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  • ParticleSystem in Slick2d (with MarteEngine)

    - by Bro Kevin D.
    First of all, sorry if this sounds very newbie-ish. I'm stuck at making a ParticleSystem I made using Pedigree to work in my game. It's basically an explosion that I want to display whenever an enemy dies. The ParticleSystem has two emitters, smoke and explosion I tried putting it in my Enemy (extends Entity) class Enemy extends Entity class @Override public void update(GameContainer gc, int delta) throws SlickException { super.update(gc, delta); /** bunch of codes */ explosionSystem.update(delta); } @Override public void render(GameContainer gc, Graphics gfx) throws SlickException { super.render(gc, gfx); if(isDestroyed) { explosionSystem.render(x,y); if(explosionSystem.getEmitter(1).completed()) { this.destroy(); } } } And it does not render. I'm not sure if this is the proper way of implementing it, as I've considered creating an Entity to serve as controller for all the Enemies. Right now, I'm just adding enemies every second. So how do I render the ParticleSystem when the enemy dies? If anyone can point me to the right direction. Thank you for your time.

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

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

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  • Stats on Screen Size for Flash Games

    - by ashes999
    I'm working on a Flash game after many, many years. I'm trying to figure out size to make my application run (eg. 600x800). Because it's a tall (not wide) game, I'm confused. I know about (and love) the Steam hardware stats. However, for Flash gaming, I have two nit-picks with their survey sample: 1) Caters to more hardcore gamers with better hardware (overall) 2) Captures only a subset of Flash gamers. Doesn't capture people who play at school, work, etc. or not netbooks and lighter machines. Are there any sort of statistics I can use to determine which size to use? Ideally, I would like to know something like: 800x600 will fit 94% of users screens 1024x768 will fit 74% of users screens 1200x960 will fit 53% of users screens etc.

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  • How to break terrain (in blender) into Chunks for a game engine

    - by Red
    I've created an island in blender. 2048x2048 blender units. The engine developer wants me to split the terrain into 128x128 "chunks" so that would be 16x16 "chunks" from a top down view. The engine isn't using height maps, in order to allow caves, 3d overhangs, etc. I'm not in charge of the engine, so suggestions about that aren't needed here :/ I just need a good, seamless way to split a terrain mesh into 16x16 pieces without leaving holes. I'm very new to blender, so baby steps are very much welcomed :) Here's a quick render of what i've got so far. I added a plane to show sea level but i've since removed it. http://i.imgur.com/qTsoC.png

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  • SDL & Windows 8 Metro WinRT

    - by Adrian
    I am just beginning to dip my tow into game programming and have been reading up on SDL, SFML, OpenGL, XNA, MonoGame and of course DirectX. (Needless to say there are a lot of choices out there) As much as I like SFMLs syntax I have chosen to read up and start with SDL as it is pretty ubiquitous and available on every platform (Windows, Linux, Mac) and also available on portable devices (Android, iOS) with the current exception of WinPhone 7 After that pre-amble here is my question. I notice that the docs say that for the windows platform the SDL API calls through to DirectX for higher perf. ( http://www.libsdl.org/intro.en/whatplatforms.html ) Microsoft have said that for Metro Game Apps you can only use DirectX (which means no XNA, no OpenGL, no SFML, etc, etc) My question is: If SDL just wraps DirectX calls will I (we) be able to use SDL to bring games to the new Metro WinRT environment and Windows 8 marketplace? This would be great if possible. Additionally as WinPhone 8 is supposedly built on Win8 then this could mean SDL would be available on the win phone in the future too. Thanks for your time in responding to this question and I look forward to hearing your response. EDIT: Based on DeadMG's answer I have installed Visual Studio 11 (beta) in Windows 8 Consumer Preview (CP) and went file-New to check project types. The project types: "Blank Application", "Direct2D Application" and "Direct3D Application" look of interest. I have selected "Direct2D App" but SDL generates its own window when you call: SDL_INIT Is it possible to link/setup the SDL window to point to the Direct2D surface in the this project?

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  • Converting from different handedness coordinate systems

    - by SirYakalot
    I am currently porting a demo from XNA to DirectX which, as I understand it, both have coordinate systems with different handednesses. What are the things I need to bare in mind when converting between the two? I understand not everything needs to be changed. Also I notice that many of the 3D maths functions in some of the direct3D libraries have right handed and left handed alternatives. Would it be better to just use these?

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  • Interesting/Innovative Open Source tools for indie games

    - by Gastón
    Just out of curiosity, I want to know opensource tools or projects that can add some interesting features to indie games, preferably those that could only be found on big-budget games. EDIT: As suggested by The Communist Duck and Joe Wreschnig, I'm putting the examples as answers. EDIT 2: Please do not post tools like PyGame, Inkscape, Gimp, Audacity, Slick2D, Phys2D, Blender (except for interesting plugins) and the like. I know they are great tools/libraries and some would argue essential to develop good games, but I'm looking for more rare projects. Could be something really specific or niche, like generating realistic trees and plants, or realistic AI for animals.

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  • How do I consistently re-size my game window and elements?

    - by Milo
    In my 2D game, I have a flow layout. Inside the flow layout are tables. I have a slider that lets the user make the tables larger or smaller. This makes the background larger or smaller too. Everything should scale proportionally which means the background should stay at the same position when I make things larger, and it almost does. When the scrollbar is at 0, it does exactly this. As the scrollbar gets further down problems arise. I'll toggle the slider maybe 3 times and on the fourth time, the background jumps a little lower on the Y axis. In order to be efficient, I only start rendering the background near the parent of the flow layout. Here it is: void LobbyTableManager::renderBG( GraphicsContext* g, agui::Rectangle& absRect, agui::Rectangle& childRect ) { int cx, cy, cw, ch; g->getClippingRect(cx,cy,cw,ch); g->setClippingRect(absRect.getX(),absRect.getY(),absRect.getWidth(),absRect.getHeight()); float scale = 0.35f; int w = m_bgSprite->getWidth() * getTableScale() * scale; int h = m_bgSprite->getHeight() * getTableScale() * scale; int numX = ceil(absRect.getWidth() / (float)w) + 2; int numY = ceil(absRect.getHeight() / (float)h) + 2; float offsetX = m_activeTables[0]->getLocation().getX() - w; float offsetY = m_activeTables[0]->getLocation().getY() - h; int startY = childRect.getY(); if(moo) { std::cout << "S=" << startY << ","; } int numAttempts = 0; while(startY + h < absRect.getY() && numAttempts < 1000) { startY += h; if(moo) { std::cout << startY << ","; } numAttempts++; } if(moo) { std::cout << "\n"; moo = false; } g->holdDrawing(); for(int i = 0; i < numX; ++i) { for(int j = 0; j < numY; ++j) { g->drawScaledSprite(m_bgSprite,0,0,m_bgSprite->getWidth(),m_bgSprite->getHeight(), absRect.getX() + (i * w) + (offsetX),absRect.getY() + (j * h) + startY,w,h,0); } } g->unholdDrawing(); g->setClippingRect(cx,cy,cw,ch); } The numeric problem seems to be in the value of startY. I outputted startY figuring out its value: As you can see here, this is me only zooming in, pay attention to the final number before the next s=. You'll notice that, what should happen is, the numbers should be linear, ex: -40, -38, -36, -34, -32, -30, etc. As you'll notice, the start numbers linearly correlate ex: 62k, 64k, 66k, 68k, 70k etc.. but the end result is wrong every third or 4th time. Here is most of the resize code: void LobbyTableManager::setTableScale( float scale ) { scale += 0.3f; scale *= 2.0f; agui::Gui* gotGui = getGui(); float scrollRel = m_vScroll->getRelativeValue(); setScale(scale); rescaleTables(); resizeFlow(); if(gotGui) { gotGui->toggleWidgetLocationChanged(false); } updateScrollBars(); float newVal = scrollRel * m_vScroll->getMaxValue(); if((int)(newVal + 0.5f) > (int)newVal) { newVal++; } m_vScroll->setValue(newVal); static int x = 0; x++; moo = true; //std::cout << m_vScroll->getValue() << std::endl; if(gotGui) { gotGui->toggleWidgetLocationChanged(true); } if(gotGui) { gotGui->_widgetLocationChanged(); } } void LobbyTableManager::valueChanged( agui::VScrollBar* source,int val ) { if(getGui()) { getGui()->toggleWidgetLocationChanged(false); } m_flow->setLocation(0,-val); if(getGui()) { getGui()->toggleWidgetLocationChanged(true); getGui()->_widgetLocationChanged(); } }

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  • Maya 6 vs Maya 2013

    - by DiscreteGenius
    I have the entire "Learning Maya 6" books that I purchased back when Maya 6/6.5 was the hottest thing. I read some of the books but never finished the series. I don't know much about Maya or the field. I want to get back into the field but I have a concern. My question: Would I be failing if I decided to use my old Maya 6 books and Maya 6.5 software? As opposed to ditching my old books and starting with Maya 2013 and online tutorials, videos, etc.?

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  • How to control in the vertex shader where pixel ends up in the renderTarget?

    - by cubrman
    What if I have an arbitrary renderTarget, that is smaller than the screen (say it is 1x1 pixel) and I want to make sure in the VertexShaderFunction that all my pixels end up exactly in that 1 pixel region? No matter what I do, they all seem to get culled at some point, though GraphicDevise.Clear() works OK. Where is the top left corner of the renderTarget Vertex-shader-vise? I tried output.Position = (0,0,0,0)/(0,0,0,1)/(1,1,1,1)/(-0.5,0.5,0,1) NOTHING works! Fullscreen quad is not an option 'cause I actually need to process geometry in the shaders to get the results I need.

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  • Java, two JPanel on JFrame - Settings JPanel, StartMenu JPanel [on hold]

    - by Andy Tyurin
    There is my first question and I welcome community! I'm making a simple game and have some problems with Start menu. I have three buttons on my JPanel StartMenu and when I click "Settings" button, new JPanel will be open, but I don't know why buttons from StartMenu JPanel appeared in my Settings JPanel. My "Settings" JPanel has one ugly button "Back" in center and ugly grey background. I made some screens to see a problem. Start Menu JPanel when game launched Settings JPanel when button clicked Settings JPanel when mouse was over settings window There is code of StartMenu class: public class StartMenu extends JPanel { private GameButton startGameButton = new GameButton("Start game"); private GameButton settingsGameButton = new GameButton("Settings"); private GameButton exitGameButton = new GameButton("Exit game"); private Image bgImage = new ImageIcon(getClass().getClassLoader().getResource("ru/andydevs/astraLaserForce/bg.png")).getImage(); private int posX; private int posY; final private int WIDTH=(int)Game.SCREEN_DIMENSION.getWidth()/3; final private int HEIGHT=(int)Game.SCREEN_DIMENSION.getHeight()/2; public StartMenu() { setLayout(new GridBagLayout()); GridBagConstraints c = new GridBagConstraints(); setSize(new Dimension(WIDTH, HEIGHT)); posX=(int)Game.SCREEN_DIMENSION.getWidth()/2-WIDTH/2; posY=(int)Game.SCREEN_DIMENSION.getHeight()/2-HEIGHT/2; setBounds(posX, posY,WIDTH,HEIGHT); c.ipadx=95; c.ipady=15; c.fill = GridBagConstraints.HORIZONTAL; c.insets = new Insets(20,0,0,0); c.gridy=0; add(startGameButton, c); c.gridy=1; c.insets = new Insets(20,0,0,0); System.out.println(settingsGameButton.getWidth()); add(settingsGameButton, c); c.gridy=2; c.insets = new Insets(20,0,0,0); add(exitGameButton, c); settingsGameButton.addActionListener(new ActionListener() { @Override public void actionPerformed(ActionEvent e) { GameOptionsPanel gop = new GameOptionsPanel(); Game.container.add(gop); Game.container.setComponentZOrder(gop, 0); Game.container.revalidate(); Game.container.repaint(); } }); exitGameButton.addActionListener(new ActionListener() { @Override public void actionPerformed(ActionEvent e) { Main.currentGame.stop(); } }); } public void paintComponent(Graphics g) { g.drawImage(bgImage,0,0,WIDTH,HEIGHT,null); } } There is code of Settings JPanel public class GameOptionsPanel extends GamePanel { private GameButton backButton = new GameButton("Back"); private GameOptionsPanel that; public GameOptionsPanel() { super((int) (Game.SCREEN_DIMENSION.getWidth()/3), (int) (Game.SCREEN_DIMENSION.getHeight()/2), new Color(50,50,50)); that=this; setLayout(new GridBagLayout()); GridBagConstraints gbc = new GridBagConstraints(); gbc.fill=gbc.HORIZONTAL; add(backButton); backButton.addActionListener(new ActionListener() { @Override public void actionPerformed(ActionEvent e) { Game.container.remove(that); Game.container.revalidate(); Game.container.repaint(); } }); } } I glad to see some suggestions. Thanks.

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  • Textures do not render on ATI graphics cards?

    - by Mathias Lykkegaard Lorenzen
    I'm rendering textured quads to an orthographic view in XNA through hardware instancing. On Nvidia graphics cards, this all works, tested on 3 machines. On ATI cards, it doesn't work at all, tested on 2 machines. How come? Culling perhaps? My orthographic view is set up like this: Matrix projection = Matrix.CreateOrthographicOffCenter(0, graphicsDevice.Viewport.Width, -graphicsDevice.Viewport.Height, 0, 0, 1); And my elements are rendered with the Z-coordinate 0. Edit: I just figured out something weird. If I do not call this spritebatch code above doing my textured quad rendering code, then it won't work on Nvidia cards either. Could that be due to culling information or something like that? Batch.Instance.SpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone); ... spriteBatch.End(); Edit 2: Here's the full code for my instancing call. public void DrawTextures() { Batch.Instance.SpriteBatch.Begin(SpriteSortMode.Texture, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone, textureEffect); while (texturesToDraw.Count > 0) { TextureJob texture = texturesToDraw.Dequeue(); spriteBatch.Draw(texture.Texture, texture.DestinationRectangle, texture.TintingColor); } spriteBatch.End(); #if !NOTEXTUREINSTANCING // no work to do if (positionInBufferTextured > 0) { device.BlendState = BlendState.Opaque; textureEffect.CurrentTechnique = textureEffect.Techniques["Technique1"]; textureEffect.Parameters["Texture"].SetValue(darkTexture); textureEffect.CurrentTechnique.Passes[0].Apply(); if ((textureInstanceBuffer == null) || (positionInBufferTextured > textureInstanceBuffer.VertexCount)) { if (textureInstanceBuffer != null) textureInstanceBuffer.Dispose(); textureInstanceBuffer = new DynamicVertexBuffer(device, texturedInstanceVertexDeclaration, positionInBufferTextured, BufferUsage.WriteOnly); } if (positionInBufferTextured > 0) { textureInstanceBuffer.SetData(texturedInstances, 0, positionInBufferTextured, SetDataOptions.Discard); } device.Indices = textureIndexBuffer; device.SetVertexBuffers(textureGeometryBuffer, new VertexBufferBinding(textureInstanceBuffer, 0, 1)); device.DrawInstancedPrimitives(PrimitiveType.TriangleStrip, 0, 0, textureGeometryBuffer.VertexCount, 0, 2, positionInBufferTextured); // now that we've drawn, it's ok to reset positionInBuffer back to zero, // and write over any vertices that may have been set previously. positionInBufferTextured = 0; } #endif }

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  • Having a problem with texturing vertices in WebGL, think parameters are off in the image?

    - by mathacka
    I'm having a problem texturing a simple rectangle in my WebGL program, I have the parameters set as follows: gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, textureImage); I'm using this image: On the properties of this image it says it's 32 bit depth, so that should take care of the gl.UNSIGNED_BYTE, and I've tried both gl.RGBA and gl.RGB to see if it's not reading the transparency. It is a 32x32 pixel image, so it's power of 2. And I've tried almost all the combinations of formats and types, but I'm not sure if this is the answer or not. I'm getting these two errors in the chrome console: INVALID_VALUE: texImage2D: invalid image (index):101 WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled. the drawArrays function is simply: "gl.drawArrays(gl.TRIANGLES, 0, 6);" using 6 vertices to make a rectangle.

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  • Having a hard time having consecutive animations for an attack

    - by Kelby Styler
    So I've been trying to figure this out for about 8 hours now...It's driving me nuts because I am pretty sure that it is something dead simple that I am just not understanding. I had everything working fine when I was just cycling through the animation: Idle - Attack - Attack 1 - Attack 2. Just in an infinite loop. The problem now is that I want it to go Attack - check if x time passes if ctrl pressed before x passes move to Attack 1, if not move back to Idle - Then either Attack 1 or Idle depending on how long has passed. I've almost gotten it a few time, but something always happens where it falls apart if I press ctrl too fast or after multiple cycles of the animation. Any help would be appreciated, I'm just at my wits end on this one. I've been looking at this so long that I just don't know where to go anymore. Code is below, here is the controller using UnityEngine; using System.Collections; public class MeleeAttack : MonoBehaviour { public int damage; public bool Attack; public bool Attack1; public bool Attack2; public bool Idle; private Animator animator; private int attnum = 0; private float count = 2f; private float timeLeft; //Gives value to damage output void MAttackDmg () { if (Input.GetKeyDown (KeyCode.RightControl) || Input.GetKeyDown (KeyCode.LeftControl)) { switch (attnum) { case (0): Attack = true; damage = 2; animator.SetBool ("Attack", Attack); attnum++; Idle = false; animator.SetBool ("Idle", Idle); timeLeft = count; break; case (1): Attack1 = true; damage = 2; animator.SetBool ("Attack1", Attack1); attnum++; Idle = false; animator.SetBool ("Idle", Idle); timeLeft = count; break; case (2): Attack2 = true; damage = 2; animator.SetBool ("Attack2", Attack2); attnum = 0; Idle = false; animator.SetBool ("Idle", Idle); timeLeft = count; break; } } if (Input.GetKeyUp (KeyCode.RightControl) || Input.GetKeyUp (KeyCode.LeftControl)) { switch (attnum) { case (0): Debug.Log ("false"); damage = 0; if (timeLeft <= 0f) { Attack2 = false; animator.SetBool ("Attack2", Attack2); Debug.Log ("t1"); Idle = true; animator.SetBool ("Idle", Idle); attnum = 0; timeLeft = count; } break; case (1): Debug.Log ("false1"); damage = 0; if (timeLeft <= 0f) { Debug.Log ("t2"); Attack = false; animator.SetBool ("Attack", Attack); Idle = true; animator.SetBool ("Idle", Idle); attnum = 0; timeLeft = count; } break; case (2): Debug.Log ("false2"); damage = 0; if (timeLeft <= 0f) { Attack1 = false; animator.SetBool ("Attack1", Attack1); Debug.Log ("t3"); Idle = true; animator.SetBool ("Idle", Idle); attnum = 0; timeLeft = count; } break; } } } // Use this for initialization void Awake () { animator = GetComponent<Animator> (); } // Update is called once per frame void Update () { timeLeft -= Time.deltaTime;; MAttackDmg (); } void Start (){ timeLeft = count; } }

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  • How do I move the camera sideways in Libgdx?

    - by Bubblewrap
    I want to move the camera sideways (strafe). I had the following in mind, but it doesn't look like there are standard methods to achieve this in Libgdx. If I want to move the camera sideways by x, I think I need to do the following: Create a Matrix4 mat Determine the orthogonal vector v between camera.direction and camera.up Translate mat by v*x Multiply camera.position by mat Will this approach do what I think it does, and is it a good way to do it? And how can I do this in libgdx? I get "stuck" at step 2, as I have not found any standard method in Libgdx to calculate an orthogonal vector. EDIT: I think I can use camera.direction.crs(camera.up) to find v. I'll try this approach tonight and see if it works. EDIT2: I got it working and didn't need the matrix after all: Vector3 right = camera.direction.cpy().crs(camera.up).nor(); camera.position.add(right.mul(x));

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  • xna download website source code

    - by Emre Canbazoglu
    I have to download the html code of a web site during the game. I am taking the poster url of a movie from the imdb web site by scrapping the html ( also other informations ). I have to do the download process many times during the game for different movies. I can download and scrap the html but downloading the html takes too much time and it causes the game to slow down(freeze while downloading). How can I solve this problem? My one approach is to download and scrap all the information and store them in a database before the game and during the game access this information from the database. I think this will work properly but that is not what I exactly want. It would be better if it is dynamic. I also thought of using multi-threading but I am a bit confused about how to implement threading in xna. I read some articles about it but it is not so clear. I mean when should I start the thread and what about the update function etc. I need your help guys

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  • Google play game services and Facebook integration in one game

    - by Ineentho
    We are creating a cross platform game for iOS and Android. We have thought about how and with which services we should integrate achievements and scoreboards with. For the iOS part, we are pretty sure that this how we want to do, in order from when the user opens the app for the first time: Connect with Game Center (Should be automatic, the user shouldn't even notice?) We will also get the players nickname for public scoreboards here. Ask if the user wants to connect with Facebook so that we can compare the players highscores with their friends. We could add Google play game services there as well, but I don't feel like that adds anything to the experience for the end user. Now comes the tricky part: Android We thought that we could do just like for iOS, except that we replace Game Center with Google Play Game Services. However, unlike Game Center, Game Services will ask the user to log in to their Google+ account and allow us to access their account. So now, what we have is a double login, first with Google+ and then with Facebook. What will users think about that? Should we scrap Play Services entirely and just ask the user for a nickname within our app and user Facebook for achievements?

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  • Sprite sheets, Clamp or Wrap?

    - by David
    I'm using a combination of sprite sheets for well, sprites and individual textures for infinite tiling. For the tiling textures I'm obviously using Wrap to draw the entire surface in one call but up until now I've been making a seperate batch using Clamp for drawing sprites from the sprite sheets. The sprite sheets include a border (repeating the edge pixels of each sprite) and my code uses the correct source coordinates for sprites. But since I'm never giving coordinates outside of the texture when drawing sprites (and indeed the border exists to prevent bleed over when filtering) it's struck me that I'd be better off just using Wrap so that I can combine everything into one batch. I just want to be sure that I haven't overlooked something obvious. Is there any reason that Wrap would be harmful when used with a sprite sheet?

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  • Recommended main loop style

    - by Frootmig-H
    I've just begun attempting an FPS with JMonkeyEngine, but I'm currently stuck as to the best way to implement the main loop - especially with regards to non-instantaneous user actions. By that, I mean things like reloading a weapon. The user starts the action, and it continues for a while with an animation and some sound, and when it completes, game state updates. (I should mention that it's not technically a loop, it's an update method, called as often as possible. Is that different? Me no understand terminology). So, far I've considered : Animation driven Player presses reload Start reload animation If user stars another action, abort animation, start new action. When the animation_complete event is received (JMonkeyEngine provides this), update ammo counters. Event driven Player presses reload Start reload animation Queue up a out-of-thread method to be called at time t + (duration of reload animation) If user starts another action, cancel both animation and queued method. When queued method executes, update ammo. This avoids relying on the animation event (JMonkeyEngine has a particular quirk), but brings in the possibility of thread problems. 'Blocking' (not sure of the correct term) Player presses reload Start reloading animation reloading = true reloadedStartTime = now while (reloading && ((now - reloadingStartTime) < reloadingDuration)) { If user starts another action, break and cancel reloading. } Update ammo counters reloading = false My main concern is that actions can interrupt each other. Reloading can be interrupted by firing, or by dropping or changing weapon, crouching can be interrupted by running, etc. What's the recommended way to handle this? What are the advantages and disadvantages of each method? I'm leaning towards event-driven, even though it requires more care; failing that, blocking.

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  • What are some valuable conferences for game developers?

    - by Tommy
    Lately I was thinking of visiting a Game Developer Conference and so I search the Internet, but I didn't find a thorough list of available Conferences. Now I know some of them, like the GDC in San Francisco but I was wondering, what other Game Developer Conferences are out there. So my question is: What Game Dev Conferences do you know, that are valuable for Game Developers and Game Designers? Have you visited one of these Conferences yourself? Is there a skill level needed to appreciate such a Conference? I am aware, that there is no "true" answer to this question, but I think, that an overview over existing Conferences could be usefull for all levels of game developers.

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  • Can I use GLFW and GLEW together in the same code

    - by Brendan Webster
    I use the g++ compiler, which could be causing the main problem, but I'm using GLFW for window and input management, and I am using GLEW so that I can use OpenGL 3.x functionality. I loaded in models and then tried to make Vertex and Index buffers for the data, but it turned out that I kept getting segmentation faults in the program. I finally figured out that GLEW just wasn't working with GLFW included. Do they not work together? Also I've done the context creation through GLFW so that may be another factor in the problem.

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  • What is wrong with my Dot Product? [Javascript]

    - by Clay Ellis Murray
    I am trying to make a pong game but I wanted to use dot products to do the collisions with the paddles, however whenever I make a dot product objects it never changes much from .9 this is my code to make vectors vector = { make:function(object){ return [object.x + object.width/2,object.y + object.height/2] }, normalize:function(v){ var length = Math.sqrt(v[0] * v[0] + v[1] * v[1]) v[0] = v[0]/length v[1] = v[1]/length return v }, dot:function(v1,v2){ return v1[0] * v2[0] + v1[1] * v2[1] } } and this is where I am calculating the dot in my code vector1 = vector.normalize(vector.make(ball)) vector2 = vector.normalize(vector.make(object)) dot = vector.dot(vector1,vector2) Here is a JsFiddle of my code currently the paddles don't move. Any help would be greatly appreciated

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  • Turn-based Strategy Loop

    - by Djentleman
    I'm working on a strategy game. It's turn-based and card-based (think Dominion-style), done in a client, with eventual AI in the works. I've already implemented almost all of the game logic (methods for calculations and suchlike) and I'm starting to work on the actual game loop. What is the "best" way to implement a game loop in such a game? Should I use a simple "while gameActive" loop that keeps running until gameActive is False, with sections that wait for player input? Or should it be managed through the UI with player actions determining what happens and when? Any help is appreciated. I'm doing it in Python (for now at least) to get my Python skills up a bit, although the language shouldn't matter for this question.

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  • How to restrict paddle movement using Farseer Physics engine 3.2

    - by brainydexter
    I am new to using Farseer Physics Engine 3.2(FPE), so please bear with my questions. Also, since FPE 3.2 is based on Box2D, I have been reading Box2D manual and pieces of code scattered in samples to better understand terminology and usage. Pong is usually my testbed whenever I try to do something new. Here is one of the issue I am running into: How can I restrict paddles to move only along Y axis, because the ball comes in and knocks off the paddles and everything floats in space afterwards ? (Box = Rectangle and ball = circle) I know MKS is the unit system, but is there a recommendation for sizes/position to be used ? I know this is a very generic question, but it would be good to know a simple set of values that one could use for making a game as simple as pong. Between box2d and FPE, I have some doubts: what is the recommended way of making a body in FPE ? world.CreateBody() does not exist in FPE Box2d manual recommends never to "new" body(since Box2D uses Small Object allocators), so is there a recommended way in Farseer to create a body (apart from factories) ? In box2d, it is recommended to keep a track of the body object, since it is also the parent to fixture(s). Why is it that in most of the examples, the fixture object is tracked ? Is there a reason why body is not tracked ? Thanks

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  • RenderTarget2D behavior in XNA

    - by Utkarsh Sinha
    I've been dabbling with XNA for a couple of days now. This chunk of code doesn't work as I expect. The goal is to render sprites individually and composite them on another rendertarget. P = RenderTarget2D(with RenderTargetUsage.PreserveContents) D = RenderTarget2D(with RenderTargetUsage.DiscardContents) for all sprites: graphicsDevice.SetRenderTarget(D); <draw sprite i> graphicsDevice.SetRenderTarget(P); <Draw D> graphicsDevice.SetRenderTarget(null); <Draw P> The result I get is - only the last sprite is visible. I'm sure I'm missing some piece of information about RenderTarget2D. Any hints on what that might be? Cross posted from - http://stackoverflow.com/questions/9970349/weird-rendertarget2d-behaviour

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