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  • Better data structure for a game like Bubble Witch

    - by CrociDB
    I'm implementing a bubble-witch-like game (http://www.king.com/games/puzzle-games/bubble-witch/), and I was thinking on what's the better way to store the "bubbles" and to work with. I thought of using graphs, but that might be too complex for a trivial thing. Thought of a matrix, just like a tile map, but that might get too 'workaroundy'. I don't know. I'll be doing in Flash/AS3, though. Thanks. :)

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  • Why can we recognize game engines?

    - by Bart van Heukelom
    About many games you can say "oh that's the Unreal engine for sure", "this was made by upgrading GTA 4", etc. We can often recognize the engine used for a game just by looking at its graphics (disregarding menus and such). I'm wondering, why is this? All game engines use the same 3D rendering technology that we all use, and the different games usually have a distinct art style, so what's left to recognize?

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  • importing BaseGameUtils library

    - by David
    Hey :) I am trying to add the BaseGameUtils library to my workspace, I am using this guide: https://developers.google.com/games/services/android/init , I have downloaded from here :https://developers.google.com/games/services/downloads/ The BaseGameUtils sample but when I am trying to import it using Eclipse it gives me so many wrong things like Main,MainActivity and not the real BaseGameUtils, what is wrong here?

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  • what making a good soundtrack for social game

    - by Maged
    there are many successful social games in Facebook and other social sites like brain buddies, who has the biggest brain and word challenge.both of them have a great soundtrack while playing and in the beginning of the game . my question is how to find a good soundtrack or what's i should look for to find a good soundtrack like this that's help to attract the user specially for games that need concentration ?

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  • Will polishing my current project be a better learning experience than starting a new one?

    - by Alejandro Cámara
    I started programming many years ago. Now I'm trying to make games. I have read many recommendations to start cloning some well known games like galaga, tetris, arkanoid, etc. I have also read that I should go for the whole game (including menus, sound, score, etc.). Yesterday I finished the first complete version of my arkanoid clone. But it is far from over. I can still work on it for months (I program as a hobby in my free time) implementing a screen resolution switcher, remap of the control keys, power-ups falling from broken bricks, and a huge etc. But I do not want to be forever learning how to clone ONE game. I have the urge to get to the next clone in order to apply some design ideas I have come upon while developing this arkanoid clone (at the same time I am reading the GoF book and much source code from Ludum Dare 21 game contest). So the question is: Should I keep improving the arkanoid clone until it has all the features the original game had? or should I move to the next clone (there are almost infinite games to clone) and start mending the things I did wrong with the previous clone? This can be a very subjective question, so please restrain the answers to the most effective way to learn how to make my own games (not cloning someone ideas). Thank you! CLARIFICATION In order to clarify what I have implemented I make this list: Features implemented: Bouncing capabilities (the ball bounces on walls, on bricks, and on the bar). Sounds when bouncing on bricks and the bar, and when the player wins or loses. Basic title menu (new game and exit only). Also in-game menu and win/lose menus. Only three levels, but the map system is so easy I do not think it will teach me much (am I wrong?). Features not-implemented: Power-ups when breaking the bricks. Complex bricks (with more than one "hit point" and invincible). Better graphics (I am not really good at it). Programming polishing (use more intensively the design patterns). Here's a link to its (minimal) webpage: http://blog.acamara.es/piperine/ I kind of feel ashamed to show it, so please do not hit me too hard :-) My question was related to the not-implemented features. I wondered what was the fastest (optimal) path to learn. 1) implement the not-implemented features in this project which is getting big, or 2) make a new game which probably will teach me those lessons and new ones. ANSWER I choose @ashes999 answer because, in my case, I think I should polish more and try to "ship" the game. I think all the other answers are also important to bear in mind, so if you came here having the same question, before taking a rush decision read all the discussion. Thank you all!

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  • Terrain sqaure loading

    - by AndroidXTr3meN
    Games like Skyrim, Morrowind, and more are using quads or sqaure to divide the terrain if im correct. The player is always at #5 1 | 2 | 3 4 | 5 | 6 7 | 8 | 9 So whenever you cross the border you unload and load the new "areas" But if the user goes just over the edge and then the second after goes back previous area a lot of uneccessary loading and unloading is done. Is there a general approach to this becuase I dont think games like skyrim have this issue? Cheers!

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  • Squid: caching *.swf with variables

    - by stfn
    I'd recently upgraded my Ubuntu 11.10 x64 server to 12.04. In this process Squid was updated from 2.7 to 3.1. Squid 3.1 has many different options witch broke my setup. So I completely removed squid 2.7 and 3.1 and started from scratch. Everything is now working as before except for 1 thing: caching of .swf files with ?/variables. Squid 3 sees a ? as dynamic content and does not cache it. For example, Squid 2.7 was caching the .swf file at http://ninjakiwi.com/Games/Tower-Defense/Play/Bloons-Tower-Defense-5.html and 3.1 is not. <object id="mov" name="movn" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" width="800" height="620"> <param name="movie" value="http://www.ninjakiwifiles.com/Games/gameswfs/btd5.swf?v=160512-2"> <param name="allowscriptaccess" value="always"> <param name="bgcolor" value="#000000"> <param name="flashvars" value="file=http://www.ninjakiwifiles.com/Games/gameswfs/btd5-dat.swf?v=280512"> <p>Get Flash play Ninja Kiwi games.</p> </object> It is because of the "?v=160512-2" and "?v=280512" part. This line should be responsible for that: refresh_pattern -i (/cgi-bin/|\?) 0 0% 0 But disabling it still doesn't cache the .swf files. How do I configure Squid 3.1 to cache those files? My current config is: acl manager proto cache_object acl localhost src 127.0.0.1/32 ::1 acl to_localhost dst 127.0.0.0/8 0.0.0.0/32 ::1 acl SSL_ports port 443 acl Safe_ports port 80 # http acl Safe_ports port 21 # ftp acl Safe_ports port 443 # https acl Safe_ports port 70 # gopher acl Safe_ports port 210 # wais acl Safe_ports port 1025-65535 # unregistered ports acl Safe_ports port 280 # http-mgmt acl Safe_ports port 488 # gss-http acl Safe_ports port 591 # filemaker acl Safe_ports port 777 # multiling http acl CONNECT method CONNECT acl localnet src 192.168.2.0-192.168.2.255 acl localnet src 192.168.3.0-192.168.3.255 http_access allow manager localhost http_access deny manager http_access deny !Safe_ports http_access deny CONNECT !SSL_ports http_access allow localhost http_access allow localnet http_access deny all http_port 3128 cache_dir ufs /var/spool/squid 10240 16 256 maximum_object_size 100 MB coredump_dir /var/spool/squid3 refresh_pattern ^ftp: 1440 20% 10080 refresh_pattern ^gopher: 1440 0% 1440 refresh_pattern -i \.(gif|png|jpg|jpeg|ico)$ 10080 90% 43200 override-expire ignore-no-cache ignore-no-store ignore-private refresh_pattern -i \.(iso|avi|wav|mp3|mp4|mpeg|swf|flv|x-flv)$ 43200 90% 432000 override-expire ignore-no-cache ignore-no-store ignore-private refresh_pattern -i \.(deb|rpm|exe|zip|tar|tgz|ram|rar|bin|ppt|doc|tiff)$ 10080 90% 43200 override-expire ignore-no-cache ignore-no-store ignore-private refresh_pattern -i \.index.(html|htm)$ 0 40% 10080 refresh_pattern -i \.(html|htm|css|js)$ 1440 40% 40320 refresh_pattern Packages\.bz2$ 0 20% 4320 refresh-ims refresh_pattern Sources\.bz2$ 0 20% 4320 refresh-ims refresh_pattern Release\.gpg$ 0 20% 4320 refresh-ims refresh_pattern Release$ 0 20% 4320 refresh-ims refresh_pattern . 0 40% 40320 cache_effective_user proxy cache_effective_group proxy

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  • SDL 1.2 reports wrong screen size

    - by Aaron Digulla
    I have a multi-monitor setup with two displays, both 1920x1200. In games, I can only select resolutions 1920x1200 (like 2560x1200) which makes games unusable. Full screen doesn't work either because it switches one display to 800x600 which means I can't reach the close button... I have to kill the game and then, I have to restore my desktop because all windows are moved/resized. How can I force SDL to use any resolution that I want?

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  • I want to learn the basics of Game Development [on hold]

    - by Mary
    I have programming experience and I would like to know how to start building games. I'm interested in building games for desktops and Android tablets. Could you list the general steps of Game Building? From the more common programming languages used to the software and frameworks available at each stage? I'm just trying to get the big picture of all the different options and tools I have at my disposal. Please leave some book recommendations and useful links!

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  • Making large scale changes to an economy in a social game

    - by Zach
    Are there any examples or case studies of social games, specifically on Facebook, where the developer has made drastic changes to the economy? I'm specifically interested in examples where the old economy was based off of purchasing items with Facebook credits then moving to a new model where the same inventory or similar inventory is sold with a soft currency. The closest comparisons I've been able to find so far are looking at iOS games that have gone from purchase models to freemium models, but haven't found a comparable scenario in a social game besides larger scale MMO's.

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  • Do I need to create my own or use a commercial server for the features and matchmaking options I want my game to support?

    - by baptzmoffire
    So I'm developing an indie turn-based game for iOS and, in coding up a Game Center matchmaking class, I'm starting to question whether Game Center is even the best choice for what I want this game to do. I need to figure out whether I need to create my own server, invest in a preexisting client or server service, or if I even need to use a server at all. If I do need to use a ready-made service other than Game Center, which server would accomodate my game's needs best? I have limited resources and funds. Here is the list of features I want my game to support, ideally: Turn-based gameplay (a la "with Friends" and "with Buddies" games) Smart matchmaking (matching users up with other players of comparable skill/achievements) Random matchmaking Facebook matchmaking Specific username matchmaking Contact list matchmaking A way to select what "type" of match you want to challenge an opponent to. (In random, smart, and Facebook matchmaking, there will be different "wagers" the player can make. [e.g. "I wanna play a random opponent for 1000 points. Now, I wanna play my Facebook buddy for 1,000,000 points."] There will be a predetermined range of amounts you can play for. It won't be customizable.) Buddies list capability (Game-buddies, as opposed to contacts and Facebook) A higher concurrent game cap than Game Center offers (which I still can't really find a straight answer on) Scalability (it should support 2 or 20,000,000 players) Objective-C compatibility Flexibility (for all the stuff I haven't thought of yet) Am I dreaming, here? Is there even a service that can handle all of these features? Do I need to invest months in learning a networking language to build my own? If so, how much would I need to spend on hardware? I've been looking around all morning and, so far, the only seemingly viable option is SmartFox. Under "Everything and the kitchen sink" section here, it says they support "virtual world with Zones, Rooms and RoomGroups, create complex game challenges, send invitations, manage buddy lists, create custom permission profiles, oversee the security aspects and tons more." http://www.smartfoxserver.com/overview/platform Is there an option that Im just overlooking? Thanks for any help anyone can provide. Sorry for the long poast. One last question: Does anyone know which server Dice with Buddies uses? I was experimenting with how many concurrent games I could get going and my ADHD kicked in at about 80 games. 80 concurrent games would be great for my game, but again, I need the other features I mentioned too. Thanks again.

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  • L'Unreal Engine 4.2 disponible : ajout du support des véhicules, améliorations des animations et du débogage

    L'Unreal Engine 4.2 est maintenant disponible Ajout d'un exemple de véhicule, améliorations des animations et du débogage...Un peu plus d'un mois après, la version 4.2 de l'Unreal Engine 4, le moteur d'Epic Games est disponible.VéhiculesLa première nouveauté concerne les véhicules. Ils sont maintenant pleinement gérés dans le moteur. Afin que vous découvriez cette fonctionnalité, Epic Games propose un template en C++ et en blueprint ainsi qu'un échantillon de jeu de course. Vous pouvez trouver...

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  • Path tables or real time searching for AI?

    - by SirYakalot
    What is the more common practice in commercial games; path lookup tables or real time searches? I've read that in many games path lookup tables are pre-calculated and baked into each map, so to speak, then steering behaviour is used to handle dynamic obstacles. or is it better practice to use optimised hierarchical A* searches? I understand the pro's and cons of each, I'm just curious as to what is most often used in the industry.

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  • OpenGL vs DirectX?

    - by Harold
    I saw the articles that were going on about OpenGL being better than DirectX and that Microsoft are really just trying to get everyone to use DirectX even though it's inferior so that gaming is almost exclusively for Windows and XBox, but since the article was written in 2006 is it still relevant today? Also I know plenty of games are written in DirectX but does anyone have any examples of popular games written in OpenGL? Thanks

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  • "Pointers" with $ Syntax in /etc/environment

    - by Tyson Trautmann
    Is it valid to have "pointers" in /etc/environment using $FOO syntax? Right now my /etc/environment looks like this: JAVA_HOME=/usr/lib/jvm/java-6-openjdk MAVEN_HOME=/usr/bin/apache-maven/apache-maven-3.0.4 M2_HOME=$MAVEN_HOME M2=$MAVEN_HOME/bin PATH=/bin:/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/games:$JAVA_HOME/bin:$MAVEN_HOME/bin I'm not getting the results that I'm expecting though: ~$ echo $JAVA_HOME /usr/lib/jvm/java-6-openjdk ~$ echo $MAVEN_HOME /usr/bin/apache-maven/apache-maven-3.0.4 ~$ echo $PATH /usr/lib/lightdm/lightdm:/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin/bin:/usr/games:$JAVA_HOME/bin:$MAVEN_HOME/bin

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  • Can I use copyrighted images and music in my game? [duplicate]

    - by Aman Grover
    This question already has an answer here: Using modified copyrighted music in non-commercial games 3 answers I am working on my first ever project , and I have used some copyrighted images(images taken from some other well recognized games). Is it even possible that I edit the images a little bit and then use them as royalty free images? If not, then can anyone tell me some web links from where I can get royalty free images?

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  • What game systems exist which uses camera input?

    - by Marc Pilgaard
    The group and I is in the middle of a semester project where we are currently researching on which game systems are using camera as input or as an interactive medium? We would like some help listing some of the game systems which uses camera input, as it seems hard to find other examples. Currently we know that webcam browser games uses camera input (Newgrounds webcam games), as well as the xbox kinect. I know this questions seems rather vague, though I still hope some people is capable of helping.

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  • Simple 2 player server

    - by Sourabh Lal
    I have recently started learning javascript and html and have developed simple 2 player games such as tick-tack-toe, battleship, and dots&boxes. However these 2 player games can only be played on one computer (i.e. the 2 players must sit together) However, I want to modify this so that one can play with a friend on a different computer. Any suggestions on how this is possible? Also since I am a beginner please do not assume that I know all the jargon.

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  • Terrain square loading

    - by AndroidXTr3meN
    Games like Skyrim, Morrowind, and more are using quads or square to divide the terrain if im correct. The player is always at #5 1 | 2 | 3 4 | 5 | 6 7 | 8 | 9 So whenever you cross the border you unload and load the new "areas" But if the user goes just over the edge and then the second after goes back previous area a lot of unnecessary loading and unloading is done. Is there a general approach to this because I dont think games like skyrim have this issue? Cheers!

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  • Development of a Card Game Website [on hold]

    - by Correna Hurley
    Yahoo did away with all of their "parlor-type" games on 3/31/14. There is a great demand to get these games back, but Yahoo has no plan to do so. I'd like to find someone who has the knowledge necessary to create such an "animal" and would be willing to give it a try. If someone from this forum would be so kind as to point me in the right direction to find such an individual, I'd be grateful. Thank you.

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  • Is it possible to install Adobe Master Collection CS5.5 into ubuntu without using a Virtual Windows?

    - by Justanotherubuntuuser
    I recently decided to install ubuntu, i formatted my pc and i installed both Ubuntu and Windows. Since it is hard sometimes to get games to work in ubuntu (specially the new ones) i decided to use Windows mostly for games and ubuntu for work applications, such as programming, the adobe suite and whatnot. Here's my question: Is there anyway i can use Adobe Master Collection within ubuntu without using virtual mode? I've been searching it all over the internet but i get nothing.

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  • Techniques to prevent non-official clients in network gaming?

    - by UpTheCreek
    In multi-player network games, what techniques exist to try to ensure that users are connecting with the official client application, and not some hacked client app? I realise there is probably no sure-fire way to do this, but rather I'm interested in techniques that can be employed to mitigate the problem. I'm especially interested in any techniques that can be used for web based games, but I imagine most can be applied generally. Thank you!

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  • If I were to start an Android or iPhone app or game, what program should I use?

    - by John
    I don't really know a lot about programming and the only things I do is using codes with Gamemaker, but I have read that it is too basic and it can't be used with iPhone or Android. Is there anything free that I can use to make games for those platforms? Or if not, any suggestions for engines or anything else? I was wondering about Unity, for example, is that a good investment to use for making games?

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  • How can you store item data from a game?

    - by ThePlan
    When I look at games such as warcraft 3, or Diablo, or basically any games that contain items in them I notice that each item is unique. They all have different stats, different graphics, different names. I took a wild guess that they don't use XML, although I know I might be wrong, but I just figured they use something that isn't easily human-editable to prevent casual hacking. How is data such as item attributes stored in a game (2d or 3d, I suppose it works the same way in both)?

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  • Creating my first F# program in my new &ldquo;Expert F# Book&rdquo;

    - by MarkPearl
    So I have a brief hour or so that I can dedicate today to reading my F# book. It’s a public holiday and my wife’s birthday and I have a ton of assignments for UNISA that I need to complete – but I just had to try something in F#. So I read chapter 1 – pretty much an introduction to the rest of the book – it looks good so far. Then I get to chapter 2, called “Getting Started with F# and .NET”. Great, there is a code sample on the first page of the chapter. So I open up VS2010 and create a new F# console project and type in the code which was meant to analyze a string for duplicate words… #light let wordCount text = let words = Split [' '] text let wordset = Set.ofList words let nWords = words.Length let nDups = words.Length - wordSet.Count (nWords, nDups) let showWordCount text = let nWords,nDups = wordCount text printfn "--> %d words in text" nWords printfn "--> %d duplicate words" nDups   So… bad start - VS does not like the “Split” method. It gives me an error message “The value constructor ‘Split’ is not defined”. It also doesn’t like wordSet.Count telling me that the “namespace or module ‘wordSet’ is not defined”. ??? So a bit of googling and it turns out that there was a bit of shuffling of libraries between the CTP of F# and the Beta 2 of F#. To have access to the Split function you need to download the F# PowerPack and hen reference it in your code… I download and install the powerpack and then add the reference to FSharp.Core and FSharp.PowerPack in my project. Still no luck! Some more googling and I get the suggestions I got were something like this…#r "FSharp.PowerPack.dll";; #r "FSharp.PowerPack.Compatibility.dll";; So I add the code above to the top of my Program.fs file and still no joy… I now get an error message saying… Error    1    #r directives may only occur in F# script files (extensions .fsx or .fsscript). Either move this code to a script file, add a '-r' compiler option for this reference or delimit the directive with '#if INTERACTIVE'/'#endif'. So what does that mean? If I put the code straight into the F# interactive it works – but I want to be able to use it in a project. The C# equivalent I would think would be the “Using” keyword. The #r doesn’t seem like it should be in the FSharp code. So I try what the compiler suggests by doing the following…#if INTERACTIVE #r "FSharp.PowerPack.dll";; #r "FSharp.PowerPack.Compatibility.dll";; #endif No luck, the Split method is still not recognized. So wait a second, it mentioned something about FSharp.PowerPack.Compatibility.dll – I haven’t added this as a reference to my project so I add it and remove the two lines of #r code. Partial success – the Split method is now recognized and not underlined, but wordSet.Count is still not working. I look at my code again and it was a case error – the original wordset was mistyped comapred to the wordSet. Some case correction and the compiler is no longer complaining. So the code now seems to work… listed below…#light let wordCount text = let words = String.split [' '] text let wordSet = Set.ofList words let nWords = words.Length let nDups = words.Length - wordSet.Count (nWords, nDups) let showWordCount text = let nWords,nDups = wordCount text printfn "--> %d words in text" nWords printfn "--> %d duplicate words" nDups  So recap – if I wanted to use the interactive compiler then I need to put the #r code. In my mind this is the equivalent of me adding the the references to my project. If however I want to use the powerpack in a project – I just need to make sure that the correct references are there. I feel like a noob once again!

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