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  • Regarding sprite design and resolution for tablets and phones

    - by Dimitris P.
    I am about to start working on a game for android devices, in my spare time, to get familiar with android development. I'm more interested in using the best practices possible than getting a quick result, and that is why I need some guidance regarding graphics. I think the game is going to be fully sprite based. Everything is going to be in .bmp form, or something similar, and my question is: Should I design the sprites in a small resolution (ie for phone screens) and scale them up to fit into larger screens (tablet screens), should I do it vice-versa or should I consider a completely different approach? Would designing a different set of sprites for each of the most used resolution settings be worth it or are there simpler solutions to the problem with fewer drawbacks than the ones I mentioned above? (If I follow the first approach, for example, the larger the screen the worse the graphics will get, since every pixel of the original drawing will cover several pixels on the screen). Is there a standard approach for dealing with this kind of problems? If you need me to be more detailed or more clear about something I mentioned (or forgot to) please don't hesitate to ask. Also, excuse me for any inaccurate use of the English language. Thank you in advance for your input.

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  • Sprite Animation using cocos2dx 2.0.2

    - by Lalit Chattar
    I am new in game development and learning coco2dx framework. I am trying to implement sprite animation using coco2dx. i tried many demo they all are same. But when i tried i got access violation error in my code. CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("AnimBear.plist"); CCSpriteBatchNode *spreetsheet = CCSpriteBatchNode::create("AnimBear.png"); this->addChild(spreetsheet); CCArray *bearArray = new CCArray(); for(int i = 1; i <= 8; i++) { char name[32] = {0}; sprintf(name, "bear%d.png",i); bearArray->addObject(CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName(name)); } CCAnimation *walkAnim = CCAnimation::animationWithSpriteFrames(bearArray, 0.1f); CCSize size = CCDirector::sharedDirector()->getWinSize(); CCSprite *bear = CCSprite::spriteWithSpriteFrameName("bear1.png"); bear->setPosition(ccp(size.width/2, size.height/2)); CCAction *walkAction = CCRepeatForever::actionWithAction(CCAnimate::actionWithAnimation(walkAnim)); bear->runAction(walkAction); spreetsheet->addChild(bear); error is coming in first line while we passing plist refrence. Plese help me. I a using Visual Basic 2010 and put both files in Resource folder (png and plist).

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  • Does Unity have existing support for Timelines?

    - by Raven Dreamer
    I am planning the development of a game in Unity3D, and trying to come to terms with what the engine has already provided, and what I must code myself. The game itself is going to be a rhythm game, which means synching audio and graphical events so that they always play when they're supposed to. What I'm looking to avoid is a potential scenario of lag where either the audio or the graphics starts to progress faster than the other. When we discussed this type of coordinating system in my game design class back at university, my professor called this type of design a "Timeline" class. The idea being that you can instantiate one or more of these to progress at different rates, schedule things to happen in the future, and synch up periodic events. However, calling this a "Timeline" class seems to have been limited to my professor himself, as googling for whether a certain API features "Timeline" functionality has been a fruitless endeavor. Is there some more common name for this kind of functionality? Does Unity have any pre-existing methods to coordinate the scheduling of events like this, or is this the kind of thing that needs to be built onto the engine? And if it does, I'd appreciate being pointed towards some tutorials!

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  • Help to organize game cycle in Java

    - by ASIO22
    I'm pretty new here (as though to a game development). So here's my question. I'm trying to organize a really simple game cycle in my public static main() as follows: Scanner sc = new Scanner(System.in); //Running the game cycle boolean flag=true; while (flag) { int action; System.out.println("Type your action please:"); System.out.println("0: Exit app"); try { action = sc.nextInt(); switch (action) { case 0: flag=false; break; case 1: break; } } catch (InputMismatchException ex) { System.out.println(ex.getClass() + "\n" + "Please type a correct input\n"); //action = sc.nextInt(); continue; } What's wrong with this cycle: I want to catch an exception when user types text instead of number, show a message, warning user, and the continue game cycle, read user input etc. But instead of that, when users types wrong data, it goes into a eternal cycle without even prompting user. What I did wrong?

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  • Alternatives to Component Based Architecture?

    - by Ben Lakey
    Usually when I develop a game I will use an architecture like what you see below. What other architectures are popular for simple game development? I'm concerned about having a narrow view of what exists out there for architectures beyond this. Is this an example of component-based architecture? Or is this something else? What would that look like? What alternatives exist? public abstract class ComponentBase { protected final Collection<ComponentBase> subComponents = new LinkedList<ComponentBase>(); private boolean enableInput; private boolean isVisible; protected ComponentBase(boolean enableInput, boolean isVisible) { this.enableInput = enableInput; this.isVisible = isVisible; } public void render(Graphics2D graphics) { for(ComponentBase gameComponent : this.subComponents) { if(gameComponent.isVisible()) { gameComponent.render(graphics); } } } public void input(InputData input) { for(ComponentBase gameComponent : this.subComponents) { if(gameComponent.inputIsEnabled()) { gameComponent.input(input); } } } ... getters/setters ... public void update(long elapsedTimeMillis) { for(ComponentBase gameComponent : this.subComponents) { gameComponent.update(elapsedTimeMillis); } } }

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  • Down Tools Week Cometh: Kissing Goodbye to CVs/Resumes and Cover Letters

    - by Bart Read
    I haven't blogged about what I'm doing in my (not so new) temporary role as Red Gate's technical recruiter, mostly because it's been routine, business as usual stuff, and because I've been trying to understand the role by doing it. I think now though the time has come to get a little more radical, so I'm going to tell you why I want to largely eliminate CVs/resumes and cover letters from the application process for some of our technical roles, and why I think that might be a good thing for candidates (and for us). I have a terrible confession to make, or at least it's a terrible confession for a recruiter: I don't really like CV sifting, or reading cover letters, and, unless I've misread the mood around here, neither does anybody else. It's dull, it's time-consuming, and it's somewhat soul destroying because, when all is said and done, you're being paid to be incredibly judgemental about people based on relatively little information. I feel like I've dirtied myself by saying that - I mean, after all, it's a core part of my job - but it sucks, it really does. (And, of course, the truth is I'm still a software engineer at heart, and I'm always looking for ways to do things better.) On the flip side, I've never met anyone who likes writing their CV. It takes hours and hours of faffing around and massaging it into shape, and the whole process is beset by a gnawing anxiety, frustration, and insecurity. All you really want is a chance to demonstrate your skills - not just talk about them - and how do you do that in a CV or cover letter? Often the best candidates will include samples of their work (a portfolio, screenshots, links to websites, product downloads, etc.), but sometimes this isn't possible, or may not be appropriate, or you just don't think you're allowed because of what your school/university careers service has told you (more commonly an issue with grads, obviously). And what are we actually trying to find out about people with all of this? I think the common criteria are actually pretty basic: Smart Gets things done (thanks for these two Joel) Not an a55hole* (sorry, have to get around Simple Talk's swear filter - and thanks to Professor Robert I. Sutton for this one) *Of course, everyone has off days, and I don't honestly think we're too worried about somebody being a bit grumpy every now and again. We can do a bit better than this in the context of the roles I'm talking about: we can be more specific about what "gets things done" means, at least in part. For software engineers and interns, the non-exhaustive meaning of "gets things done" is: Excellent coder For test engineers, the non-exhaustive meaning of "gets things done" is: Good at finding problems in software Competent coder Team player, etc., to me, are covered by "not an a55hole". I don't expect people to be the life and soul of the party, or a wild extrovert - that's not what team player means, and it's not what "not an a55hole" means. Some of our best technical staff are quiet, introverted types, but they're still pleasant to work with. My problem is that I don't think the initial sift really helps us find out whether people are smart and get things done with any great efficacy. It's better than nothing, for sure, but it's not as good as it could be. It's also contentious, and potentially unfair/inequitable - if you want to get an idea of what I mean by this, check out the background information section at the bottom. Before I go any further, let's look at the Red Gate recruitment process for technical staff* as it stands now: (LOTS of) People apply for jobs. All these applications go through a brutal process of manual sifting, which eliminates between 75 and 90% of them, depending upon the role, and the time of year**. Depending upon the role, those who pass the sift will be sent an assessment or telescreened. For the purposes of this blog post I'm only interested in those that are sent some sort of programming assessment, or bug hunt. This means software engineers, test engineers, and software interns, which are the roles for which I receive the most applications. The telescreen tends to be reserved for project or product managers. Those that pass the assessment are invited in for first interview. This interview is mostly about assessing their technical skills***, although we're obviously on the look out for cultural fit red flags as well. If the first interview goes well we'll invite candidates back for a second interview. This is where team/cultural fit is really scoped out. We also use this interview to dive more deeply into certain areas of their skillset, and explore any concerns that may have come out of the first interview (these obviously won't have been serious or obvious enough to cause a rejection at that point, but are things we do need to look into before we'd consider making an offer). We might subsequently invite them in for lunch before we make them an offer. This tends to happen when we're recruiting somebody for a specific team and we'd like them to meet all the people they'll be working with directly. It's not an interview per se, but can prove pivotal if they don't gel with the team. Anyone who's made it this far will receive an offer from us. *We have a slightly quirky definition of "technical staff" as it relates to the technical recruiter role here. It includes software engineers, test engineers, software interns, user experience specialists, technical authors, project managers, product managers, and development managers, but does not include product support or information systems roles. **For example, the quality of graduate applicants overall noticeably drops as the academic year wears on, which is not to say that by now there aren't still stars in there, just that they're fewer and further between. ***Some organisations prefer to assess for team fit first, but I think assessing technical skills is a more effective initial filter - if they're the nicest person in the world, but can't cut a line of code they're not going to work out. Now, as I suggested in the title, Red Gate's Down Tools Week is upon us once again - next week in fact - and I had proposed as a project that we refactor and automate the first stage of marking our programming assessments. Marking assessments, and in fact organising the marking of them, is a somewhat time-consuming process, and we receive many assessment solutions that just don't make the cut, for whatever reason. Whilst I don't think it's possible to fully automate marking, I do think it ought to be possible to run a suite of automated tests over each candidate's solution to see whether or not it behaves correctly and, if it does, move on to a manual stage where we examine the code for structure, decomposition, style, readability, maintainability, etc. Obviously it's possible to use tools to generate potentially helpful metrics for some of these indices as well. This would obviously reduce the marking workload, and would provide candidates with quicker feedback about whether they've been successful - though I do wonder if waiting a tactful interval before sending a (nicely written) rejection might be wise. I duly scrawled out a picture of my ideal process, which looked like this: The problem is, as soon as I'd roughed it out, I realised that fundamentally it wasn't an ideal process at all, which explained the gnawing feeling of cognitive dissonance I'd been wrestling with all week, whilst I'd been trying to find time to do this. Here's what I mean. Automated assessment marking, and the associated infrastructure around that, makes it much easier for us to deal with large numbers of assessments. This means we can be much more permissive about who we send assessments out to or, in other words, we can give more candidates the opportunity to really demonstrate their skills to us. And this leads to a question: why not give everyone the opportunity to demonstrate their skills, to show that they're smart and can get things done? (Two or three of us even discussed this in the down tools week hustings earlier this week.) And isn't this a lot simpler than the alternative we'd been considering? (FYI, this was automated CV/cover letter sifting by some form of textual analysis to ideally eliminate the worst 50% or so of applications based on an analysis of the 20,000 or so historical applications we've received since 2007 - definitely not the basic keyword analysis beloved of recruitment agencies, since this would eliminate hardly anyone who was awful, but definitely would eliminate stellar Oxbridge candidates - #fail - or some nightmarishly complex Google-like system where we profile all our currently employees, only to realise that we're never going to get representative results because we don't have a statistically significant sample size in any given role - also #fail.) No, I think the new way is better. We let people self-select. We make them the masters (or mistresses) of their own destiny. We give applicants the power - we put their fate in their hands - by giving them the chance to demonstrate their skills, which is what they really want anyway, instead of requiring that they spend hours and hours creating a CV and cover letter that I'm going to evaluate for suitability, and make a value judgement about, in approximately 1 minute (give or take). It doesn't matter what university you attended, it doesn't matter if you had a bad year when you took your A-levels - here's your chance to shine, so take it and run with it. (As a side benefit, we cut the number of applications we have to sift by something like two thirds.) WIN! OK, yeah, sounds good, but will it actually work? That's an excellent question. My gut feeling is yes, and I'll justify why below (and hopefully have gone some way towards doing that above as well), but what I'm proposing here is really that we run an experiment for a period of time - probably a couple of months or so - and measure the outcomes we see: How many people apply? (Wouldn't be surprised or alarmed to see this cut by a factor of ten.) How many of them submit a good assessment? (More/less than at present?) How much overhead is there for us in dealing with these assessments compared to now? What are the success and failure rates at each interview stage compared to now? How many people are we hiring at the end of it compared to now? I think it'll work because I hypothesize that, amongst other things: It self-selects for people who really want to work at Red Gate which, at the moment, is something I have to try and assess based on their CV and cover letter - but if you're not that bothered about working here, why would you complete the assessment? Candidates who would submit a shoddy application probably won't feel motivated to do the assessment. Candidates who would demonstrate good attention to detail in their CV/cover letter will demonstrate good attention to detail in the assessment. In general, only the better candidates will complete and submit the assessment. Marking assessments is much less work so we'll be able to deal with any increase that we see (hopefully we will see). There are obviously other questions as well: Is plagiarism going to be a problem? Is there any way we can detect/discourage potential plagiarism? How do we assess candidates' education and experience? What about their ability to communicate in writing? Do we still want them to submit a CV afterwards if they pass assessment? Do we want to offer them the opportunity to tell us a bit about why they'd like the job when they submit their assessment? How does this affect our relationship with recruitment agencies we might use to hire for these roles? So, what's the objective for next week's Down Tools Week? Pretty simple really - we want to implement this process for the Graduate Software Engineer and Software Engineer positions that you can find on our website. I will be joined by a crack team of our best developers (Kevin Boyle, and new Red-Gater, Sam Blackburn), and recruiting hostess with the mostest Laura McQuillen, and hopefully a couple of others as well - if I can successfully twist more arms before Monday.* Hopefully by next Friday our experiment will be up and running, and we may have changed the way Red Gate recruits software engineers for good! Stay tuned and we'll let you know how it goes! *I'm going to play dirty by offering them beer and chocolate during meetings. Some background information: how agonising over the initial CV/cover letter sift helped lead us to bin it off entirely The other day I was agonising about the new university/good degree grade versus poor A-level results issue, and decided to canvas for other opinions to see if there was something I could do that was fairer than my current approach, which is almost always to reject. This generated quite an involved discussion on our Yammer site: I'm sure you can glean a pretty good impression of my own educational prejudices from that discussion as well, although I'm very open to changing my opinion - hopefully you've already figured that out from reading the rest of this post. Hopefully you can also trace a logical path from agonising about sifting to, "Uh, hang on, why on earth are we doing this anyway?!?" Technorati Tags: recruitment,hr,developers,testers,red gate,cv,resume,cover letter,assessment,sea change

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  • What web technology could I use which would support a decision tree?

    - by Rami Alhamad
    I am a big game development fan but I haven't done any commercial work in the past. I have been asked by a non-profit to look at developing a game similar to the award-winning www.playspent.org They want the following features: support 5 scenarios mobile isn't important but compatibility with older browsers would be a big bonus they want it to be visual and audible bonus is to have it easily modifiable support 4 languages I don't have much knowledge of Flash and would rather avoid using it as a solution. I started breaking down the problem into segments that I will need to examine, they are as follows: ability to read the game flow from a file that they can produce (xml, etc.) db design to store decision tree language challenge browser compatibility I am leaning towards an Google app engine/GWT solution but I am not sure what technology is best for this. I am really hoping to get your opinion/recommendation on my approach and on what technology is best. A special thanks (and beer if you live in Toronto) will be awarded to anyone who can help give me a ballpark estimate on how much such a game should go for. I know it's tough to estimate but any rough figure will help (how much would you charge for building something like playspent.org?) Thanks in advance

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  • What would be the level of effort required to implement a screencapture command on a PS3 game?

    - by Sean Scott
    Looking to see what the level of effort is for implementing a screen capture command into PS3 game by a mid-level PS3 game developer. Bonus for a description of what is involved in the process... EDIT Not sure how to get back my question since it was the first but let me clarify some things. @Nate Bross, nope I am not the actor although i've fielded calls for him on occasion @coderanger my intent was to try and speak to other PS3 developers, however coming from a web development no one in my social circle close or extended develops on the PS3. Additionally i'm interested in hearing the effort required in terms of hours so that this information can be passed on to a client. A client who has a game on the PS3 using the unreal engine. Convo with devs sometimes go something like "can you implement feature a" which gets a response "this will take us 8 weeks and an army". Trying to be educated before the ask. I hope that helps If anyone here is a PS3 game dev and would like to respond off site so as not to break NDA that would be awesome. @Roger it would be from within the game, something that users can use. Something akin to the iphone screencap utility. No need to get fancier than that.

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  • How to calculate turn heading to a missile?

    - by Tony
    I have a missile that is shot from a ship at an angle, the missile then turns towards the target in an arc with a given turn radius. How do I determine the point on the arc when I need to start turning so the missile is heading straight for the target? EDIT What I need to do before I launch the missiles is calculate and draw the flight paths. So in the attached example the launch vehicle has a heading of 90 deg and the targets are behind it. Both missiles are launched at a relative heading of -45deg or + 45 deg to the launch vehicle's heading. The missiles initially turn towards the target with a known turn radius. I have to calculate the point at which the turn takes the missile to heading at which it will turn to directly attack the target. Obviously if the target is at or near 45 degrees then there is no initial turn the missile just goes straight for the target. After the missile is launched the map will also show the missile tracking on this line as indication of its flight path. What I am doing is working on a simulator which mimics operational software. So I need to draw the calculated flight path before I allow the missile to be launched. In this example the targets are behind the launch vehicle but the precalculated paths are drawn.

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  • How does a one-man developer do its games' sounds?

    - by Gustavo Maciel
    Before anything, that's not a "oh, where can I find resources?" question. Well, I've been curious about one thing in the indie games industry. For the development of the game, such tasks like game design, art, sketches, code programming and etc can be easily done by just one person. You can just take up a paper and pencil and you're a game designer. You can just take software like Photoshop or Paint and you're an artist, a scanner and you're a sketcher, a compiler and you're a programmer. For sound it's different. You may tell me: Well, follow the line, take a lot of instruments and record it. But all we know that things don't work this way. I can list up some changes for us: External noises are a big problem, sound effects can't be made with instruments, it can't sound like a recorded and clipped sound. Well I can imagine how they do this in large companies, with such big studios and etc. But to summarise, my question is: What's the best way for a one-man indie to do all its sound? Does he have to synthesize everything? Record and buy some crazy program for editing sounds?

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  • Common way of animating 'motion' for walk cycle animations

    - by Ben Hymers
    I've just posted this at the Blender artists' forums before realising I would probably get a better response from a more game development-specific audience, so apologies for cross-posting! It's for the right reasons :) I'm a programmer trying to animate a character walking for a game project, using Ogre. I've made a very simple walk cycle in Blender and exported it to Ogre, and it plays just fine. By fine, I mean it works, but there's terrible foot sliding. This is because I just animated the walk in-place (at the origin) in Blender, and of course I don't know what "speed of walk" that corresponds to, so when I move the character in-game the motion doesn't necessarily match up with the movement of the feet in the animation. So my question is: what's the normal approach for this kind of thing? At work we use Maya, and the animators either animate a special 'moveTrans' node that represents the "position" of the character (or have the exporter generate it for them from the movement of the root node), then the game can read this to know how fast the animation moves the character. So in the Maya file, the character will walk forward for one cycle and this extra node will follow along with them by their feet. I've not seen anything like this in open-source land, and there's certainly no provision for that in the Ogre Exporter script. What do you chaps normally do for this?

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  • Reusable skill class structure

    - by Martino Wullems
    Hello, Pretty new to the whole game development scene, but I have experience in other branches of programming. Anyway, I was wondering what methods are used to implement a skill structure. I imagine a skill in itself would a class. I'm using actionscript 3 for this project btw. public class Skill { public var power:int; public var delay:int; public var cooldown:int; public function Attack(user:Mob, target:Mob) { } } } Each skill would extend the Skill class and add it's own functionality. public class Tackle extends Skill { public function Tackle(user:Mob, target:Mob) { super(user, target); executeAttack(); } private function executeAttack():void { //multiply user.strength with power etc //play attack animation } } } This where I get stuck. How do I termine which mobs has which skills? And which skill will they later be able to retrieve (by reaching a certain level etc). How does the player actually execute the skill and how is it determine if it hits. It's all very new to me so I have no idea where to begin. Any links would also be appreciated. Thanks in advance.

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  • Can I become a Game Designer? [on hold]

    - by user32721
    This is my first time posting something on a forum in 4 years. I am posting this because I want to adjust my expectations and goals regarding game design. I am in college in Morocco (Al Akhawayn university). just started my junior year. I am a communications major (school of humanities) and a gender studies minor. I want to become a video game designer. It is the only career that I am interested in. I have been playing ever since I was 5 and haven't stopped yet. Currently I don't have any noteworthy skills to become a designer. I don't know how to program (don't really have the patience for it) and I can't draw to save my life. I haven't tried visual software like MAYA or MAX so I can't comment on graphic design. So I basically want to know whether my current education is capable of helping me reach my goal. If not then should I take a master's in game design (in the U.S?) or switch my minor to computer science? I am sorry that this post is long! I look forward to hearing your advice!

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  • Custom inventory items based on inheritance

    - by Bogdan Marginean
    So, here's the scenario: I'm building an RPG. Like most of the other RPGs on the market, my game will feature an inventory and of course, inventory items. So far I've worked well with using a single class for all items, because I did not need anything else than character stat alteration on item usage (consumption). However, I'd like some items to have a more exotic effect. Think of something like when the user consumes a transformation potion, he automatically turns into a beast. In order to achieve this I've thought about declaring a new class that inherits from BaseItem for each item. Each descendant would override some methods (like void OnConsume()), to change the base behavior. This works fine, but when it comes to inventory management, I have some issues. The actual inventory will have to work with BaseItem components only (for obvious reasons, as it's an enumerable collection of objects of the same type); casting any descendant to the base class is possible, so no problems in adding items to the inventory. But how can I keep track of the descendant's type (class) for each item in the inventory? And how to perform the descendant's OnConsume from withint he inventory, for each item? Let me know if you can think of a better solution than mine, or if you can think of a solution to my problem only. Development is done in C#, inside Unity 3.5. Thanks!

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  • Creating user UI using Flixel

    - by Jamie Read
    I am new to game development but familiar with programming languages. I have started using Flixel and have a working Breakout game with score and lives. What I am trying to do is add a Start Screen before actually loading the game. I have a create function that adds all the game elements to the stage: override public function create():void // all game elements { How can I add this pre-load Start Screen? I'm not sure if I have to add in the code to this create function or somewhere else and what code to actually add. Eventually I would also like to add saving, loading, options and upgrades too. So any advice with that would be great. Here is my main game.as: package { import org.flixel.*; public class Game extends FlxGame { private const resolution:FlxPoint = new FlxPoint(640, 480); private const zoom:uint = 2; private const fps:uint = 60; public function Game() { super(resolution.x / zoom, resolution.y / zoom, PlayState, zoom); FlxG.flashFramerate = fps; } } } Thanks.

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  • Distributing an Android game with plugins via the market

    - by Peter Serwylo
    I'm new to Android development, and was wondering how the following could be achieved within the confines of the Android market as a distribution channel: One main application, which handles the main menu, networking, high scores, etc. Several games which can be launched from the main menu, which all work within the same eco system. The main application is not just a pseudo launcher for other games, these different games will share high scores and other achievements/preferences. In a traditional package management system such as apt, pacman or yum, this could be handled quite happily through dependencies. This does not appear to be possible via the Android market. The closest I've seen is when apps scan to check if the required app is installed, and if not, launches the market and asks the user to download the app. This sounds like a very messy solution. It also begs the question, would they download the game (plugin) first, which then downloads the main shell application? Or would they download the main shell application, and when they navigate to a menu item which says "Play game", then it scans for any installed games, and if none exist, redirects to the market? Also, I'm not even sure if it is possible to dig up the package from another application on the device, and start invoking classes from within (e.g. when you want to launch the game (plugin)) A final option is just to have a 3rd component which is a .jar that each game includes, which effectively contains the entire shell application. Then each game would appear to have the same menu, but it would become a nightmare as soon as you want to update the menu component and have to re-release each game. It would be especially worse if other people released games (plugins) based on the same framework and didn't update them. Is there any other options which I haven't thought of? Has anyone else solved this or seen a solution in any apps they've installed (doesn't have to be games)? cheers.

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  • Algorithm for dynamically calculating a level based on experience points?

    - by George
    One of the struggles I've always had in game development is deciding how to implement experience points attributed to gaining a level. There doesn't seem to be a pattern to gaining a level in many of the games I've played, so I assume they have a static dictionary table which contains experience points vs. the level. e.g. Experience Level 0 1 100 2 175 3 280 4 800 5 ...There isn't a rhyme or reason why 280 points is equal to level 4, it just is. I'm not sure how those levels are decided, but it certainly wouldn't be dynamic. I've also thought about the possibility of exponential levels, as not to have to keep a separate lookup table, e.g. Experience Level 0 1 100 2 200 3 400 4 800 5 1600 6 3200 7 6400 8 ...but that seems like it would grow out of control rather quickly, as towards the upper levels, the enemies in the game would have to provide a whopping amount of experience to level -- and that would be to difficult to control. Leveling would become an impossible task. Does anyone have any pointers, or methods they use to decide how to level a character based on experience? I want to be fair in leveling and I want to stay ahead of the players as not to worry about constantly adding new experience/level lookups.

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  • Which Open Source Licenses can address concerns for an Open Source Game Engine?

    - by Chris
    I am on a team that is looking to open source an engine we are building. It's intended as an engine for Online RPG style games. We're writing it to work on both desktops and android platforms. I've been over to the OSI http://opensource.org/licenses/category to check out the most common licenses. However, this will be my first time going into an open source project and I wanted to know if the community had some insight into which licenses might be best suited. Key licensing concerns: Removing or limiting our liability (most already seem to cover this, but stating for completeness). We want other developers to be able to take part or all of our project and use it in their own projects with proper accreditation to our project. Licensing should not hinder someone's ability to quickly use the engine. They should be able to download a release and start using it without needing to wait on licensing issues. Game content (gfx, sound, etc.) that is not part of the engine should be allowed to be licensed separately. If someone is using our engine, they can retain full copy right of their content, including engine generated data. Our primary goal is exposure, which is why we're going open source to start with. Both for the project and for the individuals developing it. Are there any licenses that can require accreditation visible to players? While I'd put our primary goal as exposure, for licensing the accreditation is less of a concern. From what I've read through (and have been able to understand) it doesn't seem like any of the licenses cover anything that is produced by the licensed software. Are there any that state this specifically, or does simply not mentioning it leave it open for other licensing? Are there any other concerns that we should consider? Has anyone had any issues using any of these licenses?

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  • What causes player box/world geometry glitches in old games?

    - by Alexander
    I'm looking to understand and find the terminology for what causes - or allows - players to interfere with geometry in old games. Famously, ID's Quake3 gave birth to a whole community of people breaking the physics by jumping, sliding, getting stuck and launching themselves off points in geometry. Some months ago (though I'd be darned if I can find it again!) I saw a conference held by Bungie's Vic DeLeon and a colleague in which Vic briefly discussed the issues he ran into while attempting to wrap 'collision' objects (please correct my terminology) around environment objects so that players could appear as though they were walking on organic surfaces, while not clipping through them or appear to be walking on air at certain points, due to complexities in the modeling. My aim is to compose a case study essay for University in which I can tackle this issue in games, drawing on early exploits and how techniques have changed to address such exploits and to aid in the gameplay itself. I have 3 current day example of where exploits still exist, however specifically targeting ID Software clearly shows they've massively improved their techniques between Q3 and Q4. So in summary, with your help please, I'd like to gain a slightly better understanding of this issue as a whole (its terminology mainly) so I can use terms and ask the right questions within the right contexts. In practical application, I know what it is, I know how to do it, but I don't have the benefit of level design knowledge yet and its technical widgety knick-knack terms =) Many thanks in advance AJ

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  • Is ActionScript 3 used by Serious Indie Developers?

    - by Puedes
    This question is for dedicated independent game developers: My dream is to be a game developer. I am a senior in high school who has taken Computer Science for all four years. I have used Java the whole time, but last year I started using PHP and ActionScript 3 (with Flixel). I also used Game Maker for a brief period. I apologize for this, I wanted to get that out of the way and clarify the fact that I have experience of some kind with game development. I am stuck at the moment because I don't quite know what language to use to develop games at a professional level. I am seriously interested in becoming a dedicated game developer, but this issue is really bothering me. I would like to know what the best option would be for my case, based on your experiences. Any advice is appreciated. Things to consider: I am only interested in making 2D games (I am not worried about 3D support) It would be ideal to use something that can be ported to multiple platforms (so as not to run into this problem later) I can't seem to figure out what the industry likes to use So far, this is what I have: I can't decide if it would be wise to stick with ActionScript 3, or move to C++ I know Flash would be for browser games, but what if I want to make a downloadable game, like Plants Vs. Zombies or Super Crate Box? Would Flash be a smart choice for standalone games, or did they use something else? Thank you for reading this, as I would like to stop worrying about this and make some games! Also, I hope this wasn't all over the place :) tl;dr Should I move ahead with AS3 or use something else i.e. C++

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  • Rendering a big game universe - bitmaps or vector graphics?

    - by user1641923
    I am new to an Android development, though I have much experience with Java, C++, PHP programming and a bit experience with vector graphics too (basic 3d Studio Max, Flash, etc). I am starting to work on an Android game. It is going to be a 2D space shooter/RPG, and I am not going to use any game engines and any 3D party libs. I really want to create a very large game universe, or even pseudo-infinite (without visible borders, as if it were a 2D projection of a sphere). It should include 10-12 clusters of 7-8 planets/other space objects and random amount of single asteroids/comets, which player can interact with and also not interactive background. I am looking for a least complicated aproach to create such a universe. My current ideas are: Simply create bitmaps with space scenery background so that they can be tiled seamlessly repeated and construct my 2D universe of this tiles, then place interactive objects (planets, other spaceships) on it. Using vector graphics. I would have a solid color background, some random background objects and gradients here and there. My problems here: Lack of knowledge of how well vector graphics is integrated in Android. Performance? Memory usage? Does Android manage big bitmaps well? Do all of the bitmaps have to be in memory during all game process? I am interested in technical details regarding each of the ideas and a suggestion, which I should go with.

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  • Scene graphs and spatial partitioning structures: What do you really need?

    - by tapirath
    I've been fiddling with 2D games for awhile and I'm trying to go into 3D game development. I thought I should get my basics right first. From what I read scene graphs hold your game objects/entities and their relation to each other like 'a tire' would be the child of 'a vehicle'. It's mainly used for frustum/occlusion culling and minimizing the collision checks between the objects. Spatial partitioning structures on the other hand are used to divide a big game object (like the map) to smaller parts so that you can gain performance by only drawing the relevant polygons and again minimizing the collision checks to those polygons only. Also a spatial partitioning data structure can be used as a node in a scene graph. But... I've been reading about both subjects and I've seen a lot of "scene graphs are useless" and "BSP performance gain is irrelevant with modern hardware" kind of articles. Also some of the game engines I've checked like gameplay3d and jmonkeyengine are only using a scene graph (That also may be because they don't want to limit the developers). Whereas games like Quake and Half-Life only use spatial partitioning. I'm aware that the usage of these structures very much depend on the type of the game you're developing so for the sake of clarity let's assume the game is a FPS like Counter-Strike with some better outdoor environment capabilities (like a terrain). The obvious question is which one is needed and why (considering the modern hardware capabilities). Thank you.

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  • Starting with text based MUD/MUCK game

    - by Scott Ivie
    I’ve had this idea for a video game in my head for a long time but I’ve never had the knowledge or time to get it done. I still don’t really, but I am willing to dedicate a chunk of my time to this before it’s too late. Recently I started studying Lua script for a program called “MUSH Client” which works for MU* telnet style text games. I want to use the GUI capabilities of Mush Client with a MU* server to create a basic game but here is my dilemma. I figured this could be a suitable starting place for me. BUT… Because I’m not very programmer savvy yet, I don’t know how to download/install/use the MU* server software. I was originally considering Protomuck because a few of the MU*s I were more impressed with began there. http://www.protomuck.org/ I downloaded it, but I guess I'm too used to GUI style programs so I'm having great difficulty figuring out what to do next. Does anyone have any suggestions? Does anyone even know what I'm talking about? heh..

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  • XNA: How to make the Vaus Spacecraft move left and right on directional keys pressed?

    - by Will Marcouiller
    I'm currently learning XNA per suggestion from this question's accepted answer: Where to start writing games, any tutorials or the like? I have then installed everything to get ready to work with XNA Game Studio 4.0. General Objective Writing an Arkanoid-like game. I want to make my ship move when I press either left or right keys. Code Sample protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here #if WINDOWS if (Keyboard.GetState().IsKeyDown(Keys.Escape)) this.Exit(); else { if (Keyboard.GetState().IsKeyDown(Keys.Left)) MoveLeft(gameTime); } #endif // Move the sprite around. BounceEnergyBall(gameTime); base.Update(gameTime); } void MoveLeft(GameTime gameTime) { // I'm not sure how to play with the Vector2 object and its position here!... _vausSpacecraftPos /= _vausSpacecraftSpeed.X; // This line makes the spacecraft move diagnol-top-left. } Question What formula shall I use, or what algorithm shall I consider to make my spaceship move as expected left and right properly? Thanks for your thoughts! Any clue will be appreciated. I am on my learning curve though I have years of development behind me (already)!

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  • How to rotate a sprite using multi-touch with AndEngine?

    - by 786
    I am new to Android game development. I am using AndEngine GLES-2. I have created a box with a sprite. This box is now draggable by using the code below. It works fine. But I want multi-touch on this: I want to rotate the sprite with two fingers on that box, and to keep it draggable. I've no idea how do do that, which way should I go? final float centerX = (CAMERA_WIDTH - this.mBox.getWidth()) / 2; final float centerY = (CAMERA_HEIGHT - this.mBox.getHeight()) / 2; Box = new Sprite(centerX, centerY, this.mBox, this.getVertexBufferObjectManager()) { public boolean onAreaTouched(TouchEvent pSceneTouchEvent, float pTouchAreaLocalX, float pTouchAreaLocalY) { this.setPosition(pSceneTouchEvent.getX() - this.getWidth()/ 2, pSceneTouchEvent.getY() - this.getHeight() / 2); float pValueX = pSceneTouchEvent.getX(); float pValueY = CAMERA_HEIGHT-pSceneTouchEvent.getY(); float dx = pValueX - gun.getX(); float dy = pValueY - gun.getY(); double Radius = Math.atan2(dy,dx); double Angle = Radius * 360 ; Box.setRotation((float)Math.toDegrees(Angle)); return true; }

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