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  • Handling player/background movements in 2D games

    - by lukeluke
    Suppose you have your animated character controlled by the player and a 2D world (like the old 2D side-scrolling games). When the user press right on the keyboard, the background is moved to the right. If the path is always horizontal, this is simple to do (incrementation/decrementation of the x-coordinate). But suppose that the path is instead a polygonal chain. My questions are: How do you move the background? How do you move the background if the game objects are managed with a physics engine like box2D?

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  • Frame Buffer Objects vs calling TexCoord2f?

    - by sensae
    I'm learning the basics of OpenGL with lwjgl currently, and following a guide I've got textured quads that can move around a scene. I've been reading about Frame Buffer Objects, and I'm not really clear on their purpose and their benefit. My understanding is that I'll create a FBO with the texture I'd like, load the FBO, draw a quad, then unload the FBO. What would the technique I'm currently doing for texture management be called, and how does it differ from using FBOs? What are the benefits to using FBOs? How does it fit into the grand rendering scheme of things?

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  • Free vs. Paid: Picking a Financial Model

    - by ashes999
    I finally embarked upon my first "paid" game. What this means is that I will incorporate some sort of monetization strategy in my game. This may mean making the app pay-to-download, making it "freemium" with paid content, or something else. Having never done something like this, I'm at a complete loss as to how to figure out what I should do. I know a couple of models (pay to download, freemium, etc.) and I can brainstorm some ideas. But how do I figure out what strategy to use? Perhaps there's some body of research on this? (I recall reading that MMOs popular in Korea use a model where cosmetic changes only are pay-to-buy; everything else is free).

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  • Where to start in creating a massive multiplayer 3D Java game [on hold]

    - by user1373771
    I am planning on creating a massive multiplayer world and I am wondering where to start. I am quite inexperienced in the field of Java but I have researched into it and learned that it is perhaps my best bet in creating this project is Java for the fact that it has a much easier learning curve than C++ to beginners and still capable of holding massive amounts of players at a time. My question is simple: Should I start the game by creating a single player prototype and introducing multiplayer later as I become more experienced or start with multiplayer before I am completely experienced in the field. Thanks for your help!

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  • XNA Rendering vertices that only appear within the cameras view

    - by user1157885
    I'm making a game in XNA and I recall hearing that professionally made games use a technique to only render the polygons that appear within the cameras projection. I've been trying to find something on this to do something similar in my game, could anyone point me in the right direction? Right now all I have is a plane/grid of vertices that you can set the X/Y on which is drawn using DrawUserIndexedPrimitives, but I plan to make a bunch of props as scenery items and I can imagine myself running into issues later on if I don't address this now. Thanks

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  • Correct way to use Farseer Physics in XNA

    - by user1640602
    I am using Farseer Physics for my 2D sidescroller game and I'm not sure how to proceed with it. I currently have a Sprite class (handles nothing but graphics), a GameObject class (contains specific object info like hit points), a World object which contains the list of Bodies, and a Level object which contains all of these objects. Originally I was trying to keep track of the Sprites, GameObjects, and Bodies separately because I felt that would provide loose coupling but it quickly became a headache. So my new idea was to add a Sprite member to the GameObject class but I'm still not sure how to maintain the Bodies because they have to communicate with GameObject. Specifically, my issue is this: The position of the Body is used to draw the Sprite inside of the Level. In order to do that I would have to maintain a link between GameObjects and Bodies. Is this correct or is there a better way to architect my game? If any of this is unclear please ask and I'll try to clarify. Thank you in advance for any help.

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  • Turn-Based RPG Battle Instance Layout For Larger Groups

    - by SoulBeaver
    What a title, eh? I'm currently designing a videogame; a turn-based RPG like Final Fantasy (because everybody knows Final Fantasy). It's a 2D sprite game. These are my ideas for combat: -The player has a group of 15 members (main character included) -During battle, five of the group are designated as active, and appear in the battle. -These five may be switched out at leisure, or when one of the five die. -At any time, the Waiting members can cast buffs, be healed by the active members, or perform special attacks. -Battles should contain 10+ monsters at least. I'm aiming for 20, but I'm not sure if that's possible yet. -Battles should feel larger than normal due to the interaction of Waiting members, active members and the increased amount of monsters per battle. -The player has two rows in which to put the Active members: front and back. -Depending on the implementation, I might allow comboing of player attacks and skills. These are just design ideas, so beware! I have not been able to test this out yet- I have no idea yet if any of these ideas bunched together will make for a compelling game. What sounds good on paper doesn't necessarily have to be good in practice! What I'm asking now is how to create the layout for this. My starting point are the battles in Final Fantasy VI, with up to 5-6 monsters on the left and the characters on the right- monsters on both sides if it's a pincer attack. However, this view would not work feasible with my goal of 20 monsters and 5 characters. All the monsters on the left would appear cluttered unless I scale them far far back. If I create a pincer-like map, then there would be no real pincer-attack possible. If I space the monsters out I force the player to scroll the screen- a game mechanic I've come across and not enjoyed imho. My question is: does anybody have any layouts or guides for designing battle maps in turn-based RPGs, especially with a larger number of enemies taken into consideration? How should it look? I am not asking for specific combat mechanics, just the layout for the moment.

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  • Implementing traffic conditions in TORCS

    - by user1837811
    I am working on a project about "Effects of Traffic conditions and Track Complexity on Car Driving Behavior". Is it possible to implement traffic in TORCS, or should I use another car simulator? By the word "traffic" I mean there are cars running on both tracks in both directions and I can detect the distances, direction and speed of these cars. Depending on this information I can decide whether I should slow down, speed up and calculate the correct timing to overtake.

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  • How to ignore collision between two objects

    - by eren_trigger
    I have a player that shoots in the direction that it is facing. However, the shot that is created when I click, also destroys the player. How would I make the shot ignore collision with the player? Or better yet, how to make a shot destroy anything it touches and destroy itself without affecting the player? This is the code that controls collisions: function OnTriggerEnter (col : Collider) { Destroy(col.gameObject); } The shot is a trigger, but the player isn't. Not sure if this changes anything in this case. Thanks in advance. EDIT: http://gfycat.com/TediousAridFeline

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  • Objects disappear when zoomed out in Unity

    - by Starkers
    Ignore the palm trees here. I have some oak-like trees when I'm zoomed in: They disappear when I zoom out: Is this normal? Is this something to do with draw distance? How can I change this so my trees don't disappear? The reason I ask is because my installation had a weird terrain glitch. If this isn't normal I'm going to reinstall right away because I'm always thinking 'is that a feature? Or a glitch'?

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  • Collision detection of player larger than clipping tile

    - by user1306322
    I want to know how to check for collisions efficiently in case where the player's box is larger than a map tile. On the left is my usual case where I make 8 checks against every surrounding tile, but with the right one it would be much more inefficient. (picture of two cases: on the left is the simple case, on the right is the one I need help with) http://i.stack.imgur.com/k7q0l.png How should I handle the right case?

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  • I need help with specific types of movement.

    - by IronGiraffe
    I'm adding movable crates to my game and I need some help with my movement code. The way I've set up my movement code the crate's X and Y are moved according to a vector2 unless it hits a wall. Here's the movement code: if (frameCount % (delay / 2) == 0) { for (int i = 0; i < Math.Abs(cSpeed.X); i++) { if (!Level.PlayerHit(new Rectangle(crateBounds.X + (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height))) { if (!Level.CollideTiles(crateBounds.X + (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height)) { if (cSpeed.X != 0) { crateBounds.X += Math.Sign(cSpeed.X); } else { Equalize(2); } } else { cSpeed.X = 0f; } } else { if (!Level.CollideTiles(crateBounds.X - (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height)) { if (cSpeed.X != 0) { crateBounds.X -= Math.Sign(cSpeed.X); } else { Equalize(2); } } else { cSpeed.X = 0f; } } } for (int i = 0; i < Math.Abs(cSpeed.Y); i++) { if (!Level.PlayerHit(new Rectangle(crateBounds.X, crateBounds.Y + Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height))) { if (!Level.CollideTiles(crateBounds.X, crateBounds.Y + Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height)) { crateBounds.Y += Math.Sign(cSpeed.Y); } else { cSpeed.Y = 0f; } } else { if (!Level.CollideTiles(crateBounds.X, crateBounds.Y - Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height)) { crateBounds.Y -= Math.Sign(cSpeed.Y); } else { cSpeed.Y = 0f; } } } } The frameCount and delay variables just slow down the movement somewhat. Anyway, I've added a tool to my game that acts as a gravity well (drawing objects into it's center; the closer they get to the center the faster they go) and what I'm trying to do is make it so that the crate will bounce off the player (and vice versa) when they collide. Thus far, my code only keeps the crate and player from getting stuck inside each other (the player can still get stuck under the crate, but I'll fix that later.) So what I'd like to know is how I can best make the crate bounce off the player. The other movement problem I'm having is related to another tool which allows the player to pick up crates and move around with them. The problem is that the crate's movement while being carried isn't tied to the movement script (it moves the crate itself, instead of adding to speed), which makes the crate go through walls and such. I know what I have to do: make the crate's speed match the player's speed while the player is holding it, but I need the crate to snap to a certain position (just in front of the player) when the player grabs it and it needs to switch to another position (just in front of the player on the other side) when they player faces the other direction while holding it. What would be the best way to make it switch places while keeping all the movement tied to the speed vector?

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  • How does opengl-es 2 assemble primitives?

    - by stephelton
    Two things I'm quite confused about. 1) OpenGL ES 2.0 creates primitives before the vertex shader is invoked. Why, then, does it not automatically provide the vertex shader the position of the vertex? 2) OpenGL ES 2.0 supports glDrawElements(), but it does not support glEnableClientState() or GL_VERTEX_ARRAY, so how can this call possibly be used to construct primitives? NOTE: this is OpenGL ES 2.0, NOT normal OpenGL! Thanks!

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  • Is it possible to give an animated GIF a transparent background?

    - by Phil
    I'm making a Fire Emblem-esque game. There are very cute 2D frames I made for each character, and, like a game like Fire Emblem, I want these characters to animate constantly. To circumvent the graphics programming involved I came up with a novel idea! I would make each character an animated gif, and only in special conditions ever halt their constant movement - in that case just change what image is being displayed. Simple enough. But I have a dilemma - I want the background of my .gifs to be transparent (so that the "grass" behind each character naturally shows, as per the screenshot - which has them as still images with transparent backgrounds). I know how to make a background transparent in numerous tools (GIMP, Photoshop). But it seems every .gif creator replaces the transparent background with something and I can't edit it back to transparent. Is it possible to have a .gif with a transparent "background"? Perhaps my knowledge of file formats is limiting me here.

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  • How does this circle collision detection math work?

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

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  • Viewport.Unproject - Checking if a model intersects a large sprite

    - by Fibericon
    Let's say I have a sprite, drawn like this: spriteBatch.Draw(levelCannons[i].texture, levelCannons[i].position, null, alpha, levelCannons[i].rotation, Vector2.Zero, scale, SpriteEffects.None, 0); Picture levelCannon as being a laser beam that goes across the entire screen. I need to see if my 3d model intersects with the screen space inhabited by the sprite. I managed to dig up Viewport.Unproject, but that seems to only be useful when dealing with a single point in 2d space, rather than an area. What can I do in my case?

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  • Designing a simple snake A.I

    - by DillPixel
    I've looked at some stuff online regarding this specific topic, and a lot of the info that I read involved graphs and path finding. I really don't want to get involved in something too complex & out of my level, and also I don't need my snake to be that intelligent (it will be a large board with the snake not growing in size on every munch). How could you structure a simpler AI for the snake that gets the job done relatively well? I would be able to get the snake to move towards the food item correctly, but my issue is that I'm not sure how to deal with the snake colliding with itself. Say the snake has a look ahead, and it finds that its tail is in the way, it could change direction, but what happens next? Any ideas on how to tackle this? Should the snake build an instruction set from every square, or should it think on the go?

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  • How can I make my game more popular without paying money?

    - by Marlon Drescher
    I am a game designer, software developer, composer and graphic artist and made the 3D Hack 'n Slay MMO Forgotten Elements on my own. It's playable at open Beta and will be released at the end of the year. I used Plain Old JAVA, JPCT 3D Engine, Tomcat Webserver and Blender 3D / Gimp to manage all the tasks. I developed the whole game from scratch. For me the hardest task in this challenge is probably the whole thing about marketing and advertisement. Because it is a independent project and I am the only person working on it, there is no money I could invest for making advertisement. But anyhow... How could it be possible to make this game more popular? What would you suggest me?

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  • SpriteBatch.Begin() making my model not render correctly

    - by manning18
    I was trying to output some debug information using DrawString when I noticed my model suddenly was being rendered like it was inside-out (like the culling had been disabled or something) and the texture maps weren't applied I commented out the DrawString method until I only had SpriteBatch.Begin() and .End() and that was enough to cause the model rendering corruption - when I commented those calls out the model rendered correctly What could this be a symptom of? I've stripped it down to the barest of code to isolate the problem and this is what I noticed. Draw code below (as stripped down as possible) GraphicsDevice.Clear(Color.LightGray); foreach (ModelMesh mesh in TIEAdvanced.Meshes) { foreach (Effect effect in mesh.Effects) { if (effect is BasicEffect) ((BasicEffect)effect).EnableDefaultLighting(); effect.CurrentTechnique.Passes[0].Apply(); } } spriteBatch.Begin(); spriteBatch.DrawString(spriteFont, "Camera Position: " + cameraPosition.ToString(), new Vector2(10, 10), Color.Blue); spriteBatch.End(); GraphicsDevice.DepthStencilState = DepthStencilState.Default; TIEAdvanced.Draw(Matrix.CreateScale(0.025f), viewMatrix, projectionMatrix);

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  • keyPressed is not working after adding ActionListener to JButton

    - by Yehonatan
    I have a serious problem while trying to build a menu for my game. I've added two JButton to a main JPanel and added an ActionListener for each of them. The main JPanel also contains the game JPanel which have the keyPressed method inside keyController. That's how it looks - Main -       JPanel -         JButton, JButton,         JPanel which contains the game and keyPressed function inside KeyController class which worked fine before I added the ActionListener for JButton. For some reason after I added an ActionListener for each of the button, the game JPanel is not getting any keyPreseed events nor KeyRealesed. Does anyone know the solution for my situation? Thank you very much! Main window - Scanner in = new Scanner(System.in); JFrame f = new JFrame("Square V.S Circles"); f.setUndecorated(true); f.setResizable(false); f.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE); f.add(new JPanelHandler()); f.pack(); f.setVisible(true); f.setLocationRelativeTo(null); JPanelHandler(main JPanel) - super.setFocusable(true); JButton mybutton = new JButton("Quit"); JButton sayhi = new JButton("Say hi"); sayhi.addActionListener(new ActionListener() { @Override public void actionPerformed(ActionEvent e) { System.out.println("Hi"); } }); mybutton.addActionListener(new ActionListener() { @Override public void actionPerformed(ActionEvent e) { System.exit(0); } }); add(mybutton); add(sayhi); add(new Board(2)); Board KeyController(The code inside is working so it's unnecessary to put it here) - private class KeyController extends KeyAdapter { public KeyController() { ..Code } @Override public void keyPressed(KeyEvent e) { ...Code } @Override public void keyReleased(KeyEvent e){ ...Code } }

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  • Creating new games on Android and/or iPhone

    - by James Clifton
    I have a succesfull facebook poker game that is running very nicely, now some people have asked if I can port this to other platforms - mainly mobile devices (and I have been asked to make a tablet version, do I really need a seperate version?) I am currently a PHP programmer (and game designer) and I simply dont' have the time to learn Android and other languages - so I have decided to pay third parties to program them (if viable). The information I need to know is what programming language is needed for the following four devices - Android mobile phone, iPhone, iPad and tablets? Can they all run off a central sql database? If they can't then i'm not interested :( Do any of these run FLASH? Have I covered all my main bases here? For example if a person programs for a ANDROID mobile phone is that to much differant to an ANDROID tablet? They will have slightly differant graphics (because the tablet has a greater screen area might as well use it) but do they need to be started from scratch? Same goes for iPhone/iPad, do they really need to be programmed differantly if the only differance is the graphics?

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  • How to tell what part of a 3D cube was touched

    - by user2539517
    I am writing a rather simple android game and I am implementing Open GL to draw a 3D cube that spins upon the X, Y and Z axis and I need to know where the user has clicked on the texture of the cube. The texture is a simple square bitmap (100x100) that has a smaller square in the center. I need to know if the user touches the inner square. As well was tell which face of the cube the user touches. Does anyone know how this can be accomplished if not can anyone give some pseudo code on how to tell where the ray correlates to the texture? Or at least point me in the right direction. The textures of each face are like this: The code I am using is from: http://www3.ntu.edu.sg/home/ehchua/programming/android/Android_3D.html2.9 It is a port to android from Lesson 6 NeHe. Example 6a: Photo-Cube

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  • Animating isometric sprites

    - by Mike
    I'm having trouble coming up with a way to animate these 2D isometric sprites. The sprites are stored like this: < Game Folder Root /Assets/Sprites/< Sprite Name /< Sprite Animation /< Sprite Direction /< Frame Number .png So for example, /Assets/Sprites/Worker/Stand/North-East/01.png Sprite sheets aren't really viable for this type of animation. The example stand animation is 61 frames. 61 frames for all 8 directions alone is huge, but there's more then just a standing animation for each sprite. Creating an sf::Texture for every image and every frame seems like it will take up a lot of memory and be hard to keep track of that many images. Unloading the image and loading the next one every single frame seems like it will do a lot of unnecessary work. What's the best way to handle this?

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  • How to end game properly in unity? [duplicate]

    - by user3889649
    This question already has an answer here: Why do I seem to lose control of my computer when full screen Unity game loses focus? 1 answer I have made a game in unity free. The game is functioning properly but if your computer receives any kind of notification, the game minimizes automatically and stops to work completely. Along with that, my computer freezes completely and I need to restart each time. Is there any solution to this problem in unity ?

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  • How can I spawn a sprite based on a condition after the game starts?

    - by teddyweedy
    How do I spawn a sprite anytime later in the game when the game starts? I'm using FlashDevelop with Flixel. I did try it in override public function create(): void. It works only in the beginning. I try it using if (FlxG.score == 1) but it doesn't work. I also tried it in override public function update(): void. It works and it is moving but it leaves a sprite making it a multi-sprite. I also did try FlxGroup but to no avail.

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