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  • Server-side Architecture for Online Game

    - by Draiken
    Hi, basically I have a game client that has communicate with a server for almost every action it takes, the game is in Java (using LWJGL) and right now I will start making the server. The base of the game is normally one client communicating with the server alone, but I will require later on for several clients to work together for some functionalities. I've already read how authentication server should be sepparated and I intend on doing it. The problem is I am completely inexperienced in this kind of server-side programming, all I've ever programmed were JSF web applications. I imagine I'll do socket connections for pretty much every game communication since HTML is very slow, but I still don't really know where to start on my server. I would appreciate reading material or guidelines on where to start, what architecture should the game server have and maybe some suggestions on frameworks that could help me getting the client-server communication. I've looked into JNAG but I have no experience with this kind of thing, so I can't really tell if it is a solid and good messaging layer. Any help is appreciated... Thanks !

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  • Unity3D: How to make the camera focus a moving game object with ITween?

    - by nathan
    I'm trying to write a solar system with Unity3D. Planets are sphere game objects rotating around another sphere game object representing the star. What i want to achieve is let the user click on a planet and then zoom the camera on this planet and then make the camera follow and keep it centered on the screen while it keep moving around the star. I decided to use iTween library and so far i was able to create the zoom effect using iTween.MoveUpdate. My problem is that the focused planet does not say properly centered as it moves. Here is the relevant part of my script: void Update () { if (Input.GetButtonDown("Fire1")) { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit, Mathf.Infinity, concernedLayers)) { selectedPlanet = hit.collider.gameObject; } } } void LateUpdate() { if (selectedPlanet != null) { Vector3 pos = selectedPlanet.transform.position; pos.z = selectedPlanet.transform.position.z - selectedPlanet.transform.localScale.z; pos.y = selectedPlanet.transform.position.y; iTween.MoveUpdate(Camera.main.gameObject, pos, 2); } } What do i need to add to this script to make the selected planet stay centered on the screen? I hosted my current project as a webplayer application so you see what's going wrong. You can access it here.

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  • Using unordered_multimap as entity and component storage

    - by natebot13
    The Setup I've made a few games (more like animations) using the Object Oriented method with base classes for objects that extend them, and objects that extend those, and found I couldn't wrap my head around expanding that system to larger game ideas. So I did some research and discovered the Entity-Component system of designing games. I really like the idea, and thoroughly understood the usefulness of it after reading Byte54's perfect answer here: Role of systems in entity systems architecture. With that said, I have decided to create my current game idea using the described Entity-Component system. Having basic knowledge of C++, and SFML, I would like to implement the backbone of this entity component system using an unordered_multimap without classes for the entities themselves. Here's the idea: An unordered_mulitmap stores entity IDs as the lookup term, while the value is an inherited Component object. Examlpe: ____________________________ |ID |Component | ---------------------------- |0 |Movable | |0 |Accelable | |0 |Renderable | |1 |Movable | |1 |Renderable | |2 |Renderable | ---------------------------- So, according to this map of objects, the entity with ID 0 has three components: Movable, Accelable, and Renderable. These component objects store the entity specific data, such as the location, the acceleration, and render flags. The entity is simply and ID, with the components attached to that ID describing its attributes. Problem I want to store the component objects within the map, allowing the map have full ownership of the components. The problem I'm having, is I don't quite understand enough about pointers, shared pointers, and references in order to get that set up. How can I go about initializing these components, with their various member variables, within the unordered_multimap? Can the base component class take on the member variables of its child classes, when defining the map as unordered_multimap<int, component>? Requirements I need a system to be able to grab an entity, with all of its' attached components, and access members from the components in order to do the necessary calculations and reassignments for position, velocity, etc. Need a clarification? Post a comment with your concerns and I will gladly edit or comment back! Thanks in advance! natebot13

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  • How do I make a more or less realistic water surface?

    - by Johnny
    I want to make a similar water surface like in this picture: http://www.publicdomainpictures.net/pictures/20000/velka/water-surface-detail-11291208064MpI.jpg I need the water surface in the same view than in the picture. Is it possible to work without shaders? I want to develop a little game for Xbox Live Indie Marketplace, Windows Phone and maybe later iPhone/iPad. How should I make the water surface, so that it works on multiple platforms?

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  • Cocos2d copied actions not responding?

    - by Stephen
    I am running an animation on 2 sprites like so: -(void) startFootballAnimation { CCAnimation* footballAnim = [CCAnimation animationWithFrame:@"Football" frameCount:60 delay:0.005f]; spiral = [CCAnimate actionWithAnimation:footballAnim]; CCRepeatForever* repeat = [CCRepeatForever actionWithAction:spiral]; [self runAction:repeat]; [secondFootball runAction:[[repeat copy] autorelease]]; } The problem I am having is I call this method: - (void) slowAnimation { [spiral setDuration:[spiral duration] + 0.01]; } and it only slows down the first sprites animation and not the second one. Do I need to do something different with copied actions to get them to react to the slowing of the animation?

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  • Procedural Mesh: UV mapping

    - by Esa
    I made a procedural mesh and now I want to apply a texture to it. The problem is, I cannot get it to stick the way I want it to. The idea is to have the texture painted only once over the whole mesh, so that there is no repeating. How should I map the UV to make that happen? My mesh is a simple plane consisting of 56 triangles. I'd add pictures to clear things up but I cannot since my reputation is below 10 points. Any help is appreciated. EDIT(Kind people gave me up votes, thank you): Meet my mesh: And when textured(tried to repeat the texture): And my texture:

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  • 2D Collision masks for handling slopes

    - by JiminyCricket
    I've been looking at the example at: http://create.msdn.com/en-US/education/catalog/tutorial/collision_2d_perpixel and am trying to figure out how to adjust the sprite once a collision has been detected. As David suggested at XNA 4.0 2D sidescroller variable terrain heightmap for walking/collision, I made a few sensor points (feet, sides, bottom center, etc.) and can easily detect when these points actually collide with non-transparent portions of a second texture (simple slope). I'm having trouble with the algorithm of how I would actually adjust the sprite position based on a collision. Say I detect a collision with the slope at the sprite's right foot. How can I scan the slope texture data to find the Y position to place the sprite's foot so it is no longer inside the slope? The way it is stored as a 1D array in the example is a bit confusing, should I try to store the data as a 2D array instead? For test purposes, I'm thinking of just using the slope texture alpha itself as a primitive and easy collision mask (no grass bits or anything besides a simple non-linear slope). Then, as in the example, I find the coordinates of any collisions between the slope texture and the sprite's sensors and mark these special sensor collisions as having occurred. Finally, in the case of moving up a slope, I would scan for the first transparent pixel above (in the texture's Ys at that X) the right foot collision point and set that as the new height of the sprite. I'm a little unclear also on when I should make these adjustments. Collisions are checked on every game.update() so would I quickly change the position of the sprite before the next update is called? I also noticed several people mention that it's best to separate collision checks horizontally and vertically, why is that exactly? Open to any suggestions if this is an inefficient or inaccurate way of handling this. I wish MSDN had provided an example of something like this, I didn't know it would be so much more complex than NES Mario style pure box platforming!

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  • map data structure in pacman

    - by Sam Fisher
    i am trying to make a pacman game in c# using GDI+, i have done some basic work and i have previously replicated games like copter-it and minesweeper. but i am confused about how do i implement the map in pacman, i mean which datastructure to use, so i can use it for moving AI controlled objects and check collisions with walls. i thought of a 2d array of ints but that didnt make sense to me. looking for some help. thanks.

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  • 2D SAT Collision Detection not working when using certain polygons

    - by sFuller
    My SAT algorithm falsely reports that collision is occurring when using certain polygons. I believe this happens when using a polygon that does not contain a right angle. Here is a simple diagram of what is going wrong: Here is the problematic code: std::vector<vec2> axesB = polygonB->GetAxes(); //loop over axes B for(int i = 0; i < axesB.size(); i++) { float minA,minB,maxA,maxB; polygonA->Project(axesB[i],&minA,&maxA); polygonB->Project(axesB[i],&minB,&maxB); float intervalDistance = polygonA->GetIntervalDistance(minA, maxA, minB, maxB); if(intervalDistance >= 0) return false; //Collision not occurring } This function retrieves axes from the polygon: std::vector<vec2> Polygon::GetAxes() { std::vector<vec2> axes; for(int i = 0; i < verts.size(); i++) { vec2 a = verts[i]; vec2 b = verts[(i+1)%verts.size()]; vec2 edge = b-a; axes.push_back(vec2(-edge.y,edge.x).GetNormailzed()); } return axes; } This function returns the normalized vector: vec2 vec2::GetNormailzed() { float mag = sqrt( x*x + y*y ); return *this/mag; } This function projects a polygon onto an axis: void Polygon::Project(vec2* axis, float* min, float* max) { float d = axis->DotProduct(&verts[0]); float _min = d; float _max = d; for(int i = 1; i < verts.size(); i++) { d = axis->DotProduct(&verts[i]); _min = std::min(_min,d); _max = std::max(_max,d); } *min = _min; *max = _max; } This function returns the dot product of the vector with another vector. float vec2::DotProduct(vec2* other) { return (x*other->x + y*other->y); } Could anyone give me a pointer in the right direction to what could be causing this bug?

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  • loading 3d model data into buffers

    - by mulletdevil
    I am using assimp to load 3d model data. I have noticed that each loaded model is made up of different meshes. I was wondering should each mesh have it's own vertex/index buffer or should there just be one for the whole model? From looking through the index data that is loaded it seems to suggest that I will need a vertex buffer per mesh but I'm not 100% sure. I am using C++ and DirectX9 Thank you, Mark

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  • How attach a model with another model on a specific bone?

    - by Mehdi Bugnard
    I meet a difficulty attached to a model to another model on a "bone" accurate. I searched several forums but no result. I saw that many people have asked the same question but no real result see no response. Thread found : How to attach two XNA models together? How can I attach a model to the bone of another model? http://stackoverflow.com/questions/11391852/attach-model-xna But I think it is possible. Here is my code example attached a "cube" of the hand of my player private void draw_itemActionAttached(Model modelInUse) { Matrix[] Model1TransfoMatrix = new Matrix[this.player.Model.Bones.Count]; this.player.Model.CopyAbsoluteBoneTransformsTo(Model1TransfoMatrix); foreach (ModelMesh mesh in modelInUse.Meshes) { foreach (BasicEffect effect in mesh.Effects) { Matrix model2Transform = Matrix.CreateScale(1f) * Matrix.CreateFromYawPitchRoll(0, 0, 0); effect.World = model2Transform * Model1TransfoMatrix[0]; //root bone index effect.View = arcadia.camera.View; effect.Projection = arcadia.camera.Projection; } mesh.Draw(); } }

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  • High level project workflow

    - by user775060
    We are a small software company trying our hand at our second game. Since our first games' process was a living nightmare (since we used webdevelopment workflow) I have decided to educate myself on how to manage a game project on a high level. How does your process work, from idea to launch? Preferably in situations where you have a team that needs to cooperate. I've seen these 2 links, which are useful in a way, but was wondering if there are better/more comprehensive ways to do this? http://www.goodcontroller.com/blog/?p=136 http://gogogic.wordpress.com/2009/02/09/symbol6-how-we-created-an-iphone-game/ All input would be infinitely appreciated.

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  • What does SetTextureStage(0, D3DTSS_COLORARG2, 0) in DirectX mean?

    - by Vite Falcon
    I'm trying to convert some DirectX code to Ogre3D and was wondering what the following translates to: pDev->SetTextureStage(0, D3DTSS_TEXCOORDINDEX, 0) pDev->SetTextureStage(0, D3DTSS_COLORARG1, D3DTA_TEXTURE) pDev->SetTextureStage(0, D3DTSS_COLOROP, D3DTOP_MODULATE) pDev->SetTextureStage(0, D3DTSS_COLORARG2, 0) What is the modulation operation happening here? Is the texture getting modulated with the background? Or is it getting zeroed? I've tried searching for what this means and unfortunately I haven't come across anything meaningful. Any help to shed light on this matter will be much appreciated.

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  • Math major as a viable degree

    - by Zak O'Keefe
    While I realize there are many topics about CS vs software engineering vs game school programs, I haven't found anything relating to whether pure math degrees (with CS minor and electives) would also be a viable program. By this I mean: Would having a math major, CS minor put one at competitive disadvantage as compared to a pure CS program? This relates specifically to game engine programming, more on the graphics side. Background (for those who care): Currently a math major, CS minor at school and looking to land a career doing graphics engine programming. Admittedly, I love math and if at all possible would like to stay my current program as long as it doesn't put me at a competitive disadvantage trying to land a job post-graduation. That being said, I'm strong in the traditional C/C++ languages, strong concurrent programming skills, and currently produce self-made games for iOS. As an employer, how badly is the math major hurting me? Just want to get some advice from people already in the field!

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  • Help needed throwing a ball in AS3

    - by Opoe
    I'm working on a flash game, coding on the time line. What I'm trying to accomplish is the following: With the mouse you swing and throw/release a ball which bounces against the walls and eventualy comes to point where it lays still (like a real ball). I allmost had it working, but now the ball sticks to the mouse, in stead of being released, my question to you is: Can you help me make this work and explain to me what I did wrong? You can simply preview my code by making a movieclip named 'circle' on a 550x400 stage. stage.addEventListener(Event.ENTER_FRAME, circle_update); var previousPostionX:Number; var previousPostionY:Number; var throwSpeedX:Number; var throwSpeedY:Number; var isItDown:Boolean; var xSpeed:Number = 0; var ySpeed:Number = 0; var friction:Number = 0.96; var offsetX:Number = 0; var offsetY:Number = 0; var newY:Number = 0; var oldY:Number = 0; var newX:Number = 0; var oldX:Number = 0; var dragging:Boolean; circle.buttonMode = true; circle.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandler); circle.addEventListener(Event.ENTER_FRAME, throwcircle); circle.addEventListener(MouseEvent.MOUSE_DOWN, clicked); circle.addEventListener(MouseEvent.MOUSE_UP, released); function mouseDownHandler(e:MouseEvent):void { dragging = true; stage.addEventListener(MouseEvent.MOUSE_UP, mouseUpHandler); offsetX = mouseX - circle.x; offsetY = mouseY - circle.y; } function mouseUpHandler(e:MouseEvent):void { dragging = false; } function throwcircle(e:Event) { circle.x += xSpeed; circle.y += ySpeed; xSpeed *= friction; ySpeed *= friction; } function changeFriction(e:Event):void { friction = e.target.value; trace(e.target.value); } function circle_update(e:Event){ if ( dragging == true ) { circle.x = mouseX - offsetX; circle.y = mouseY - offsetY; } if(circle.x + (circle.width * 0.50) >= 550){ circle.x = 550 - circle.width * 0.50; } if(circle.x - (circle.width * 0.50) <= 0){ circle.x = circle.width * 0.50; } if(circle.y + (circle.width * 0.50) >= 400){ circle.y = 400 - circle.height * 0.50; } if(circle.y - (circle.width * 0.50) <= 0){ circle.y = circle.height * 0.50; } } function clicked(theEvent:Event) { isItDown =true; addEventListener(Event.ENTER_FRAME, updateView); } function released(theEvent:Event) { isItDown =false; } function updateView(theEvent:Event) { if (isItDown==true){ throwSpeedX = mouseX - previousPostionX; throwSpeedY = mouseY - previousPostionY; circle.x = mouseX; circle.y = mouseY; } else{ circle.x += throwSpeedX; circle.y += throwSpeedY; throwSpeedX *=0.9; throwSpeedY *=0.9; } previousPostionX= circle.x; previousPostionY= circle.y; }

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  • Help with this optimization

    - by Milo
    Here is what I do: I have bitmaps which I draw into another bitmap. The coordinates are from the center of the bitmap, thus on a 256 by 256 bitmap, an object at 0.0,0.0 would be drawn at 128,128 on the bitmap. I also found the furthest extent and made the bitmap size 2 times the extent. So if the furthest extent is 200,200 pixels, then the bitmap's size is 400,400. Unfortunately this is a bit inefficient. If a bitmap needs to be drawn at 500,500 and the other one at 300,300, then the target bitmap only needs to be 200,200 in size. I cannot seem to find a correct way to draw in the components correctly with a reduced size. I figure out the target bitmap size like this: float AvatarComposite::getFloatWidth(float& remainder) const { float widest = 0.0f; float widestNeg = 0.0f; for(size_t i = 0; i < m_components.size(); ++i) { if(m_components[i].getSprite() == NULL) { continue; } float w = m_components[i].getX() + ( ((m_components[i].getSprite()->getWidth() / 2.0f) * m_components[i].getScale()) / getWidthToFloat()); float wn = m_components[i].getX() - ( ((m_components[i].getSprite()->getWidth() / 2.0f) * m_components[i].getScale()) / getWidthToFloat()); if(w > widest) { widest = w; } if(wn > widest) { widest = wn; } if(w < widestNeg) { widestNeg = w; } if(wn < widestNeg) { widestNeg = wn; } } remainder = (2 * widest) - (widest - widestNeg); return widest - widestNeg; } And here is how I position and draw the bitmaps: int dw = m_components[i].getSprite()->getWidth() * m_components[i].getScale(); int dh = m_components[i].getSprite()->getHeight() * m_components[i].getScale(); int cx = (getWidth() + (m_remainderX * getWidthToFloat())) / 2; int cy = (getHeight() + (m_remainderY * getHeightToFloat())) / 2; cx -= m_remainderX * getWidthToFloat(); cy -= m_remainderY * getHeightToFloat(); int dx = cx + (m_components[i].getX() * getWidthToFloat()) - (dw / 2); int dy = cy + (m_components[i].getY() * getHeightToFloat()) - (dh / 2); g->drawScaledSprite(m_components[i].getSprite(),0.0f,0.0f, m_components[i].getSprite()->getWidth(),m_components[i].getSprite()->getHeight(),dx,dy, dw,dh,0); I basically store the difference between the original 2 * longest extent bitmap and the new optimized one, then I translate by that much which I would think would cause me to draw correctly but then some of the components look cut off. Any insight would help. Thanks

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  • 2D Tile Based Collision Detection

    - by MrPlosion1243
    There are a lot of topics about this and it seems each one addresses a different problem, this topic does the same. I was looking into tile collision detection and found this where David Gouveia explains a great way to get around the person's problem by separating the two axis. So I implemented the solution and it all worked perfectly from all the testes I through at it. Then I implemented more advanced platforming physics and the collision detection broke down. Unfortunately I have not been able to get it to work again which is where you guys come in :)! I will present the code first: public void Update(GameTime gameTime) { if(Input.GetKeyDown(Keys.A)) { velocity.X -= moveAcceleration; } else if(Input.GetKeyDown(Keys.D)) { velocity.X += moveAcceleration; } if(Input.GetKeyDown(Keys.Space)) { if((onGround && isPressable) || (!onGround && airTime <= maxAirTime && isPressable)) { onGround = false; airTime += (float)gameTime.ElapsedGameTime.TotalSeconds; velocity.Y = initialJumpVelocity * (1.0f - (float)Math.Pow(airTime / maxAirTime, Math.PI)); } } else if(Input.GetKeyReleased(Keys.Space)) { isPressable = false; } if(onGround) { velocity.X *= groundDrag; velocity.Y = 0.0f; } else { velocity.X *= airDrag; velocity.Y += gravityAcceleration; } velocity.Y = MathHelper.Clamp(velocity.Y, -maxFallSpeed, maxFallSpeed); velocity.X = MathHelper.Clamp(velocity.X, -maxMoveSpeed, maxMoveSpeed); position += velocity * (float)gameTime.ElapsedGameTime.TotalSeconds; position = new Vector2((float)Math.Round(position.X), (float)Math.Round(position.Y)); if(Math.Round(velocity.X) != 0.0f) { HandleCollisions2(Direction.Horizontal); } if(Math.Round(velocity.Y) != 0.0f) { HandleCollisions2(Direction.Vertical); } } private void HandleCollisions2(Direction direction) { int topTile = (int)Math.Floor((float)Bounds.Top / Tile.PixelTileSize); int bottomTile = (int)Math.Ceiling((float)Bounds.Bottom / Tile.PixelTileSize) - 1; int leftTile = (int)Math.Floor((float)Bounds.Left / Tile.PixelTileSize); int rightTile = (int)Math.Ceiling((float)Bounds.Right / Tile.PixelTileSize) - 1; for(int x = leftTile; x <= rightTile; x++) { for(int y = topTile; y <= bottomTile; y++) { Rectangle tileBounds = new Rectangle(x * Tile.PixelTileSize, y * Tile.PixelTileSize, Tile.PixelTileSize, Tile.PixelTileSize); Vector2 depth; if(Tile.IsSolid(x, y) && Intersects(tileBounds, direction, out depth)) { if(direction == Direction.Horizontal) { position.X += depth.X; } else { onGround = true; isPressable = true; airTime = 0.0f; position.Y += depth.Y; } } } } } From the code you can see when velocity.X is not equal to zero the HandleCollisions() Method is called along the horizontal axis and likewise for the vertical axis. When velocity.X is not equal to zero and velocity.Y is equal to zero it works fine. When velocity.Y is not equal to zero and velocity.X is equal to zero everything also works fine. However when both axis are not equal to zero that's when it doesn't work and I don't know why. I basically teleport to the left side of a tile when both axis are not equal to zero and there is a air block next to me. Hopefully someone can see the problem with this because I sure don't as far as I'm aware nothing has even changed from what I'm doing to what the linked post's solution is doing. Thanks.

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  • What's the proper way to calculate probability for a card game?

    - by Milan Babuškov
    I'm creating AI for a card game, and I run into problem calculating the probability of passing/failing the hand when AI needs to start the hand. Cards are A, K, Q, J, 10, 9, 8, 7 (with A being the strongest) and AI needs to play to not take the hand. Assuming there are 4 cards of the suit left in the game and one is in AI's hand, I need to calculate probability that one of the other players would take the hand. Here's an example: AI player has: J Other 2 players have: A, K, 7 If a single opponent has AK7 then AI would lose. However, if one of the players has A or K without 7, AI would survive. Now, looking at possible distribution, I have: P1 P2 AI --- --- --- AK7 loses AK 7 survives A7 K survives K7 A survives A 7K survives K 7A survives 7 KA survives AK7 loses Looking at this, it seems that there is 75% chance of survival. However, I skipped the permutations that mirror the ones from above. It should be the same, but somehow when I write them all down, it seems that chance is only 50%: P1 P2 AI --- --- --- AK7 loses A7K loses K7A loses KA7 loses 7AK loses 7KA loses AK 7 survives A7 K survives K7 A survives KA 7 survives 7A K survives 7K A survives A K7 survives A 7K survives K 7A survives K A7 survives 7 AK survives 7 KA survives AK7 loses A7K loses K7A loses KA7 loses 7AK loses 7KA loses 12 loses, 12 survivals = 50% chance. Obviously, it should be the same (shouldn't it?) and I'm missing something in one of the ways to calculate. Which one is correct?

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  • Stop map from scrolling but let player still move?

    - by ChocoMan
    I have a basic method of scrolling around on a map (moving the map instead of the player), but at when the player gets to a certain proximity to the edge, how do you stop the map from scrolling, but still allow the player to move around until it is away from that proximity? I'm not looking for any code. Just a suggestion so that I can implement it myself. I can see it visually (creating 4 boxed intersecting boundaries for the player to enter), but not sure how to come about stopping and resuming the scrolling of the map.

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  • How can I create and animate 2D skeletons for HTML5 Javascript games? [on hold]

    - by user414209
    I'm trying to make a 2D fighting game in HTML5(somewhat like street fighter). So basically there are two players, one AI and one Human. The players need to have animations for the body movements. Also, there needs to be some collision detection system. I'm using createjs for coding but to design models/objects/animations, I need some other software. So I'm looking for a software that can: easily make custom animation of 2d objects. The objects structure(skeleton etc.) will be same once defined but need to be defined once. Can export the animations and models in a js readable format(preferably json) Collision detection can be done easily after the exported format is loaded in a game engine. For point 1, I'm looking for some generic skeleton based animation. Sprite-sheet based animations will be difficult for collision detection.

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  • Best Game Engine/Framework and Language for 2D actor/sprite intensive game

    - by Grungetastic
    I'm new to the game dev world. I have a rather large project in mind (I learn by setting myself challenges :P ) and I'm wondering what the best engine/framework/language is for a 2D game with thousands of sprites/actors on screen at a time. Bare metal type stuff. I need to still be able to zoom in and out with that many actors at once. This game will have no 3D elements. Any thoughts? Suggestions?

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  • Beginning android games, 2nd edition engine

    - by Benjamin Stephen
    I recently bought the book from Apress and have worked my way through it, unfortunately, it seems to just be dealing with side scrolling games and not Zelda-like top down games. I was wondering if anyone out there can tell me if it's possible to use their engine to create such a game? It doesn't go into how to build a top down tile map. Using the engine in their book, how can I make a tile map easily that has walls and things like that? Any help would be appreciated. Thanks in advance.

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  • Android Touch Event Collision Detection

    - by chrissb
    I'm relatively new to both Java and Android, so hopefully the problem I'm having is stemming from something pretty minor that I've overlooked. I've got a (very early stage) game that I've started working on, for Android using Java. At this stage, when the user touches the screen, if they touched a point at which there is an enemy, the enemies health is decreased and they become immobile (for the current implementation at least). The issue that I'm having is that the touch detection doesn't always seem to work. I've got a testing sprite set up that goes to the eventX and eventY coordinates of the touch down event, and it always seems to collide with the enemy object. Yet, the enemy doesn't always register as being hit, and sometimes a hit is registered when the sprite indicates the touch coordinates were outside of the enemies bounding box. I realise that this probably doesn't mean much without any code, so here's what I've got so far. Be gentle, as this is literally my first attempt at something more than basic movement etc. First off, the MainGamePanel class registers the touch event, and informs the levelmanager class (which is what I set up to monitor/handle enemies) public boolean onTouchEvent(MotionEvent event) { if (event.getAction() == MotionEvent.ACTION_DOWN){ levelManager.handleActionDown((int)event.getX(), (int)event.getY()); targetX=event.getX(); targetY=event.getY(); } if (event.getAction() == MotionEvent.ACTION_MOVE) { //the gestures } if (event.getAction() == MotionEvent.ACTION_UP) { //touch was released } return true; } From there, in the levelmanager class the touch event is passed on to all of the enemies within a list array: public static void handleActionDown(int eventX,int eventY){ hit=false; for (enemy1 en : enemy1array){ en.handleActionDown(eventX, eventY); } } The rest of the collision code is handled within the enemies handleActionDown function: public void handleActionDown(int eventX, int eventY) { if(eventX>this.x-enemy1bitmap.getWidth() && eventX<this.x+enemy1bitmap.getWidth() && eventY>this.y-enemy1bitmap.getHeight() && eventY<this.x+enemy1bitmap.getHeight()){ takeDamage(1); levelmanager.setHit(); } } I should probably be using getWidth()/2 and getHeight()/2 for it to be more accurate, but I expanded the area to test this - although I've noticed no improvement. At this stage, the games detection over whether or not the enemy is hit is spotty at best. Generally it takes two or three attempts before a collision is successfully registered, even though the sprite that is being used for testing and set to the eventX and eventY coordinates always indicates that the collision should have worked. Hopefully someone can steer me in the right direction here, and if more information is needed, ask away! Cheers, -Chris

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  • The technology behind 22can's curiosity

    - by Cameron Scully
    I don't have alot of experience with mobile apps and I definitely don't know much about MMO's but I was wondering what the basic architecture of a game like that would be (understandably some don't consider it a game, but it must use some game theory and implementation). Mainly, how are they able to send/recieve real time feed back of the cube being chipped away by thousands of players on their mobile devices? How is data of the cube's millions of pieces stored and accessed so quickly? Thanks

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  • XNA calculate normals for linesegment

    - by Gerhman
    I am quite new to 3D graphical programming and thus far only understand that normal somehow define the direction in which a vertex faces and therefore the direction in which light is reflected. I have now idea how they are calculated though, only that they are defined by a Vector3. For a visualizer that I am creating I am importing a bunch of coordinate which represent layer upon layer of line segments. At the moment I am only using a vertex buffer and adding the start and end point of each line and then rendering a linelist. The thing is now that I need to calculate the normal for the vertices of these line segments so that I can get some realistic lighting. I have no idea how to calculate these normal but I know they all face sideways and not up or down. To calculate them all I have are the start and end positions of each line segment. The below image is a representation of what I think I need to do in the case of an example layer: The red arrows represent the normal that should be calculates, the blue text represent the coordinates of the vertices and the green numbers represent their indices. I would greatly appreciate it if someone could please explain to me how I should calculate these normal.

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