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  • improve Collision detection memory usage (blocks with bullets)

    - by Eddy
    i am making a action platform 2D game, something like Megaman. I am using XNA to make it. already made player phisics,collisions, bullets, enemies and AIs, map editor, scorolling X Y camera (about 75% of game is finished ). as i progressed i noticed that my game would be more interesting to play if bullets would be destroyed on collision with regular(stationary ) map blocks, only problem is that if i use my collision detection (each bullet with each block) sometimes it begins to lag(btw if my bullet exits the screen player can see it is removed from bullet list) So how to improve my collision detection so that memory usage would be so high? :) ( on a map 300x300 blocks for example don't think that bigger map should be made); int block = 0; int bulet= 0; bool destroy_bullet = false; while (bulet < bullets.Count) { while (block < blocks.Count) { if (bullets[bulet].P_Bul_rec.Intersects( blocks[block].rect)) {//bullets and block are Lists that holds objects of bullet and block classes //P_Bul_rec just bullet rectangle destroy_bullet = true; } block++; } if (destroy_bullet) { bullets.RemoveAt(bulet); destroy_bullet = false; } else { bulet++; } block = 0; }

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  • Logic / Render phases with a single thread

    - by DevilWithin
    The question I have may generate different opinions from different developers, but I'd still like to have an answer on this. Its all about the updating and rendering steps of the game loop, and their use under multi and single threaded environments. Currently, there is one thread running, which takes care of sequentially executing events , logic and rendering. Sometimes, the logic part may wish to change the game state to something else, and in between do some loading of files. The result is that the game hangs completely while loading, and then proceeds to normal rendering of the new state. To go around this, i could make another thread, do the loading there while the main thread renders a smooth loading animation, and then proceed normally. The real question is about if i don't create another thread. I could refresh the screen from the logic thread, and provide some basic loading screen, which could be not so smoothly updated while the files load. In fact, this approach is not loved by a lot of developers, as it scrambles render code in the logic step, which may cause problems of different sorts.. Hope its clear!

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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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  • Best way to go for simple online multi-player games?

    - by Mr_CryptoPrime
    I want to create a trivia game for my website. The graphic design does not have to be too fancy, probably no more advanced than a typical flash game. It needs to be secure because I want users to be able to play for real money. It also needs to run fast so users don't spend their time frustrated with game freezing. Compatibility, as with almost all online products, is key because of the large target market. I am most acquainted with Java programming, but I don't want to do it in Java if there is something much better. I am assuming I will have to utilize a variety of different languages in order for everything to come together. If someone could point out the main structure of everything so I could get a good start that would be great! 1) Language choice for simple secure online multiplayer games? 2) Perhaps use a database like MySQL, stored on a secure server for the trivia questions? 3) Free educational resources and even simpler projects to practice? Any ideas or suggestions would be helpful...Thanks!

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  • Resolving collisions between dynamic game objects

    - by TheBroodian
    I've been building a 2D platformer for some time now, I'm getting to the point where I am adding dynamic objects to the stage for testing. This has prompted me to consider how I would like my character and other objects to behave when they collide. A typical staple in many 2D platformer type games is that the player takes damage upon touching an enemy, and then essentially becomes able to pass through enemies during a period of invulnerability, and at the same time, enemies are able to pass through eachother freely. I personally don't want to take this approach, it feels strange to me that the player should receive arbitrary damage for harmless contact to an enemy, despite whether the enemy is attacking or not, and I would like my enemies' interactions between each other (and my player) to be a little more organic, so to speak. In my head I sort of have this idea where a game object (player, or non player) would be able to push other game objects around by manner of 'pushing' each other out of one anothers' bounding boxes if there is an intersection, and maybe correlate the repelling force to how much their bounding boxes are intersecting. The problem I'm experiencing is I have no idea what the math might look like for something like this? I'll show what work I've done so far, it sort of works, but it's jittery, and generally not quite what I would pass in a functional game: //Clears the anti-duplicate buffer collisionRecord.Clear(); //pick a thing foreach (GameObject entity in entities) { //pick another thing foreach (GameObject subject in entities) { //check to make sure both things aren't the same thing if (!ReferenceEquals(entity, subject)) { //check to see if thing2 is in semi-near proximity to thing1 if (entity.WideProximityArea.Intersects(subject.CollisionRectangle) || entity.WideProximityArea.Contains(subject.CollisionRectangle)) { //check to see if thing2 and thing1 are colliding. if (entity.CollisionRectangle.Intersects(subject.CollisionRectangle) || entity.CollisionRectangle.Contains(subject.CollisionRectangle) || subject.CollisionRectangle.Contains(entity.CollisionRectangle)) { //check if we've already resolved their collision or not. if (!collisionRecord.ContainsKey(entity.GetHashCode())) { //more duplicate resolution checking. if (!collisionRecord.ContainsKey(subject.GetHashCode())) { //if thing1 is traveling right... if (entity.Velocity.X > 0) { //if it isn't too far to the right... if (subject.CollisionRectangle.Contains(new Microsoft.Xna.Framework.Rectangle(entity.CollisionRectangle.Right, entity.CollisionRectangle.Y, 1, entity.CollisionRectangle.Height)) || subject.CollisionRectangle.Intersects(new Microsoft.Xna.Framework.Rectangle(entity.CollisionRectangle.Right, entity.CollisionRectangle.Y, 1, entity.CollisionRectangle.Height))) { //Find how deep thing1 is intersecting thing2's collision box; float offset = entity.CollisionRectangle.Right - subject.CollisionRectangle.Left; //Move both things in opposite directions half the length of the intersection, pushing thing1 to the left, and thing2 to the right. entity.Velocities.Add(new Vector2(-(((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); subject.Velocities.Add(new Vector2((((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); } } //if thing1 is traveling left... if (entity.Velocity.X < 0) { //if thing1 isn't too far left... if (entity.CollisionRectangle.Contains(new Microsoft.Xna.Framework.Rectangle(subject.CollisionRectangle.Right, subject.CollisionRectangle.Y, 1, subject.CollisionRectangle.Height)) || entity.CollisionRectangle.Intersects(new Microsoft.Xna.Framework.Rectangle(subject.CollisionRectangle.Right, subject.CollisionRectangle.Y, 1, subject.CollisionRectangle.Height))) { //Find how deep thing1 is intersecting thing2's collision box; float offset = subject.CollisionRectangle.Right - entity.CollisionRectangle.Left; //Move both things in opposite directions half the length of the intersection, pushing thing1 to the right, and thing2 to the left. entity.Velocities.Add(new Vector2((((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); subject.Velocities.Add(new Vector2(-(((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); } } //Make record that thing1 and thing2 have interacted and the collision has been solved, so that if thing2 is picked next in the foreach loop, it isn't checked against thing1 a second time before the next update. collisionRecord.Add(entity.GetHashCode(), subject.GetHashCode()); } } } } } } } } One of the biggest issues with my code aside from the jitteriness is that if one character were to land on top of another character, it very suddenly and abruptly resolves the collision, whereas I would like a more subtle and gradual resolution. Any thoughts or ideas are incredibly welcome and helpful.

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  • How to run around another football player

    - by Lumis
    I have finished a simple 2D one-on-one indoor football Android game. The thing that it seemed so simple to me, a human being, turned out to be difficult for a computer: how to go around the opponent … At the moment the game logic of the computer player is that if it hits into the human player will step back few points on the pixel greed and then try again to go towards the ball. The problem is if the human player is in-between then the computer player will oscillate in one place, which does not look very nice and the human opponent can use this weakness to control the game. You can see this in the photo – at the moment the computer will go along the red line indefinitely. I tried few ideas but it proved not easy to do it when both the human player and the ball are constantly moving so at each step computer would change directions and “oscillate” again. Once when the computer player reaches the ball it will kick it with certain amount of random strength and direction towards the human’s goal. The question here is how to formulate the logic of going around the ever moving human opponent and how to translate it into the co-ordinate system and frame by frame animation… any suggestions welcome.

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  • Scene or Activity Animation

    - by Siddharth
    My game require an animation when one activity finishes and next started because I have develop game with multiple activity not as multiple scene per game. I have to show animation at the time of activity creation and activity destroy. I have trying to create basic animation that was supported by android. And all that xml file I have to post it into the anim folder but the loading of resource was so much high so any type of animation I provide using android method does not work for me it look weird. If scene class has some functionality for animation that please know me then I try to load different type of animation using scene. I have not create multiple scene because I have no awareness about how to manage multiple scene in andengine though I have a working experience of 8 months in andengine. So this help also provide me a great help. Basically I want to create animation like one activity slide out at the same time the other activity slide in. So at a time user can see the transition of activity. Thanks in advance.

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  • UDK: Error, Unrecognized member 'OpenMenu' in class 'GameUISceneClient'

    - by Ricket
    Upon compiling, I am getting the following error: C:\UDK\UDK-2010-03\Development\Src\FixIt\Classes\ZInteraction.uc(41) : Error, Unrecognized member 'OpenMenu' in class 'GameUISceneClient' Line 41 is the following: GetSceneClient().OpenMenu("ZInterface.ZNLGWindow"); But when I search for OpenMenu, I find that it is indeed defined in GameUISceneClient.uc of the UDK: Line 1507: exec function OpenMenu( string MenuPath, optional int PlayerIndex=INDEX_NONE ) It looks like I have everything correct. So what's wrong? Why can't it find the OpenMenu function?

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  • UDK SettingsScene variable

    - by Ricket
    I am in the process of porting a script from UT3 to UDK. The script is for class ZOUIFrontEnd_MainMenu extends UTUIFrontEnd_MainMenu. I'm getting the following compiler error: C:\UDK\UDK-2010-03\Development\Src\FixIt\Classes\ZOUIFrontEnd_MainMenu.uc(18) : Error, Bad or missing expression in Call to 'OpenSceneByName', parameter 1 The referenced line is as follows: OpenSceneByName(SettingsScene); Okay, so I figured the OpenSceneByName function changed in UDK. Tracing the path of inheritance all the way up to UDKUIScene.uc, I found the definition: function UIScene OpenSceneByName(string SceneToOpen, bool bSkipAnimation=false, optional delegate<OnSceneActivated> SceneDelegate=None) Assuming SettingsScene is a string, everything looks fine, right? So I figured I would find SettingsScene to make sure it's a string. Well doing a search for "SettingsScene" in all files turned up only one other line; UTGameReplicationInfo.uc line 334: UTPC.OpenUIScene(class'UTUIFrontEnd_MainMenu'.default.SettingsScene); But UTUIFrontEnd_MainMenu doesn't have a SettingsScene variable in it! Just to check, I changed my line of code to match: OpenSceneByName(class'UTUIFrontEnd_MainMenu'.default.SettingsScene); And indeed, I get the following compile error now: C:\UDK\UDK-2010-03\Development\Src\FixIt\Classes\ZOUIFrontEnd_MainMenu.uc(18) : Error, Unknown Property 'SettingsScene' in 'Class UTGame.UTUIFrontEnd_MainMenu' How does UTGameReplicationInfo.uc successfully compile? Where is the SettingsScene variable?

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  • UDK "Error, 'DefaultMesh': Bad command or expression"

    - by Ricket
    I'm porting UT3 code to UDK, and I am getting the following compile error with the UDK compiler: C:\UDK\UDK-2010-03\Development\Src\FixIt\Classes\ZPawn.uc(25) : Error, 'DefaultMesh': Bad command or expression The ZPawn class extends UTPawn. Line 25 is the following: DefaultMesh = SkeletalMesh(DynamicLoadObject(ZBotOwner(Owner).MeshToUse, class'SkeletalMesh')); Where did DefaultMesh go in UDK?

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  • MVC pattern and State Machine

    - by topright
    I think of a game as a state machine. Game States separate I/O processing, game logic and rendering into different classes: while (game_loop) { game->state->io_events(this); game->state->logic(this); game->state->rendering(); } You can easily change a game state in this approach. MVC separation works in more complex way: while (game_loop) { game->cotroller->io_events(this); game->model->logic(this); game->view->rendering(); } So changing Game States becomes error prone task (switch 3 MVC objects, not 1). What are practical ways of combining these 2 concepts?

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  • Chipmunk Physics or Box2D for C++ 2D GameEngine ?

    - by Mr.Gando
    Hello, I'm developing what it's turning into a "cross-platform" 2D Game Engine, my initial platform target is iPhone OS, but could move on to Android or even some console like the PSP, or Nintendo DS, I want to keep my options open. My engine is developed in C++, and have been reading a lot about Box2D and Chipmunk but still I can't decide which one to use as my Physics Middleware. Chipmunk appears to have been made to be embedded easily, and Box2D seems to be widely used. Chipmunk is C , and Box2D is C++, but I've heard the API's of Box2D are much worse than chipmunk's API's. For now I will be using the engine shape creation and collision detection features for irregular polygons (not concave). I value: 1) Good API's 2) Easy to integrate. 3) Portability. And of course if you notice anything else, I would love to hear it. Which one do you think that would fit my needs better ?

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  • Connect 4 with neural network: evaluation of draft + further steps

    - by user89818
    I would like to build a Connect 4 engine which works using an artificial neural network - just because I'm fascinated by ANNs. I'be created the following draft of the ANN structure. Would it work? And are these connections right (even the cross ones)? Could you help me to draft up an UML class diagram for this ANN? I want to give the board representation to the ANN as its input. And the output should be the move to chose. The learning should later be done using backpropagation and the sigmoid function should be applied. The engine will play against human players. And depending on the result of the game, the weights should be adjusted then.

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  • Bouncing a ball off a surface

    - by Sagekilla
    Hi all, I'm currently in the middle of writing a game like Breakout, and I was wondering how I could properly bounce a ball off a surface. I went with the naive way of rotating the velocity by 180 degrees, which was: [vx, vy] -> [-vy, vx] Which (unsurprisingly) didn't work so well. If I know the position and veocity of the ball, as well as the point the ball would hit (but is going to instead bounce off of) how can I bounce it off that point? I don't need any language specific code. If anyone could provide a small, mathematical formula on how to properly do this that would work fine for me. I also need this to work with integer positions and velocity (I can't use floating point anywhere). Thanks!

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  • UDK "Error, Accessing a member of _'s within class through a context expression requires explicit 'O

    - by Ricket
    I get the following error in the UDK Frontend when I try to make my project: C:\UDK\UDK-2010-03\Development\Src\FixIt\Classes\ZInteraction.uc(58) : Error, Accessing a member of GameUISceneClient's within class through a context expression requires explicit 'Outer' The class ZInteraction extends Interaction. Line 58 is: GetSceneClient().ConsoleCommand("KEYNAME"@Key); What is the problem here? I am still investigating and I will update as I find out more. edit: Tried fixing the line up as class'UIRoot'.static.GetSceneClient().ConsoleCommand("KEYNAME"@Key); - no change.

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  • Oracle B2B Started Kit

    - by Nitesh Jain Oracle
    This post is for audience who is starting their journey with Oracle B2B 11g practice. Thought of writing this article as even i wondered as to what to do where to search while i was like you. Hope this material will help you to understand Oracle B2B closely: Oracle B2B OTN : http://www.oracle.com/technology/products/soa/b2b/index.html Download Location: http://www.oracle.com/technology/products/soa/soasuite/collateral/downloads.html#11.1.1.3.0 Installation Guide: http://download.oracle.com/docs/cd/E14571_01/doc.1111/e13925/toc.htm User Guide: http://download.oracle.com/docs/cd/E14571_01/integration.1111/e10229/toc.htm Sample Location: B2B Samples are part of SOA sample at below location: http://www.oracle.com/technology/sample_code/products/soa/index.html Developer Notes / Step by Step configuration guide: http://www.oracle.com/technology/products/soa/b2b/index.html http://www.oracle.com/technology/products/soa/b2b/collateral/B2B_TU001_EDI.pdf http://www.oracle.com/technology/products/soa/b2b/collateral/B2B_TU002_HL7.pdf http://www.oracle.com/technology/products/soa/b2b/collateral/B2B_TU003_ebxml.pdf Blog: http://blogs.oracle.com/oracleb2bgurus/ Forum: http://forums.oracle.com/forums/forum.jspa?forumID=242&start=0 This article is as per Oracle B2B 11g PS2 Release (11.1.1.3.0)

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  • Download Super Mario Bros Game For Offline Playing [Free Stuff]

    - by Gopinath
    If you love to play the classic Super Mario Bros, here is some interesting stuff for you. This classic & world’s favorite game is available a free download for everyone to play offline on their computers. Game developer Jay Pavlina recreated Super Mario Bros in flash and offering his 1 year hard work as a free download to every one. To play the game offline, download Super Mario Bros from here (5.2 MB)  and drag and drop  the downloaded swf file on to your web browse(IE or Firefox is preferred. Chrome does not play nice with Flash). The same game is hosted online at newgrounds.com. The moment I read about the free download on Amit’s blog, i downloaded it immediately as kids enjoying summer vacation at my home love to play this game all the day. Thanks Amit. Join us on Facebook to read all our stories right inside your Facebook news feed.

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  • Oracle confirme l'arrivée du Java Development Kit 7, la modularité serait la principale nouveauté du

    Oracle confirme l'arrivée du JDK 7 Qui aura pour principale nouveauté la modularité, et réitère son attachement à Java Oracle vient de réitérer son attachement à Java lors de l'EclipseCon 2010 qui se déroule actuellement en Californie. L'ancien de Sun, Jeet Kaul - aujourd'hui vice-président de Oracle - et Steve Harris, lui aussi vice-président de la société, ont multiplié les déclarations allant dans ce sens lors de la manifestation. Pour Kaul, « l'élément clef du succès de Java, c'est sa plateforme » en faisant allusion à GlassFish, le serveur d'application de référence de Java EE 6. GlassFish, ont-il continué, devrait d'ailleurs connaître une mise à...

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  • Google I/O 2011: Kick-Ass Game Programming with Google Web Toolkit

    Google I/O 2011: Kick-Ass Game Programming with Google Web Toolkit Ray Cromwell, Philip Rogers GWT does more than make awesome Enterprise Apps, it's a great tool for games too. Learn to write 2D and 3D games using HTML5 and GWT, leverage and port existing game libraries and physics engines, share game code between GWT and Android, publish to the Chrome Web Store, and of course, see demos of really neat GWT games in action. From: GoogleDevelopers Views: 14283 176 ratings Time: 44:59 More in Science & Technology

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  • Windows Azure Virtual Machine Test Drive Kit

    - by Clint Edmonson
    The public preview of hosted Virtual Machines in Windows Azure is now available to the general public. This platform preview enables you to evaluate our new IaaS and Enterprise Networking capabilities. Once you have registered for the 90 Day Free Trial and created a new account, you can access the preview directly at this link: https://account.windowsazure.com/PreviewFeatures If you’ve been to any of my presentations lately, you’ll know that I’m fired up about these new offerings. As I’ve worked through some scenarios for myself and with my customers, I’ve been collecting the resources that helped me to ramp up. Here’s a collection of links to the items I’ve found most useful: Core Resources Digital Chalk Talk Videos – detailed technical overviews of the new Windows Azure services and supporting technologies as announced June 7, including Virtual Machines (IaaS Windows and Linux), Storage, Command Line Tools http://www.meetwindowsazure.com/DigitalChalkTalks Scenarios Videos on You Tube – “how to” guides, including “Create and Manage Virtual Networks”, “Create & Manage SQL Database”, and many more http://www.youtube.com/user/windowsazure Windows Azure Trust Center - provides a comprehensive of view of Windows Azure and security and compliance practices http://www.windowsazure.com/en-us/support/trust-center/ MSDN Forums for Windows Azure http://www.windowsazure.com/en-us/support/preview-support/ Microsoft Knowledge Base article Microsoft server software support for Windows Azure Virtual Machines Videos Deep Dive into Running Virtual Machines on Windows Azure Windows Azure Virtual Machines and Virtual Networks Windows Azure IaaS and How It Works Deep Dive into Windows Azure Virtual Machines: From the Cloud Vendor and Enterprise Perspective An Overview of Managing Applications, Services, and Virtual Machines in Windows Azure Monitoring and Managing Your Windows Azure Applications and Services Overview of Windows Azure Networking Features Hybrid Will Rule: Options to Connect, Extend and Integrate Applications in Your Data Center and Windows Azure Business Continuity in the Windows Azure Cloud Linux on Windows Azure Blogs Understanding Windows Azure Virtual Machines An Overview of Windows Azure Virtual Network Virtual Machines and Windows Running SQL Server in a Windows Azure Virtual Machine Support for Linux Virtual Machines on Windows Azure

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  • Introducing Oracle User Productivity Kit (UPK) 12.1 Thursday 26th June 2014 – Oracle, Reading, Berkshire

    - by Kathryn Lustenberger
    Join Oracle UPK Product Management and Product Development In conjunction with Larmer Brown Register Now v\:* {behavior:url(#default#VML);} o\:* {behavior:url(#default#VML);} w\:* {behavior:url(#default#VML);} .shape {behavior:url(#default#VML);} Normal 0 false false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} table.MsoTableGrid {mso-style-name:"Table Grid"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-priority:59; mso-style-unhide:no; border:solid windowtext 1.0pt; mso-border-alt:solid windowtext .5pt; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-border-insideh:.5pt solid windowtext; mso-border-insidev:.5pt solid windowtext; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} UPK Client Event – Introducing v12.1 Thursday 26th June 2014 Oracle Thames Valley Park, Reading, Berkshire Agenda Time Session 10.00am Registration and Coffee 10.30am Introductions and Objectives TWIN TRACK SESSION 10.45am Introduction to UPK (Standard) Version 12.1 Overview and Demonstration for delegates new to UPK Upgrading to UPK (Standard) Version 12.1 Demonstration of the latest release, for delegates with experience of UPK 12.25pm Q&A An opportunity for delegates to raise specific questions about the tool Q&A An opportunity for delegates to raise specific questions about the latest release 12.45pm Lunch 1.30pm Larmer Brown Development Tracker Larmer Brown’s Development Tracker addresses the challenge of ensuring that a Content Development Project will meet agreed deadlines, identifying risks with sufficient notice to take action 1.50pm Case Study How the Development Tracker addressed this client’s requirement to track, monitor and report progress on a large-scale implementation Project 2.10pm Larmer Brown Library Content for UPK This session will showcase some of Larmer Brown’s content library and consider how pre-built content can be used to your advantage 2.30pm Coffee Break 2.45pm Making the most of UPK Professional This presentation and demonstration seeks to unlock the potential of UPK Professional for those that may not be fully utilising the tool   3.20pm Case Study How this client has utilised the tracking and reporting features within UPK Professional 3.40pm Summary and Conclusions 4.00pm Close

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