"); person = format_surface("person.png"); background_rect_left = background->clip_rect; background_rect_right = background->clip_rect; current_background_piece = 1; //we are displaying the first clip rect_in_view = &background_rect_right; other_rect = &background_rect_left; person_rect = person->clip_rect; background_rect_left.x = 0; background_rect_left.y = 0; background_rect_right.x = background->w; background_rect_right.y = 0; person_rect.y = background_rect_left.h - person_rect.h; person_rect.x = 0; } and here's the move method which is probably causing all the trouble: void Game::move(SDLKey direction) { if(direction == SDLK_RIGHT) { if(move_screen(direction)) { if(!background_reached_right()) { //move background right background_rect_left.x += movement_increment; background_rect_right.x += movement_increment; if(rect_in_view->x >= 0) { //move the other rect in to fill the empty space SDL_Rect* temp; other_rect->x = -w_width + rect_in_view->x; temp = rect_in_view; rect_in_view = other_rect; other_rect = temp; current_background_piece++; std::cout << current_background_piece << std::endl; } if(background_overshoots_right()) { //sees if this next blit is past the surface //this is used only for re-aligning the rects when //the end of the screen is reached background_rect_left.x = 0; background_rect_right.x = w_width; } } } else { //move the person instead person_rect.x += movement_increment; if(get_person_right_side() > w_width) { //person went too far right person_rect.x = w_width - person_rect.w; } } } else if(direction == SDLK_LEFT) { if(move_screen(direction)) { if(!background_reached_left()) { //moves background left background_rect_left.x -= movement_increment; background_rect_right.x -= movement_increment; if(rect_in_view->x <= -w_width) { //swap the rect in view SDL_Rect* temp; rect_in_view->x = w_width; temp = rect_in_view; rect_in_view = other_rect; other_rect = temp; current_background_piece--; std::cout << current_background_piece << std::endl; } if(background_overshoots_left()) { background_rect_left.x = 0; background_rect_right.x = w_width; } } } else { //move the person instead person_rect.x -= movement_increment; if(person_rect.x < 0) { //person went too far left person_rect.x = 0; } } } } without the rest of the code this doesn't make too much sense. Since there is too much of it I'll upload it here for testing. Anyway does anyone know how I could fix this inconsistency?

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  • Java 2D Game Frameworks

    - by Software Monkey
    I have been looking at frameworks for writing 2D games in Java - part of a growing desire to rediscover my roots in writing those simple but addictive video games. I have googled and found some possibilities, but it's hard to judge which is best without investing significant time in each. Does anyone out there have any recommendations from experience, preferably with a list of pro's and con's for the framework. NOTE: I am not looking so much for comparisons between frameworks but, rather, feedback on any given framework from actually having used it firsthand, or knowing someone who has. The other possibility I am considering is rolling my own, but would rather not. EDIT: I am targeting Java on the Desktop, and expect capable machines, though not state of the art. Some of the 2D engines I have found: Free PulpCore (License: BSD) Slick2D (License: BSD) GTGE - Golden T Game Engine JGame GAGE - Genuine Advantage Gaming Engine GameFrame for Java Basilisk (2D and 3D) Free for non-commercial use Genuts EasyWay - a high-level 2D engine

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  • Design: an array of "enemy" objects for game AI

    - by Meko
    Hi..I made shoot em up like game.But I have only one ememy which fallows me on screen.But I want to make lots of enemys like each 10 second they will across on screen together 5 or 10 enemys. ArrayList<Enemies> enemy = new ArrayList<Enemies>(); for (Enemies e : enemy) { e.draw(g); } is it good creating array list and then showing on screen? And Do I have to make some planing movements thoose enemies in my code ? I want that they vill appear not on same pozition.Like First 5 enemies will come top of screen then the other 5 or 10 enemies will come from left side.. so on.What is best solution for this?

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  • Social Game Mechanics in Django

    - by oliland
    I want users to receive 'points' for completing various tasks in my application - ranging from tasks such as tagging objects to making friends. I havn't yet found a Django application that simplifies this. At the moment I'm thinking that the best way to accumulate points is that each user action creates the equivalent of a "stream item", and the points are calculated through counting the value of each action published to their stream. Obviously social game mechanics is a huge area with a lot of research going on at the moment. But from a development perspective what's the easiest way to get started? Am I on the wrong track or are there better / simpler ways?

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  • why do game engines prefer static libraries over dynamic link libraries

    - by numerical25
    I've been reading a few gaming books. And they always prefer to create the engine as a static library over dynamic link. I am new to c++ so I am not highly knowledge when it comes to static libraries and dynamic link libraries. All I know is static libraries increase the size of your program, where DLL link libraries are loaded as you need them within your program. [edit] I've played games where it almost seemed they used DLL's to load in sound, lighting, and what not all individually. as the level was loading up. cause you don't necessarily need that when your at the game menu.

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  • Speed improvements for Perl's chameneos-redux in the Computer Language Benchmarks Game

    - by Robert P
    Ever looked at the Computer Language Benchmarks Game (formerly known as the Great Language Shootout)? Perl has some pretty healthy competition there at the moment. It also occurs to me that there's probably some places that Perl's scores could be improved. The biggest one is in the chameneos-redux script right now—the Perl version runs the worst out of any language: 1,626 times slower than the C baseline solution! There are some restrictions on how the programs can be made and optimized, and there is Perl's interpreted runtime penalty, but 1,626 times? There's got to be something that can get the runtime of this program way down. Taking a look at the source code and the challenge, how can the speed be improved?

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  • Speed improvements for Perl's chameneos-redux script in the Computer Language Benchmarks Game

    - by Robert P
    Ever looked at the Computer Language Benchmarks Game, (formerly known as the Great Language Shootout)? Perl has some pretty healthy competition there at the moment. It also occurs to me that there's probably some places that Perl's scores could be improved. The biggest one is in the chameneos-redux script right now - the Perl version runs the worst out of any language : 1,626 times slower than the C baseline solution! There are some restrictions on how the programs can be made and optimized, and there is Perl's interpreted runtime penalty, but 1,626 times? There's got to be something that can get the runtime of this program way down. Taking a look at the source code and the challenge, what do you think could be done to reduce this runtime speed?

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  • Game Programming - GUIs

    - by Spencer
    I've been coding for a while now and would like to start looking into programming games. I know the industry's standard language is C++, for 3D graphics the main choice is between Direct 3D and OpenGL, but what is the most widely used GUI framework? I'm currently on a Mac so if native Windows API is the answer, then what is the cross platform choice? To be clear, I'm not looking for people's favourites but simply what the common or standard game industry's choice is so that I can learn and familiarize myself with it. Thanks, Spencer

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