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  • Avatar creation / dressing feature

    - by milesmeow
    What is the effort required to use a game engine such as Unreal or Unity, etc. and create an avatar customization features...complete with clothes. The user should be able to customize the body features and the clothes need to then fit onto the customized body. What is needed? Can you create one set of 3D models for clothes and somehow programatically have the clothes adapt to the body shape? I.e. The same shirt model will be able to fit on a skinny person vs. someone with a big beer belly. How difficult is this? What are the steps needed to implement this avatar creation/dressing feature. I'm basically talking about something like in Rockband 3.

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  • How to solve problems with movement in simple tile based multiplayer game?

    - by Murlo
    I'm making a simple tile based 2D multiplayer game in JavaScript using socket.io where you can move one tile every 200 ms. The two solutions I've tried are as follows: The client sends "walk one tile north" every 200 ms. Problem: People can easily hack the client to send the action more often. The client sends "walking north" and "stopped walking". Problem: Sometimes the player moves extra steps when "stopped walking" doesn't arrive in time. Do you know a way around these problems or is there a better way to do it? EDIT: Regarding the first solution I've tried adding validation on the server to check if it has been 200 ms since last movement. The problem is that latency still encourages people just to spam the action as much as possible, giving them an unfair advantage.

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  • Must all AI states be able to react to any event?

    - by Prog
    FSMs implemented with the State design pattern are a common way to design AI agents. I am familiar with the State design pattern and know how to implement it. How is this used in games to design AI agents? Consider a simplified class Monster, representing an AI agent: class Monster { State state; // other fields omitted public void update(){ // called every game-loop cycle state.execute(this); } public void setState(State state){ this.state = state; } // irrelevant stuff omitted } There are several State subclasses implementing execute() differently. So far, classic State pattern. AI agents are subject to environmental effects and other objects communicating with them. For example, an AI agent might tell another AI agent to attack (i.e. agent.attack()). Or a fireball might tell an AI agent to fall down. This means that the agent must have methods such as attack() and fallDown(), or commonly some message receiving mechanism to understand such messages. With an FSM, the current State of the agent should be the one taking care of such method calls - i.e. the agent delegates to the current state upon every event. Is this correct? If correct, how is this done? Are all states obligated by their superclass to implement methods such as attack(), fallDown() etc., so the agent can always delegate to them on almost every event? Or is it done in some other way?

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  • Multiplayer tile based movement synchronization

    - by Mars
    I have to synchronize the movement of multiple players over the Internet, and I'm trying to figure out the safest way to do that. The game is tile based, you can only move in 4 directions, and every move moves the sprite 32px (over time of course). Now, if I would simply send this move action to the server, which would broadcast it to all players, while the walk key is kept being pressed down, to keep walking, I have to take this next command, send it to the server, and to all clients, in time, or the movement won't be smooth anymore. I saw this in other games, and it can get ugly pretty quick, even without lag. So I'm wondering if this is even a viable option. This seems like a very good method for single player though, since it's easy, straight forward (, just take the next movement action in time and add it to a list), and you can easily add mouse movement (clicking on some tile), to add a path to a queue, that's walked along. The other thing that came to my mind was sending the information that someone started moving in some direction, and again once he stopped or changed the direction, together with the position, so that the sprite will appear at the correct position, or rather so that the position can be fixed if it's wrong. This should (hopefully) only make problems if someone really is lagging, in which case it's to be expected. For this to work out I'd need some kind of queue though, where incoming direction changes and stuff are saved, so the sprite knows where to go, after the current movement to the next tile is finished. This could actually work, but kinda sounds overcomplicated. Although it might be the only way to do this, without risk of stuttering. If a stop or direction change is received on the client side it's saved in a queue and the char keeps moving to the specified coordinates, before stopping or changing direction. If the new command comes in too late there'll be stuttering as well of course... I'm having a hard time deciding for a method, and I couldn't really find any examples for this yet. My main problem is keeping the tile movement smooth, which is why other topics regarding synchronization of pixel based movement aren't helping too much. What is the "standard" way to do this?

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  • Flixel: doesn't light tile up

    - by Arno
    i'm creating a game with flixel, and I want to have a effect when you mouse over a tile, I tried implementing it, and this is what it gives: public class GameState extends FlxState { private var block:EmptyBlock; public function GameState() { } override public function create():void { for (var i:Number = 0; i < 30; i++) { block = new EmptyBlock(i, 20); block.create(); } } override public function update():void { block.update(); super.update(); } } } GameState class and here is the EmptyBlock class: public class EmptyBlock { private var x:int; private var y:int; private var row:FlxRect public function EmptyBlock(x:int, y:int ) { this.x = x; this.y = y; } public function create():void { row = new FlxRect(x, y, 32, 32); trace ("Created block at" + x + y); } public function update():void { if (FlxG.mouse.screenX == row.x) { if (FlxG.mouse.screenY == row.y) { var outline:FlxSprite = new FlxSprite(row.x, row.y).makeGraphic(row.width, row.height, 0x002525); } } } } }

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  • How are trajectories calculated and transmitted to other players in Multi-Player ?

    - by giulio
    I play alot of COD4. And can see tracers for gunfire, missles, care packages fall from helicopters etc. There is alot of activity. I am curious to know the algorithm (at a high level) that manages all this action when you have 20 people on a map shooting each other to death ? This question touches on the subject but doesn't ask for a more in-depth answer as to how you the developers go about calculating and transmitting movement and collision detection for projectiles, be it missles/bullets or any other object that is flying through the air in real-time.

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  • How do I scroll in the physical world?

    - by Esteban Quintero
    I am using andengine to make a game where a sprite (player) is going up across the stage, this is my world. final Rectangle ground = new Rectangle(0, CAMERA_HEIGHT - 2, CAMERA_WIDTH, 2, vertexBufferObjectManager); final Rectangle roof = new Rectangle(0, 0, CAMERA_WIDTH, 2, vertexBufferObjectManager); final Rectangle left = new Rectangle(0, 0, 2, CAMERA_HEIGHT, vertexBufferObjectManager); final Rectangle right = new Rectangle(CAMERA_WIDTH - 2, 0, 2, CAMERA_HEIGHT, vertexBufferObjectManager); final FixtureDef wallFixtureDef = PhysicsFactory.createFixtureDef(0, 0.5f, 0.5f); PhysicsFactory.createBoxBody(this.mPhysicsWorld, ground, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, roof, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, left, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, right, BodyType.StaticBody, wallFixtureDef); /* Create two sprits and add it to the scene. */ this.mScene.setBackground(autoParallaxBackground); this.mScene.attachChild(ground); this.mScene.attachChild(roof); this.mScene.attachChild(left); this.mScene.attachChild(right); this.mScene.registerUpdateHandler(this.mPhysicsWorld); The problem is that if the sprite reaches up and hits the wall, as I scroll here?

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  • Comparison between a value with static type Array and a possibly unrelated type Class

    - by Kaoru
    I got this error: Comparison between a value with static type Array and a possibly unrelated type Class. After i modify the class to many classes (before that, everything is on 1 class (all of the functions)), but after i move everything to many classes (all the functions is not on 1 class), that error appear. How to solve this? I am using AS3 and as3isolib Library. Here is the code after i modify the function: if (Constant.dude.y < Constant._numY) { if (Constant.dude.sprites != marioBackClass) { Constant.dude.sprites = [marioBackClass]; Constant.dudeDir = "Up"; } } Here is the code before i change the function to many classes: if (dude.y < ._numY) { if (dude.sprites.toString() != marioBackClass.toString()) { dude.sprites = [marioBackClass]; dudeDir = "Up"; } }

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  • Keypress Left is called twice in Update when key is pressed only once

    - by Simran kaur
    I have a piece of code that is changing the position of player when left key is pressed. It is inside of Update() function. I know, Update is called multiple times, but since I have an ifstatement to check if left arrow is pressed, it should update only once. I have tested using print statement that once pressed, it gets called twice. Problem: Position updated twice when key is pressed only once. Below given is the structure of my code: void Update() { if (Input.GetKeyDown (KeyCode.LeftArrow)) { print ("PRESSEEEEEEEEEEEEEEEEEEDDDDDDDDDDDDDD"); } } I looked up on web and what was suggested id this: if (Event.current.type == EventType.KeyDown && Event.current.keyCode == KeyCode.LeftArrow) { print("pressed"); } But, It gives me an error that says: Object reference not set to instance of an object How can I fix this?

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  • How to store bitmaps in memory?

    - by Geotarget
    I'm working with general purpose image rendering, and high-performance image processing, and so I need to know how to store bitmaps in-memory. (24bpp/32bpp, compressed/raw, etc) I'm not working with 3D graphics or DirectX / OpenGL rendering and so I don't need to use graphics card compatible bitmap formats. My questions: What is the "usual" or "normal" way to store bitmaps in memory? (in C++ engines/projects?) How to store bitmaps for high-performance algorithms, such that read/write times are the fastest? (fixed array? with/without padding? 24-bpp or 32-bpp?) How to store bitmaps for applications handling a lot of bitmap data, to minimize memory usage? (JPEG? or a faster [de]compression algorithm?) Some possible methods: Use a fixed packed 24-bpp or 32-bpp int[] array and simply access pixels using pointer access, all pixels are allocated in one continuous memory chunk (could be 1-10 MB) Use a form of "sparse" data storage so each line of the bitmap is allocated separately, reusing more memory and requiring smaller contiguous memory segments Store bitmaps in its compressed form (PNG, JPG, GIF, etc) and unpack only when its needed, reducing the amount of memory used. Delete the unpacked data if its not used for 10 secs.

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  • Fast determination of whether objects are onscreen in 2D

    - by Ben Ezard
    So currently, I have this in each object's renderer's update method: float a = transform.position.x * Main.scale; float b = transform.position.y * Main.scale; float c = Camera.main.transform.position.x * Main.scale; float d = Camera.main.transform.position.y * Main.scale; onscreen = a + width - c > 0 && a - c < GameView.width && b + height - d > 0 && b - d < GameView.height; transform.position is a 2D vector containing the game engine's definition of where the object is - this is then multiplied by Main.scale to translate that coordinate into actual screen space Similarly, Camera.main.transform.position is the in-engine representation of where the main camera is, and this is also multiplied by Main.scale The problem is, as my game is tile-based, thousands of these updates get called every frame, just to determine whether or not each object should be drawn - how can I improve this please?

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  • Looking for articles/books on: How do games make money? What models do they use?

    - by cable729
    I'm trying to research the ways in which games make money. I want to know more about the models they use (free/premium, trial/subscription, free-to-play with micro-transactions, etc.). In addition, I want information on which models work for which games, what models are best for which age groups, etc. I've tried my best to find information, and Google hasn't turned anything up at all. I think I'll stop by my University's library and see if there's anything there. This may seem like a broad question, but I'm looking for links and titles of books, not typed-out answers.

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  • I love video games and know I want to work in the sector but hate programming

    - by normyp
    I just hate how I'll put in 8-10 hours in and get little to nothing back. The return results for your efforts seem to be pathetically small the majority of the time and I don't find that rewarding enough for me to put in the time and effort to learn programming and make myself better. I've heard game design is fun and I think I'd love that but apparently you can only get into that really if you can program, is that true? I feel a bit lost because I'm doing a degree in Games Technology and am worried that I'm sending myself into a job I'll hate.

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  • Rendering transparent textures in directX

    - by Vibhore Tanwer
    I am working with a directX application with WPF, I am facing a problem with videos and images that contains transparent pixels, I have to draw a color in background an then a video/image over it. What I expect is background color should be visible while playing video only non transparent pixels should be visible but what I get is a black background behind the video. I am using following settings on device to achieve alpha blending : device.RenderState.SourceBlend = Blend.SourceAlpha; device.RenderState.DestinationBlend = Blend.InvSourceAlpha; device.RenderState.AlphaBlendEnable = true; What am I missing here? What is the best approach to handle transparent videos? Any help will be of great value to me.

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  • How to shade a texture two different colors?

    - by Venesectrix
    To give an example of what I'm asking about, I'll use Saints Row 3 since I've been playing that lately. In that game you can customize your looks and your car's appearance a lot. Your coat can have a primary color and a trim color. Your car can have a primary color and a stripe color, etc. Is there just a single coat texture that is being shaded two different colors somehow or are they overlaying a transparent second texture for the trim/stripes that gets shaded differently? If it's just one texture I'd like to know how it's done. If it's two different textures it seems like it's a waste of space. The second texture would be the same size as the first one but mostly transparent if you just wanted to lay it on top of the first one. Or are they just carefully positioning a second, smaller texture so that it aligns properly with the first one?

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  • c# scripting execution with xna (actions take more than 1 frame)

    - by user658091
    I'm trying to figure out how to implement c# scripting into my game (XNA with C#). I will be using C# as the scripting language. My question is, how to call functions that take more than 1 frame to finish? For example: class UserScript : Script { public override void execute(Game game) { //script must wait for dialog to be closed game.openDialog("This is a dialog"); //script should'nt wait for this int goldToGive = 100; goldToGive += 100; game.addGold(goldToGive); // //script should wait for cinematic to end game.startCinematic("name_of_cinematic"); //doesn't wait game.addGold(100); } } I found that you can do that with yield, but I'm not sure if it's the correct way (It's from 2010, the article mentioned no longer exists). http://stackoverflow.com/questions/3540231/implementing-a-simple-xml-based-scripting-language-for-an-xna-game Is yield the answer? If so, can anyone point me any examples/tutorials/books? I haven't found any regarding my situation. If not, what approach should I take? or am I better off with multi-threading?

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  • How to implement "bullet time" in a multiplayer game?

    - by Tom
    I have never seen such a feature before, but it should provide an interesting gameplay opportunity. So yes, in a multiplayer/real-time environment (imagine FPS), how could I implement a slow motion/bullet time effect? Something like an illusion for the player that's currently slo-mo'ed. So everybody sees him "real-time", but he sees everything slowed down. Update A sidenote: keep in mind that a FPS game has to be balanced in order for it to be fun. So yes, this bullet time feature has to be solid, giving a small advantage to the "player", while not taking away from other players. Plus, there is a possibility that two players could activate their bullet time at the same time. Furthermore: I'm going to implement this in the future no matter what it takes. And, the idea is to build a whole new game engine for all this. If that gives new options, I'm more then interested in hearing the ideas. Meanwhile, here with my team we're thinking about this too, when our theory will be crafted, I'm going to share it here. Is this even possible? So, the question on "is this even possible" has been answered, now it's time to find the best solution. I'm keeping the "answer" until something exceptionally good comes up, like a prototype theory with something close to working pseudo code.

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  • I want to learn to program in SDL C++where do i start? I want to learn only what i need to to start making 2d games [on hold]

    - by user2644399
    Lazyfoo of Lazyfoo.net of the SDL 2d tutorial wrote that in order for me to start game programming in SDL, I need to know these concepts well; Operators, Controls, Loops, Functions, Structures, Arrays, References, Pointers, Classes, Objects how to use a template and Bitwise and/or. I want to know the fastest way to learn as much as I need of basic c++ that would allow me to make 2d games. Thanks in advance.

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  • Path Finding for an Arena based map in 3D using NavMesh

    - by Happybirthday
    I have a 3D arena map (consider a small island surrounded by water on all sides) for a multiplayer Tank fight game. The moveable areas are marked using a Navigation Mesh made by the Arena designer. My question is what would be the best way for navigation in such an environment ? Specially considering the case when there is a Bridge at the center of the arena and you could walk under it or even above it ? If suppose the enemy is standing at the top of the Bridge and my AI is at one of the edges of the map ? How can it know whether the enemy is above or below the bridge and how can it navigate till it ?

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  • Perminantly Sync a wiimote with a computer

    - by Adam Geisweit
    i have tried to look up many ways to sync up my wiimotes to my computer so that i can program games with it, but every time it only syncs them up temporarily, or if it says it can permanently sync it, it doesn't actually do it. it gets tiresome when i have to keep on reconnecting it every time i want to save battery life. how would i be able to sync up my wiimote to my computer so that if i turn off my wiimote, i can just hit any button and it will automatically sync it up?

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  • How can I replicate the look and limitations of the Super NES?

    - by Mikalichov
    I am looking to produce graphics with the same limitations / look that in the Super Nes era. I am specifically looking for graphics similar to Chrono Trigger / FF6. It would be a lot easier to do if I had an idea of the resolution / dpi I am supposed to use. I found that the technical specs for the SNES are: Progressive: 256 × 224, 512 × 224, 256 × 239, 512 × 239 Interlaced: 512 × 448, 512 × 478 But even by using these resolutions, it is pointless if I set it at 72dpi, as I will still have possibly very detailed graphics (that is the main thing, I don't want detailed graphics, I want to go pixelated). I figured it might be related to the sprite size limit, i.e.: Sprites can be 8 × 8, 16 × 16, 32 × 32, or 64 × 64 pixels, each using one of eight 16-color palettes and tiles from one of two blocks of 256 in VRAM. Up to 32 sprites and 34 8 × 8 sprite tiles may appear on any one line. This would work for sprites (characters, objects), but what about maps? Are they built entirely from 8x8 tiles? And then, at what resolution is the end result displayed? It might seem like I am giving the question and answers at the same time, but all of these are suppositions I am making, so could someone confirm or correct them?

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  • Get collision details from Rectangle.Intersects()

    - by Daniel Ribeiro
    I have a Breakout game in which, at some point, I detect the collision between the ball and the paddle with something like this: // Ball class rectangle.Intersects(paddle.Rectangle); Is there any way I can get the exact coordinates of the collision, or any details about it, with the current XNA API? I thought of doing some basic calculations, such as comparing the exact coordinates of each object on the moment of the collision. It would look something like this: // Ball class if((rectangle.X - paddle.Rectangle.X) < (paddle.Rectangle.Width / 2)) // Collision happened on the left side else // Collision happened on the right side But I'm not sure this is the correct way to do it. Do you guys have any tips on maybe an engine I might have to use to achieve that? Or even good coding practices using this method?

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  • Why do I have an error when adding states in slick?

    - by SystemNetworks
    When I was going to create another state I had an error. This is my code: public static final int play2 = 3; and public Game(String gamename){ this.addState(new mission(play2)); } and public void initStatesList(GameContainer gc) throws SlickException{ this.getState(play2).init(gc, this); } I have an error in the addState. above the above code. I don't know where is the problem. But if you want the whole code it is here: package javagame; import org.newdawn.slick.*; import org.newdawn.slick.state.*; public class Game extends StateBasedGame{ public static final String gamename = "NET FRONT"; public static final int menu = 0; public static final int play = 1; public static final int train = 2; public static final int play2 = 3; public Game(String gamename){ super(gamename); this.addState(new Menu(menu)); this.addState(new Play(play)); this.addState(new train(train)); this.addState(new mission(play2)); } public void initStatesList(GameContainer gc) throws SlickException{ this.getState(menu).init(gc, this); this.getState(play).init(gc, this); this.getState(train).init(gc, this); this.enterState(menu); this.getState(play2).init(gc, this); } public static void main(String[] args) { try{ AppGameContainer app =new AppGameContainer(new Game(gamename)); app.setDisplayMode(1500, 1000, false); app.start(); }catch(SlickException e){ e.printStackTrace(); } } } //SYSTEM NETWORKS(C) 2012 NET FRONT

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  • Problem creating levels using inherited classes/polymorphism

    - by Adam
    I'm trying to write my level classes by having a base class that each level class inherits from...The base class uses pure virtual functions. My base class is only going to be used as a vector that'll have the inherited level classes pushed onto it...This is what my code looks like at the moment, I've tried various things and get the same result (segmentation fault). //level.h class Level { protected: Mix_Music *music; SDL_Surface *background; SDL_Surface *background2; vector<Enemy> enemy; bool loaded; int time; public: Level(); virtual ~Level(); int bgX, bgY; int bg2X, bg2Y; int width, height; virtual void load(); virtual void unload(); virtual void update(); virtual void draw(); }; //level.cpp Level::Level() { bgX = 0; bgY = 0; bg2X = 0; bg2Y = 0; width = 2048; height = 480; loaded = false; time = 0; } Level::~Level() { } //virtual functions are empty... I'm not sure exactly what I'm supposed to include in the inherited class structure, but this is what I have at the moment... //level1.h class Level1: public Level { public: Level1(); ~Level1(); void load(); void unload(); void update(); void draw(); }; //level1.cpp Level1::Level1() { } Level1::~Level1() { enemy.clear(); Mix_FreeMusic(music); SDL_FreeSurface(background); SDL_FreeSurface(background2); music = NULL; background = NULL; background2 = NULL; Mix_CloseAudio(); } void Level1::load() { music = Mix_LoadMUS("music/song1.xm"); background = loadImage("image/background.png"); background2 = loadImage("image/background2.png"); Mix_OpenAudio(48000, MIX_DEFAULT_FORMAT, 2, 4096); Mix_PlayMusic(music, -1); } void Level1::unload() { } //functions have level-specific code in them... Right now for testing purposes, I just have the main loop call Level1 level1; and use the functions, but when I run the game I get a segmentation fault. This is the first time I've tried writing inherited classes, so I know I'm doing something wrong, but I can't seem to figure out what exactly.

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  • Most suited technology for browser games?

    - by Tingle
    I was thinking about making a 2D MMO which I would in the long run support on various plattforms like desktop, mac, browser, android and ios. The server will be c++/linux based and the first client would go in the browser. So I have done some research and found that webgl and flash 11 support hardware accelerated rendering, I saw some other things like normal HTML5 painting. So my question is, which technology should I use for such a project? My main goal would be that the users have a hassle free experience using what there hardware can give them with hardware acceleration. And the client should work on the most basic out-of-the-box pc's that any casual pc or mac user has. And another criteria would be that it should be developer friendly. I've messed with webgl abit for example and that would require writing a engine from scratch - which is acceptable but not preferred. Also, in case of non-actionscript, which kind language is most prefered in terms of speed and flexability. I'm not to fond of javascript due to the garbage collector but have learned to work around it. Thank you for you time.

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