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  • Where to implement storable items

    - by James Hay
    I'm creating a multiplayer online trading game. The things that are traded range from raw items to complex products. For example Steel is a raw item. Mechanical Assembly is a more complex item that requires 2x Steel and maybe 1x Rubber. Then Hydraulics is an item that contains 2x Mechanical Assemblies and 1x Electronics (which is another complex item). So and so forth. These items will be created by me, players can't create their own items, so it doesn't need to be able to handle arbitrary layers of complexity for items. If my example isn't clear, think Minecraft. You have wooden planks, which can be made into sticks. From there the sticks - combined with metals - can be made into tools. My game is nothing to do with minecraft or any sandbox building game, but it uses a similar progressive complexity to creating items that I want to have in my game. My question is basically, how do you store something like this assuming that I will want to add more items in the future? Do you store it in a database or in a seperate library that the game uses? EDIT None of the items actually "do" anything, they are simply there to either sell, purchase, or combine with other items to make a more complex item, which can then be sold, purchased or combined... you get the idea. The items themselves would not have any properties, but the instances of the items would. For example an item that one player has would have a certain "quality" and if they were selling it a certain "price". An instance of that same item that a different player had would need to have a different "quality" and "price" if they were selling it. I think the price part will not be required on an individual item because instead I would have a "sale" object which was for a price and contained certain items.

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  • How to cover the widest range of computers when publishing?

    - by DevilWithin
    When you plan a game, or even when you already made a game, and its time to publish, you wonder how much of your audience is covered by the game technology demands. I'm directing this essentialy to casual games, as I constantly see people having old laptops and being unable to replace them. Laptops with integrated cards whose OpenGL version doesn't even support textures larger than 1024x1024. These people may be avid gamers as well, and a reasonable share of the audience to consider giving them the chance to play casual games, once they cannot play any blockbusters. As I've seen happening, a very "noticeable" example is Angry Birds. It's gameplay is merely casual (I think nobody disagrees here) and still, it uses so high resolution textures that at least OpenGL 2.0 or around is needed, which blocks away a lot of people. So, the actual question is: what is a good tradeoff for this issue? Would it be better to just sacrifice the texture resolution for everyone, but have more supported hardware? Would it be better to keep the high quality and just slice the textures into smaller ones, sacrificing the performance a little bit? What else? Any ideas about this topic are welcome for discussion.

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  • 2D scene graph not transforming relative to parent

    - by Dr.Denis McCracleJizz
    I am currently in the process of coding my own 2D Scene graph, which is basically a port of flash's render engine. The problem I have right now is my rendering doesn't seem to be working properly. This code creates the localTransform property for each DisplayObject. Matrix m_transform = Matrix.CreateRotationZ(rotation) * Matrix.CreateScale(scaleX, scaleY, 1) * Matrix.CreateTranslation(new Vector3(x, y, z)); This is my render code. float dRotation; Vector2 dPosition, dScale; Matrix transform; transform = this.localTransform; if (parent != null) transform = localTransform * parent.localTransform; DecomposeMatrix(ref transform, out dPosition, out dRotation, out dScale); spriteBatch.Draw(this.texture, dPosition, null, Color.White, dRotation, new Vector2(originX, originY), dScale, SpriteEffects.None, 0.0f); Here is the result when I try to add the Stage then to the stage a First DisplayObjectContainer and then a second one. It may look fine but the problem lies in the fact that I add a first DisplayObjectContainer at (400,400) and the second one within it (that's the smallest one) at position (0,0). So he should be right over its parent but he gets render within the parent at the same position the parent has (400, 400) for some reason. It's just as if I double the parent's localMatrix and then render the second cat there. This is the code i use to loop through every childs. base.Draw(spriteBatch); foreach (DisplayObject childs in _childs) { childs.Draw(spriteBatch); }

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  • In concept how is Animation done?

    - by sharethis
    The first approaches in animation for my game relied mostly on sine and cosine functions with the time as parameter. As a jump a perfect sine function is acceptable but for motions of arms, weapons or face it would look quite unnatural. Moreover patching every animation out of sine and cosine is stretched to its limits soon. I head of skeletons and rigging already. Although I could not implement skeletal animations I can't imagine that quite natural animations in major games are made of static predefined motion states. So how in general is animation done today?

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  • Creating an update method in a different class

    - by Sweta Dwivedi
    I have created a class called 3D model which will animate my 3D model by changing the model position according to the values based in a .txt file through a list... Since i'm using a foreach loop to read the point values when it reaches the end of the file.. XNA throws an out of bounds exception .. (which is obvious) but if i add the same code in my Game.cs update(gameTime) method.. then i dont have this problem..Any idea how to make my 3D model update work same as the update in game.cs .. Here is the code for some idea: public void patterns(GameTime gameTime) { motion_z = new List<Point3D>(); if (pattern == 1) { f = "E:/Motion_Track-output/Output1.txt"; } if (pattern == 2) { f = "E:/Motion_Track-output/cruse.txt"; } // TODO: Add your update logic here using (StreamReader r = new StreamReader(f)) { string line; //Viewport view = graphics.GraphicsDevice.Viewport; int maxWidth = view.Width; int maxHeight = view.Height; while ((line = r.ReadLine()) != null) { string[] temp = line.Split(','); int x = (int)Math.Floor(((float.Parse(temp[0]) * 0.5f) + 0.5f) * maxWidth); int y = (int)Math.Floor(((float.Parse(temp[1]) * -0.5f) + 0.5f) * maxHeight); int z = (int)Math.Floor(((float.Parse(temp[2]) / 4 * 20000))); motion_z.Add(new Point3D(x, y, z)); } modelPosition.X = (float)(motion_z[i].X); modelPosition.Y = (float)(motion_z[i].Y); modelPosition.Z = (float)(motion_z[i].Z); i++; } //Console.WriteLine("modelposX:" + modelPosition.X + "," + "motionzX:" + motion_z[i].X); }

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  • Hydraulics in game

    - by Mungoid
    I'm not completely sure if this would be better in the Physics site or not as this question is more about how hydraulics should work in game as opposed to how they really work (although that is taken into account) - So I apologize if this is in the wrong place. A project we are on, we have a machine with hydraulics that are powered (They don't just look like they move something, they are the only thing moving/turning/lifting something) - However, the hydraulic extends the same speed no matter what it is pushing. So, say there is a 10 ton object attached to one end of the hydraulic and the other end is attached to a plate on the ground. In real life it takes a few seconds to build up pressure depending on how heavy the object is, but in our project the hydraulics don't care about that. It will lift a 100 ton object the same speed as a 10 ton object. We have a way to fake the hydraulic pressurizing by reducing the 'drive amount' (how fast or slow the hydraulic extends) when we sense that it is touching the ground and that does a relatively decent job but we would like to be able to take other things into account like engine speed, ratios, loads, etc. but we aren't too sure what we need to think about. I'm kinda wondering if anyone here has any experience with this and could offer some suggestions on what to take into account?

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  • How to avoid game objects accidentally deleting themselves in C++

    - by Tom Dalling
    Let's say my game has a monster that can kamikaze explode on the player. Let's pick a name for this monster at random: a Creeper. So, the Creeper class has a method that looks something like this: void Creeper::kamikaze() { EventSystem::postEvent(ENTITY_DEATH, this); Explosion* e = new Explosion; e->setLocation(this->location()); this->world->addEntity(e); } The events are not queued, they get dispatched immediately. This causes the Creeper object to get deleted somewhere inside the call to postEvent. Something like this: void World::handleEvent(int type, void* context) { if(type == ENTITY_DEATH){ Entity* ent = dynamic_cast<Entity*>(context); removeEntity(ent); delete ent; } } Because the Creeper object gets deleted while the kamikaze method is still running, it will crash when it tries to access this->location(). One solution is to queue the events into a buffer and dispatch them later. Is that the common solution in C++ games? It feels like a bit of a hack, but that might just be because of my experience with other languages with different memory management practices. In C++, is there a better general solution to this problem where an object accidentally deletes itself from inside one of its methods?

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  • J2ME character animation with multiple sprite sheets

    - by Alex
    I'm working on a J2ME game and I want to have walking animations. Each direction of walking has a separate sprite sheet (i.e. one for walking up, one for walking right etc), I also have a static idle image for each direction held together in a single file. I've tried to hold an array of sprites in my player class and then just drawing the sprite corresponding to the current direction, but this doesn't seem to work. I'm aware that if I combine all the animations into one sprite sheet I could set up different animation sequences, but I want to be able to do it with separate images for each animation. Is there a way that anyone knows of to achieve this? And ideally without too much extra code (as opposed to combining the sprites into one sheet)

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  • How much localizations is too much for a game?

    - by Krom Stern
    We are making an RTS game and we intend to add localizations to all languages our players use. So far we have 16 locales and about 3-4 are being planned. Now some crazy ideas pop up from our community, players ask for "funny text" localizations. We have been already offered a pack that makes it for 1 of our languages. Now I was thinking where should we draw a line between official localizations which we include into the game and unofficial mods that players will have to install on their own? Obviously overcrowding locale selection menu with all sorts of funny locales (LOL-cat, redneck, welsh, medieval, simplified, etc.) for all the languages seems way too much. But is it really? What are the hidden pros and cons of having too much locales and how much is too much?

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  • Creating my own kill cam

    - by DalexL
    I plan on creating my own kill cam system for a sandbox tool set. After thinking about the mechanics of the kill cam itself, however, I'm quite lost. I'm trying to recreate the ones commonly seen in call of duty games that show, from the view of the killer, the actual killing scene. My Thoughts: -I can't just keep in memory when people kill others because I wouldn't know when to start the 'recording process'. There is on way for me to accurately determine when somebody is 'about' to kill someone. -My only real idea so far is to have a complete duplicate of everything loaded off to the side copying all the movement from the original world but with a 10 second delay. That way, all the kill cams would be 10 seconds long and the persons camera would just be moved to the second world of their killer. My Questions: Is there already an accepted way to do this? Does anybody have any good ideas for something like this? Thanks if you can!

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  • Linear search vs Octree (Frustum cull)

    - by Dave
    I am wondering whether I should look into implementing an octree of some kind. I have a very simple game which consists of a 3d plane for the floor. There are multiple objects scattered around on the ground, each one has an aabb in world space. Currently I just do a loop through the list of all these objects and check if its bounding box intersects with the frustum, it works great but I am wondering if if it would be a good investment in an octree. I only have max 512 of these objects on the map and they all contain bounding boxes. I am not sure if an octree would make it faster since I have so little objects in the scene.

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  • Designing a "Grid" like object that contains game objects

    - by liortal
    I am working on a 2D game, where there's a game "board" on which other game objects are placed. This this is 2D, my starting point was to design a class that will internally use a 2d array for the actual stored game objects. This class could be simply accessed by 2 indices: (i, j) to get game objects on it. My problem is that i have no idea how to make the game "board" "propagate" its data onto its children. Design questions i ran into are: Should the children placed on the board have display properties such as size, screen position? Should the board itself dictate this information? How to update children in case the board changes some of its properties? (position, etc). Should the board be aware of the types of objects stored in it ? I have no idea how similar things such as WPF or other UI frameworks go about organizing a "container like" object that can arrange or apply certain UI properties to its children.

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  • Isometric algorithm [fixed]

    - by David
    so i've been toying with isometric and i just cant get the tiles to be in the right order. im probably missing something obvious and i just cant see it... but even at the risk of looking stupid, heres my code. for (int i = 0; i < Tile.MapSize; i++) { for (int j = 0; j < Tile.MapSize; j++) { spriteBatch.Draw( Tile.TileSetTexture, new Rectangle( (-j * Tile.TileWidth / 2) + (i * Tile.TileWidth / 2), (i * (Tile.TileHeight - 9) / 2) - (-j * (Tile.TileHeight - 9) / 2), Tile.TileWidth, Tile.TileHeight), Tile.GetSourceRectangle(tileID), Color.White, 0.0f, new Vector2(-350, -60), SpriteEffects.None, 1.0f); } } and heres what i end up with delicious messed up map yep, bit of an issue. so if anyone could help, i'd appreciate it. edit* works now <_<

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  • How to utilize miniMax algorrithm in Checkers game

    - by engineer
    I am sorry...as there are too many articles about it.But I can't simple get this. I am confused in the implementation of AI. I have generated all possible moves of computer's type pieces. Now I can't decide the flow. Whether I need to start a loop for the possible moves of each piece and assign score to it.... or something else is to be done. Kindly tell me the proper flow/algorithm for this. Thanks

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  • How to attach an object to a rotating circle?

    - by armands
    I am trying to make an object get attached on a collision point to a circle that is rotating, but the player needs to get attached with a constant point on the player. For example the player is moving back and forth and when the user touches the screen and the player jumps up but what I need is that when the player collides with the circle it attaches it's legs to it and continues rotating with the circle. So I wanted to know how to make this kind of collision joint in Cocos2d Box2d?

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  • Moving while doing loop animation in RPGMaker

    - by AzDesign
    I made a custom class to display character portrait in RPGMaker XP Here is the class : class Poser attr_accessor :images def initialize @images = Sprite.new @images.bitmap = RPG::Cache.picture('Character.png') #100x300 @images.x = 540 #place it on the bottom right corner of the screen @images.y = 180 end end Create an event on the map to create an instance as global variable, tada! image popped out. Ok nice. But Im not satisfied, Now I want it to have bobbing-head animation-like (just like when we breathe, sometimes bob our head up and down) so I added another method : def move(x,y) @images.x += x @images.y += y end def animate(x,y,step,delay) forward = true 2.times { step.times { wait(delay) if forward move(x/step,y/step) else move(-x/step,-y/step) end } wait(delay*3) forward = false } end def wait(time) while time > 0 time -= 1 Graphics.update end end I called the method to run the animation and it works, so far so good, but the problem is, WHILE the portrait goes up and down, I cannot move my character until the animation is finished. So that's it, I'm stuck in the loop block, what I want is to watch the portrait moving up and down while I walk around village, talk to npc, etc. Anyone can solve my problem ? Or better solution ? Thanks in advance

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  • QuadTree: store only points, or regions?

    - by alekop
    I am developing a quadtree to keep track of moving objects for collision detection. Each object has a bounding shape, let's say they are all circles. (It's a 2D top-down game) I am unsure whether to store only the position of each object, or the whole bounding shape. If working with points, insertion and subdivision is easy, because objects will never span multiple nodes. On the other hand, a proximity query for an object may miss collisions, because it won't take the objects' dimensions into account. How to calculate the query region when you only have points? If working with regions, how to handle an object that spans multiple nodes? Should it be inserted in the nearest parent node that completely contains it, even if this exceeds the node's capacity? Thanks.

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  • Circle collision detection and Vector math: HELP?

    - by Griffin
    Hey so i'm currently going through the wildbunny blog to learn about collision detection, but i'm a bit confused on how the vectors he's talking about come into play QUOTED BLOG: p = ||A-B|| – (r1+r2) The two spheres are penetrating by distance p. We would also like the penetration vector so that we can correct the penetration once we discover it. This is the vector that moves both circles to the point where they just touch, correcting the penetration. Importantly it is not only just a vector that does this, it is the only vector which corrects the penetration by moving the minimum amount. This is important because we only want to correct the error, not introduce more by moving too much when we correct, or too little. N = (A-B) / ||A-B|| P = N*p Here we have calculated the normalised vector N between the two centres and the penetration vector P by multiplying our unit direction by the penetration distance. Ok so i understand that p is the distance each circle is penetrating each other, but i don't get what exactly N and P is. it seems to me N is just the coordinates of the 3rd point of the right trianlge formed by point A and B (A-B) then being divided by the hypotenuse of that triangle or distance between A and B (||A-B||) Whats the significance of this? Also, what is the penetration vector used for? It seems to me like a movement that one of the circles would perform to get un-penetrated.

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  • 3d trajectory - calculate initial velocity

    - by Skoder
    Hey, I've got a 2D projectile code sample working, but would like to extend it to 3D. How would I calculate the initial velocity of the Z-axis? At the moment, I've got: initVel.X = (float)Math.Cos(45.0); initVel.Y = (float)Math.Sin(45.0); How would I convert this to work in 3D (and add the initial velocity for the Z-axis)? In my example, X is across, Y is up down and Z is going into the screen. I also normalize the vector and multiply it by the speed. Thanks

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  • One Step-Ahead A-Star

    - by Jonathan Dickinson
    I am attempting to create a server-centric RTS (as opposed to usual parallel synchronised simulation route of most RTS games today) - however I am still leveraging the discreet N-turns-ahead paradigm discussed by one of the AOE developers on Gamasutra. I have [possibly questionably?] decided that the path finding should only ever find the next cell the entity needs to move to, and was wondering if anyone has any clever ideas on how to optimize the algorithm for this specific scenario - or any other ideas on how to keep the pathfinding as lean as possible on the server. I have investigated a few possible algorithms but could only come up with one appropriation: Tiered A-Star - Relatively large T1 tiles, work out (and cache) each cell as you enter it. Other than that: doing the full A-Star pass and caching the entire path, which might use too much memory if a large amount of units are present. I know about the existence of naive progressive pathfinding algorithms (if you hit a block, turn in the direction closer to your target etc.) but they suffer from infinite feedback loops - and very poor pathing even if visited blocks are memorised. Not an option. Many thanks.

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  • Problem animating in Unity/Orthello 2D. Can't move gameObject

    - by Nelson Gregório
    I have a enemy npc that moves left and right in a corridor. It's animated with 2 sprites using Orthello 2D Framework. If I untick the animation's play on start and looping, the npc moves correctly. If I turn it on, the npc tries to move but is pulled back to his starting position again and again because of the animation loop. If I turn looping off during runtime, the npc moves correctly again. What did I do wrong? Here's the npc code if needed. using UnityEngine; using System.Collections; public class Enemies : MonoBehaviour { private Vector2 movement; public float moveSpeed = 200; public bool started = true; public bool blockedRight = false; public bool blockedLeft = false; public GameObject BorderL; public GameObject BorderR; void Update () { if (gameObject.transform.position.x < BorderL.transform.position.x) { started = false; blockedRight = false; blockedLeft = true; } if (gameObject.transform.position.x > BorderR.transform.position.x) { started = false; blockedLeft = false; blockedRight = true; } if(started) { movement = new Vector2(1, 0f); movement *= Time.deltaTime*moveSpeed; gameObject.transform.Translate(movement.x,movement.y, 0f); } if(!blockedRight && !started && blockedLeft) { movement = new Vector2(1, 0f); movement *= Time.deltaTime*moveSpeed; gameObject.transform.Translate(movement.x,movement.y, 0f); } if(!blockedLeft && !started && blockedRight) { movement = new Vector2(-1, 0f); movement *= Time.deltaTime*moveSpeed; gameObject.transform.Translate(movement.x,movement.y, 0f); } } }

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  • Ignore collisions with some objects in certain contexts

    - by Paul Manta
    I'm making a racing game with cars in Unity. The car has a boost/nitro powerup. While boosting, I wouldn't want to be deviated when colliding with zombies, but I do want to be deviated when colliding with walls. On the other hand, I don't want to ignore collision with zombies, because I still want to hit them on impact. How should I handle this? Basically, what I want is for the car to not rotate when colliding with certain objects.

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  • Cannot pull newly-added top-level directory into sparsely-checked out SVN repository

    - by Tim Keating
    Our SVN repository is quite large, and pulling the whole thing takes some time. When checking out at home, I was pleased to discover the sparse checkout feature; I checked out the whole repository to a depth of 1, then pulled each top-level directory (directly under the trunk) that I needed to a depth of infinity. Until now this has been brilliant. Recently I added a new directory under trunk. When I do a svn up, I get nothing. The TLD I added will not sync. I normally use Tortoise SVN, so I tried doing this from command line. I tried explicitly specifying the name of the directory, adding --depth infinity, adding --force. None of these tricks has worked. What am I missing?

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  • Making a mobile app from a board game. Copyright infringement?

    - by Claudio Coelho
    Me and a friend got hooked on a board game and soon realized that we didn't need the board game to play, instead we could play it with pen and paper with extreme ease and satisfaction. The next step was to develop a simple android app to play it. We have been using this to play and it's fun, and we are interested in publishing it, but we are worried eventual copyright issues. The concept of the game - itself very simple, merely a type of trivia game, where each round has different rules - is the same, the name is different as is all the art. Does anybody know if we infringe copyrights if we were to publish it? Thanks

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  • How i can sign and/or group a specific set of vertices in a 3D file container like OBJ ? - in Blender

    - by user827992
    I would like to export a 3D model with each part having a name or a label if you will. For example i would like to export a model of an human body and name each part in specifics vertex groups like: left hand, right hand, right foot, head, ears, ... and you got the idea; so i can have a single 3D model that i can explode in various parts if needed. If there is a better technique about how to mark vertex groups in a 3D file please share your solution. As 3D editor i use Blender.

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