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  • Converting a WIndows Store App to Android

    - by pm_2
    I cross posted this from SO I'm very new to Xamarin. I have a few published Windows Store apps and want to convert them to Android. I'm attempting to use Xamarin for this. I'm just using the free version of Xamarin. Here's where I am so far: I am trying two apps - one was build with Monogame and one is just build on the WinRT framework. I have managed to get them both into Xamarin studio, basically by hacking the csproj files. I'm getting build errors because it's missing references. There does appear to be some equivalent Mono / .Net4 libraries, but things like Microsoft.Xna.Framework seem to be missing. So, my question is: am I going about this the right way and, if so, am I missing a step ("convert dependencies" or something)? If I'm not going about this the right way then how should I be doing this (I found very few online resources on this subject)?

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  • Should I use float, double, or decimal for stats, position, etc?

    - by Ryan Peschel
    The problem with float and double is that they are not exact. If you are to do something like store replays, the values would have to be exact. The problems with decimal is that they are approximately 16x slower (confirmed by searching and personal testing) than floats and doubles. Couldn't Vector2s be another problem because they use floats internally for all the components? How do other games solve this problem? I'm sure they must use floats and doubles but aren't they not deterministic across platforms and different architecture? The replay files for games like SC2 run in a linear fashion so you cannot skip ahead so how do they solve the determinism issue with floating point numbers?

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  • enemy behavior with boundary to change direction

    - by BadSniper
    I'm doing space shooter kind of game, the logic is to reflect the enemy if it hits the boundary. With my logic, sometimes enemy behaves like flickering instead of changing the velocity. It's like trapped in the boundary and checking for if loops. This is my code for velocity changing: if(this->enemyPos.x>14) { this->enemyVel.x = -this->enemyVel.x; } if(this->enemyPos.x<-14) { this->enemyVel.x = -this->enemyVel.x; } How can I get around this? Its going out of boundary and don't know where to go and after sometimes its coming into field. I know whats the problem is, I dont know how to get around this problem.

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  • XNA 4: RenderTarget2D textures getting transparent on fullscreen

    - by Shashwat
    I'm generating a Texture2D object using RenderTarget2D as in the following code public static Texture2D GetTextTexture(string text, Vector2 position, SpriteFont font, Color foreColor, Color backColor, Texture2D background=null) { int width = (int)font.MeasureString(text).X; int height = (int)font.MeasureString(text).Y; GraphicsDevice device = Settings.game.GraphicsDevice; SpriteBatch spriteBatch = Settings.game.spriteBatch; RenderTarget2D renderTarget = new RenderTarget2D(device, width, height, false, SurfaceFormat.Color, DepthFormat.Depth24Stencil8, device.PresentationParameters.MultiSampleCount, RenderTargetUsage.DiscardContents); device.SetRenderTarget(renderTarget); device.Clear(backColor); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque); if (background != null) spriteBatch.Draw(background, new Rectangle(0, 0, 70, 70), Color.White); spriteBatch.End(); spriteBatch.Begin(); spriteBatch.DrawString(font, text, position, foreColor, 0, new Vector2(0), 0.8f, SpriteEffects.None, 0); spriteBatch.End(); device.SetRenderTarget(null); ResetGraphicsDeviceSettings(); return (Texture2D)renderTarget; } It's working all fine. But when I ToggleFullScreen() (and vice-versa), the previous textures are getting transparent. However, the new textures after that are being generated correctly. What can be the reason for this?

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  • Can various browsers be assumed to maintain predictible state accurately in multiplayer online gaming?

    - by Nikos
    With many games it is said that server will assume that clients keep track of the world accurately. Assuming this is true, for a browser based multiplier space invaders game you would only tell the client when new bullets or the players ship moves and everything that behaves in a predetermined manner in the js client. It would be expected that positions would be the same in the browsers. Do you think you could trust browsers to do this? I feel that timings could differ between rendering loops and cause positions to get out of sync and might just get the server to maintain all the positions to make sure.

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  • Collision detection - player gets stuck in platform when jumping

    - by Sun
    So I'm having some problems with my collision detection with my platformer. Take the image below as an example. When I'm running right I am unable to go through the platform, but when I hold my right key and jump, I end up going through the object as shown in the image, below is the code im using: if(shapePlatform.intersects(player.getCollisionShape())){ Vector2f vectorSide = new Vector2f(shapePlatform.getCenter()[0] - player.getCollisionShape().getCenter()[0], shapePlatform.getCenter()[1] - player.getCollisionShape().getCenter()[1]); player.setVerticleSpeed(0f); player.setJumping(false); if(vectorSide.x > 0 && !(vectorSide.y > 0)){ player.getPosition().set(player.getPosition().x-3, player.getPosition().y); }else if(vectorSide.y > 0){ player.getPosition().set(player.getPosition().x, player.getPosition().y); }else if(vectorSide.x < 0 && !(vectorSide.y > 0)){ player.getPosition().set(player.getPosition().x+3, player.getPosition().y); } } I'm basically getting the difference between the centre of the player and the centre of the colliding platform to determine which side the player is colliding with. When my player jumps and walks right on the platform he goes right through. The same can also be observed when I jump on the actual platform, should I be resetting the players y in this situation?

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  • Questions before I revamp my rendering engine to use shaders (GLSL)

    - by stephelton
    I've written a fairly robust rendering engine using OpenGL ES 1.1 (fixed-function.) I've been looking into revamping the engine to use OpenGL ES 2.0, which necessitates that I use shaders. I've been absorbing information all day long and still have some questions. Firstly, lighting. The fixed-function pipeline is guaranteed to have at least 8 lights available. My current engine finds lights that are "close" to the primitives being drawn and enables them; I don't know how many lights are going to be enabled until I draw a given model. Nothing is dynamically allocated in GLSL, so I have to define in a shader some number of lights to be used, right? So if I want to stick with 8, should I write my general purpose shader to have 8 lights and then use uniforms to tell it how many / which lights to use? Which brings me to another question: should I be concerned with the amount of data I'm allocating in a shader? Recent video cards have hundreds of "stream processors." If I've got a fragment shader being used on some number of fragments in a given triangle, I assume they must each have their own stack to work on. Are read-only variables copied here, or read when needed? My initial goal is to rework my code so that it is virtually identical to the current implementation. What I have in mind is to create my own matrix stack so that I can implement something along the lines of push/popMatrix and apply all my translations, rotations, and scales to this matrix, then provide the matrix to the vertex shader so that it can make very quick vertex translations. Is this approach sound? Edit: My original intention was to ask if there was a tutorial that would explain the bare minimum necessary to jump from fixed-function to using shaders. Thanks!

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  • First frame has a much longer delta time than other frames

    - by Kipras
    I had a problem where my AI moved extreme at the first frame and then normal after that. I then figured out it was my delta. It's about 0.016 seconds (60 fps), but the first frame was about 19000 seconds, which is obviously impossible. Does anybody know what might be happening? Also the delta later on likes to oscillate from 0.01 to 0.03, which is, again, crazy. long time = Sys.getTime() * 1000 / Sys.getTimerResolution(); float delta = (time - lastFrame) / 1000f; lastFrame = time; return delta; That's the delta code.

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  • Dynamic quadrees

    - by paul424
    recently I come out writing Quadtree for creatures culling in Opendungeons game. Thing is those are moving points and bounding hierarchy will quickly get lost if the quadtree is not rebuild very often. I have several variants, first is to upgrade the leaf position , every time creature move is requested. ( note if I would need collision detection anyway, so this might be necessery anyway). Second would be making leafs enough large , that the creature would sure stay inside it's bounding box ( due to its speed limit). The partition of a plane in quadtree is always fixed ( modulo the hierarchical unions of some parts) . For creatures close to the center of the plane , there would be no way of keeping it but inside one big leaf, besides this brokes the invariant that each point can be put into any small area as desired. So on the second thought could I use several quadrees ? Each would have its "coordinate axis XY" somwhere shifted ? Before I start playing with this maybe some other space diving structure would suit me better, unfortunetly wiki does not compare it's execution time : http://en.wikipedia.org/wiki/Grid_%28spatial_index%29#See_also

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  • How to create reproducible probability in map generation?

    - by nickbadal
    So for my game, I'm using perlin noise to generate regions of my map (water/land, forest/grass) but I'd also like to create some probability based generation too. For instance: if(nextInt(10) > 2 && tile.adjacentTo(Type.WATER)) tile.setType(Type.SAND); This works fine, and is even reproduceable (based on a common seed) if the nextInt() calls are always in the same order. The issue is that in my game, the world is generated on demand, based on the player's location. This means, that if I explore the map differently, and the chunks of the map are generated in a different order, the randomness is no longer consistent. How can I get this sort of randomness to be consistent, independent of call order? Thanks in advance :)

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  • How can I change this isometric engine to make it so that you could distinguish between blocks that are on different planes?

    - by l5p4ngl312
    I have been working on an isometric minecraft-esque game engine for a strategy game I plan on making. As you can see, it really needs some sort of shading. It is difficult to distinguish between separate elevations when the camera is facing away from the slope because everything is the same shade. So my question is: can I shade just a specific section of a sprite? All of those blocks are just sprites, so if I shaded the entire image, it would shade the whole block. I am using LWJGL. Are there any other approaches to take? Heres a link to a screenshot from the engine: http://i44.tinypic.com/qxqlix.jpg

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  • Collision with half of a semi-circle

    - by heitortsergent
    I am trying to port a game I made using Flash/AS3, to the Windows Phone using C#/XNA 4.0. You can see it here: http://goo.gl/gzFiE In the flash version I used a pixel-perfect collision between meteors (it's a rectangle, and usually rotated) that spawn outside the screen, and move towards the center, and a shield in the center of the screen(which is half of a semi-circle, also rotated by the player), which made the meteor bounce back in the opposite direction it came from, when they collided. My goal now is to make the meteors bounce in different angles, depending on the position it collides with the shield (much like Pong, hitting the borders causes a change in the ball's angle). So, these are the 3 options I thought of: Pixel-perfect collision (Microsoft has a sample) , but then I wouldn't know how to change the meteor angle after the collision 3 BoundingCircle's to represent the half semi-circle shield, but then I would have to somehow move them as I rotate the shield. Farseer Physics. I could make a shape composed of 3 lines, and use that as the collision object for the shield. Is there any other way besides those? Which would be the best way to do it(it's aimed towards mobile devices, so pixel-perfect is probably not a good choice)? Most of the time there's always a easier/better way than what we think of...

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  • Having the same texture data in different ID3D11Texture2D

    - by bdmnd
    Sorry if this has been answered elsewhere - I'm rather new to DX. My question concerns conservation of resources - specifically textures in VRAM. I assume that upon returning from a call to CreateTexture2D, a copy of any textures data supplied has been copied elsewhere, likely VRAM. Does DX11 have any facility for having multiple ID3D11Texture2D objects which point to the same data? This might at first seem silly, but imagine a ID3D11Texture2D which is an array of textures. In one material, an artist has chosen to blend three identically sized maps, saved on disk as A.dds, B.dds, and C.dds. Then imagine they have another material which also uses three maps, but this time A.dds, B.dds, and D.dds. The shader code knows the diffuse texture is a texture array, and also has the number of layers baked (three in each case). I would essentially like to set up just two ID3D11Texture2D objects, one for each material, but I don't want to waste VRAM for two identical copies of A.dds and B.dds. I could use explicit texture arrays, of course, but this reduces the number of resources available to the shader and can complicate code somewhat more than would otherwise be needed.

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  • Setting uniform value of a vertex shader for different sprites in a SpriteBatch

    - by midasmax
    I'm using libGDX and currently have a simple shader that does a passthrough, except for randomly shifting the vertex positions. This shift is a vec2 uniform that I set within my code's render() loop. It's declared in my vertex shader as uniform vec2 u_random. I have two different kind of Sprites -- let's called them SpriteA and SpriteB. Both are drawn within the same SpriteBatch's begin()/end() calls. Prior to drawing each sprite in my scene, I check the type of the sprite. If sprite instance of SpriteA: I set the uniform u_random value to Vector2.Zero, meaning that I don't want any vertex changes for it. If sprite instance of SpriteB, I set the uniform u_random to Vector2(MathUtils.random(), MathUtils.random(). The expected behavior was that all the SpriteA objects in my scene won't experience any jittering, while all SpriteB objects would be jittering about their positions. However, what I'm experiencing is that both SpriteA and SpriteB are jittering, leading me to believe that the u_random uniform is not actually being set per Sprite, and being applied to all sprites. What is the reason for this? And how can I fix this such that the vertex shader correctly accepts the uniform value set to affect each sprite individually? passthrough.vsh attribute vec4 a_color; attribute vec3 a_position; attribute vec2 a_texCoord0; uniform mat4 u_projTrans; uniform vec2 u_random; varying vec4 v_color; varying vec2 v_texCoord; void main() { v_color = a_color; v_texCoord = a_texCoord0; vec3 temp_position = vec3( a_position.x + u_random.x, a_position.y + u_random.y, a_position.z); gl_Position = u_projTrans * vec4(temp_position, 1.0); } Java Code this.batch.begin(); this.batch.setShader(shader); for (Sprite sprite : sprites) { Vector2 v = Vector2.Zero; if (sprite instanceof SpriteB) { v.x = MathUtils.random(-1, 1); v.y = MathUtils.random(-1, 1); } shader.setUniformf("u_random", v); sprite.draw(this.batch); } this.batch.end();

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  • Operations on multiple overlapping layers not working

    - by Arun
    Hi I am developing a game in android just like Farmville by Zinga. In that game we have to place elements in the diamond shaped field so the don't overlap each other. Now I did coding for placing the field inside the farm field but I cannot stop the problem of overlapping of the farm field. I Am attaching the code that I have down for all this someone please help me.... try{ if(bm1.getPixel((int)initX,(int)initY)!=0){ if(bm1.getPixel((int)initX,(int)initY+20)!=0){ if(bm1.getPixel((int)initX-20,(int)initY)!=0){ if(bm1.getPixel((int)initX+20,(int)initY)!=0){ if(bm1.getPixel((int)initX,(int)initY-20)!=0){ c.drawBitmap(bm,initX-30,initY-20, paint); } } } } } }catch(Exception e) { Toast.makeText(getContext(), e.toString(), Toast.LENGTH_SHORT); }

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  • Translate along local axis

    - by Aaron
    I have an object with a position matrix and a rotation matrix (derived from a quaternion, but I digress). I'm able to translate this object along world-relative vectors, but I'm trying to figure out how to translate it along local-relative vectors. So if the object is tilted 45 degrees around its Z-axis the vector (1, 0, 0) would make it move to the upper right. For world-space translations I simply turn the movement vector into a matrix and multiply it by the position matrix: position_mat = translation_mat * position_mat. For local-space translations I'd think I'd have to use the rotation matrix into that formula, but I see the object spin around instead when I apply a translation over time no matter where I multiply the rotation matrix.

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  • How to handle jumping up a slope in a runner game?

    - by you786
    In an 2D endless runner, what should happen when the player is running "too fast" up a slope and jumps? For example, in a "normal" case: .O. . __..O_____ . / . / O/ _/ If he is moving to the right slowly enough, he will jump upwards and land on the flat part of the surface. However, if he is moving too fast, the jump will have no effect as his forward motion will bring him back in contact with the slope before he can get high enough to pass over it. When the speed is sufficiently high, there will effectively be no jump. _________ / .O/ O/ _/ Are there any known ways to solve this issue? I know it's physically correct*, but are there techniques that other games use to overcome this in a reasonable manner? As a last resort I'll have to just remove all slopes that are too slanted. *If you constrain the player to never jumping backwards.

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  • Bending of track in a racing game

    - by caius
    I am trying to create a small racing game in which the track would be modeled using a BSpline curve for the path's center line and directional vectors to define the 'bending' of the track at each point. My problem is that I don't know how to calculate the correct bending / slope of the curve, in such a way that it would be optimal or at least visually nice for a car to 'bend in the corner'. My idea was to use the direction of the 2nd derivatives of the curve, however while this approach looks fine for most of the track, there are points in which the 2nd derivative makes sharp 'twists' / very quick 180 degree flips. I also read about 'knots' of bsplines, but I don't know if such 'twist' in 2nd derivatives is a knot or knots are something else. Can you tell me that using a BSpline: 1. How could I calculate a visually nice bending of a track for a racing game? 2. Is it possible to do this by using some simple calculations of centripertal force / gravity? 3. Is it possible to do this by using 1st, 2nd and 3rd derivatives of the BSpline curve? I am not looking for the 'physically correct' bending angle for the track, I would just like to create something which is visually pleasing in a simple game. I am using a framework which has a built-in class for BSpline, including support for 1st, 2nd and 3rd derivatives of the curve.

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  • Changing coordinate system from Z-up to Y-up

    - by Jari Komppa
    Blender's coordinate system is different from what I'm used to, in that Z points upwards instead of Y. What would be the simplest way of converting all the world data (so that all animations, texture coordinates, etc still work) so that Y points upwards? Clarification: Object positions are defined as matrices, so just switching translation/rotation/scale information in matrices is not a trivial task.

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  • Which code module should map physical keys to abstract keys?

    - by Paul Manta
    How do you bridge the gap between the library's low-level event system and your engine's high-level event system? (I'm not necessarily talking about key events, but also about quit events.) At the top level of my event system, I send out KeyPressedEvents, KeyRelesedEvents and others of this kind. These high-level events only contain the abstract values of the keys (they don't say that Space way pressed, but that the JumpKey was pressed, for example). Whose responsibility should it be to map the "JumpKey" to an actual key on the keyboard?

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  • How do I make a simple level system?

    - by ROROX
    I've been learning programming for a while and things are slow but steady. I only have a couple experiments that look something like a game (JavaScript,HTML5,CANVAS). One of the things I would like to establish this early in my process though is a basic level system to my games. I'm thinking like Atari, NES type simple. mainMenu , level1 , level2 , ... Later I'll work on including such screens as; titleScreen , pause , highScore. But for now just looking for the basics. Any good articles/tutorial links would help. Or just a snippet of code I can look over. Thank you kindly :)

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  • Loading images in XNA 4.0; "Cannot Open File" Problems

    - by user32623
    Okay, I'm writing a game in C#/XNA 4.0 and am utterly stumped at my current juncture: Sprite animation. I understand how it works and have all the code in place, but my ContentLoader won't open my file... Basically, my directory looks like this: //WindowsGame1 - "Game1.cs" - //Classes - "NPC.cs" - Content Reference - //Images - "Monster.png" Inside my NPC class, I have all the essential drawing functions, i.e. LoadContent, Draw, Update. And I can get the game to find the correct file and attempt to open it, but when it tries, it throws an exception and tells me it can't open the file. This is how my code in my NPC class looks: Texture2D NPCImage; Vector2 NPCPosition; Animation NPCAnimation = new Animation(); public void Initialize() { NPCAnimation.Initialize(NPCPosition, new Vector2(4, 4)); } public void LoadContent(ContentManager Content) { NPCImage = Content.Load<Texture2D>("_InsertImageFilePathHere_"); NPCAnimation.AnimationImage = NPCImage; } The rest of the code is irrelevant at this point because I can't even get the image to load. I think it might have to do with a directory problem, but I also know little to nothing about spriting or working with images or animations in my code. Any help is appreciated. Not sure if I provided enough information here, so let me know if more is needed! Also, what would be the correct way to direct that Content.Load to Monster.png given the current directory situation? Right now I just have it using the full path from the C:// drive. Thanks in advance!

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  • Collision Detection for 2D

    - by Bhaskar
    I am working on a simple game, where I need to do a collision detection of two Texture2D. The code I have written is: bool perPixelCollission = false; Texture2D texture1 = sprite1.Texture; Texture2D texture2 = sprite1.Texture; Vector2 position1 = new Vector2(sprite1.CurrentScope.X, sprite1.CurrentScope.Y); Vector2 position2 = new Vector2(sprite2.CurrentScope.X, sprite2.CurrentScope.Y); uint[] bitsA = new uint[texture1.Width * texture1.Height]; uint[] bitsB = new uint[texture2.Width * texture2.Height]; Rectangle texture1Rectangle = new Rectangle(Convert.ToInt32(position1.X), Convert.ToInt32(position1.Y), texture1.Width, texture1.Height); Rectangle texture2Rectangle = new Rectangle(Convert.ToInt32(position2.X), Convert.ToInt32(position2.Y), texture2.Width, texture2.Height); texture1.GetData<uint>(bitsA); texture2.GetData<uint>(bitsB); int x1 = Math.Max(texture1Rectangle.X, texture2Rectangle.X); int x2 = Math.Min(texture1Rectangle.X + texture1Rectangle.Width, texture2Rectangle.X + texture2Rectangle.Width); int y1 = Math.Max(texture1Rectangle.Y, texture2Rectangle.Y); int y2 = Math.Min(texture1Rectangle.Y + texture1Rectangle.Height, texture2Rectangle.Y + texture2Rectangle.Height); for (int y = y1; y < y2; ++y) { for (int x = x1; x < x2; ++x) { if (((bitsA[(x - texture1Rectangle.X) + (y - texture1Rectangle.Y) * texture1Rectangle.Width] & 0xFF000000) >> 24) > 20 && ((bitsB[(x - texture2Rectangle.X) + (y - texture2Rectangle.Y) * texture2Rectangle.Width] & 0xFF000000) >> 24) > 20) { perPixelCollission = true; break; } } // Reduce amount of looping by breaking out of this. if (perPixelCollission) { break; } } return perPixelCollission; But this code is really making the game slow. Where can I get some very good collision detection tutorial and code? What is wrong in this code?

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  • What are some ways to texture map a terrain?

    - by ApocKalipsS
    I'm working with XNA on a 3D Game, and I'm trying to have a proper and nice environnement. I actually followed a tutorial to create a terrain from a heightmap. To texture it, I just apply a grass texture on it and tile it a number of times. But what I want to do is to have a really realistic texturing, but also generate it automatically (for example if I want to use Perlin noise to generate a terrain and then texture it). I already learned about multi-texturing, loading a map file with different colors for different textures, but I don't think this is really efficient, for instance for cliffs or very steep areas it will tile a texture badly as it's a view from the top. (Also, I don't know how I'll draw roads or dirt paths with that.) I'm looking for an efficient solution to realistically texture mapping procedurally-generated terrain.

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  • Freelance composer seeking work! [closed]

    - by Ben Fowler
    Hey guys! I'm a freelance composer based in Victoria, Australia trying to break into the game industry to start my career! I've heard it said that having a plan B is planning for failure, so I've decided to go full on for what I want, so here I am! I have composed some music for other games, none of which have made it in yet (still hopeful :P) Any help on how I can break into to game industry as a composer would be MUCH appreciated!

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