Search Results

Search found 26124 results on 1045 pages for 'unreal development kit'.

Page 512/1045 | < Previous Page | 508 509 510 511 512 513 514 515 516 517 518 519  | Next Page >

  • Setting a leader from a sprite array

    - by Craig
    I'm looking to set a leader from an array of sprites, I keep on getting a NullReferenceException was unhandled error from within my main game class when calling the UpdateMouse Method. What have I dont wrong here? class MouseSprite { Random random = new Random(); private MouseSprite leader; public void UpdateBoundaryBox() { mouseBounds.X = (int)mousePosition.X - mouseTexture.Width / 2; mouseBounds.Y = (int)mousePosition.Y - mouseTexture.Height / 2; } public void UpdateMouse(Vector2 position, MouseSprite [] mice, int numberMice, int index) { Vector2 catPosition = position; int enemies = numberMice; this.alive = true; mice[random.Next(0, mice.Length)] = leader;

    Read the article

  • 2D Smooth Turning in a Tile-Based Game

    - by ApoorvaJ
    I am working on a 2D top-view grid-based game. A ball that rolls on the grid made up of different tiles. The tiles interact with the ball in a variety of ways. I am having difficulty cleanly implementing the turning tile. The image below represents a single tile in the grid, which turns the ball by a right angle. If the ball rolls in from the bottom, it smoothly changes direction and rolls to the right. If it rolls in from the right, it is turned smoothly to the bottom. If the ball rolls in from top or left, its trajectory remains unchanged by the tile. The tile shouldn't change the magnitude of the velocity of the ball - only change its direction. The ball has Velocity and Position vectors, and the tile has Position and Dimension vectors. I have already implemented this, but the code is messy and buggy. What is an elegant way to achieve this, preferably by modification of the ball's Velocity vector by a formula?

    Read the article

  • How to highlight non-rectengular hotspots?

    - by HuseyinUslu
    So my question is highly related to Creating non-rectangular hotspots and detecting clicks. Yet again, I've irregular hot-spots (think the game Risk). So basically, we can detect clicks on these hot-spots easily using color key mapping as discussed in above question which I don't have any problems implementing (which is also covered here in details). The problem is about highlighting these irreguar hotspots. So let me explain the question a bit more - the above color key mapping guide uses this as a world map; then the author color-maps the imaginary countries; which we can now detect the country the pointer is over. In the same article author mentions outlining countries on mouse-over; though to get the effect, he creates unique border assets for each country - like; So for the game I'm working on I'm using the same color-key mapping idea to detect hot-spots, but I didn't like the way of highlighting hot-spots. Coloring all the hot-spots is already a great work for me - as I've 25+ hot-spots for each map - further more the need to have 25 unique border/highlight asset per hot-spot doesn't sound right. Anyone have a better idea/suggestion on highlighting these hot-spots?

    Read the article

  • What are my tool options to prototype a 2D multiplayer game?

    - by Asher Einhorn
    I'm looking for the best tool to allow me to quickly put together a 2D game that relies largely on networking. It's extremely likely that this game will require a server side program to constantly run. I have little experience with these things and since it's a prototype i'd like the easiest options for achieving this. I am looking to make this game for the web and mobile devices, although at present I only have access to ios hardware, (no android etc). I just want to get the bare bones of this set up so I can test it from the earliest opportunity to see if it's fun.

    Read the article

  • Bukkit inventory saving: crashing somewhere

    - by HcgRandon
    I'm working on a command for a bukkit plugin that lets you transfer worlds. In the section about saving the player's inventory, I'm getting a runtime error. My question is: Why is the error happening, and how can I prevent it? The plugin code public void savePlayerInv(Player p, World w){ File playerInvConfigFile = new File(plugin.getDataFolder() + File.separator + "players" + File.separator + p.getName(), "inventory.yml"); FileConfiguration pInv = YamlConfiguration.loadConfiguration(playerInvConfigFile); PlayerInventory inv = p.getInventory(); int i = 0; for (ItemStack stack : inv.getContents()) { //increment integer i++; String startInventory = w.getName() + ".inv." + Integer.toString(i); //save inv pInv.set(startInventory + ".amount", stack.getAmount()); pInv.set(startInventory + ".durability", Short.toString(stack.getDurability())); pInv.set(startInventory + ".type", stack.getTypeId()); //pInv.set(startInventory + ".enchantment", stack.getEnchantments()); //TODO add enchant saveing } i = 0; for (ItemStack armor : inv.getArmorContents()){ i++; String startArmor = w.getName() + ".armor." + Integer.toString(i); //save armor pInv.set(startArmor + ".amount", armor.getAmount()); pInv.set(startArmor + ".durability", armor.getDurability()); pInv.set(startArmor + ".type", armor.getTypeId()); //pInv.set(startArmor + ".enchantment", armor.getEnchantments()); } //save exp if (p.getExp() != 0) { pInv.set(w.getName() + ".exp", p.getExp()); } } The offending line The stack trace complains about line 130, which is this line. pInv.set(startInventory + ".amount", stack.getAmount()); The stack trace 2012-03-21 13:23:25 [SEVERE] null org.bukkit.command.CommandException: Unhandled exception executing command 'wtp' in plugin Needs v1.0 at org.bukkit.command.PluginCommand.execute(PluginCommand.java:42) at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:166) at org.bukkit.craftbukkit.CraftServer.dispatchCommand(CraftServer.java:461) at net.minecraft.server.NetServerHandler.handleCommand(NetServerHandler.java:818) at net.minecraft.server.NetServerHandler.chat(NetServerHandler.java:778) at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:761) at net.minecraft.server.Packet3Chat.handle(Packet3Chat.java:33) at net.minecraft.server.NetworkManager.b(NetworkManager.java:229) at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:112) at net.minecraft.server.NetworkListenThread.a(NetworkListenThread.java:78) at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:554) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:452) at net.minecraft.server.ThreadServerApplication.run(SourceFile:490) Caused by: java.lang.NullPointerException at com.devoverflow.improved.needs.commands.CommandWorldtp.savePlayerInv(CommandWorldtp.java:130) at com.devoverflow.improved.needs.commands.CommandWorldtp.onCommand(CommandWorldtp.java:60) at org.bukkit.command.PluginCommand.execute(PluginCommand.java:40) ... 12 more

    Read the article

  • Bukkit saving inventory

    - by HcgRandon
    Alright i will make this quick... I am working on a command in my plugin to allow you to transfer worlds and i am trying to save inventory but i am getting a problem here is the code: public void savePlayerInv(Player p, World w){ File playerInvConfigFile = new File(plugin.getDataFolder() + File.separator + "players" + File.separator + p.getName(), "inventory.yml"); FileConfiguration pInv = YamlConfiguration.loadConfiguration(playerInvConfigFile); PlayerInventory inv = p.getInventory(); int i = 0; for (ItemStack stack : inv.getContents()) { //increment integer i++; String startInventory = w.getName() + ".inv." + Integer.toString(i); //save inv pInv.set(startInventory + ".amount", stack.getAmount()); pInv.set(startInventory + ".durability", Short.toString(stack.getDurability())); pInv.set(startInventory + ".type", stack.getTypeId()); //pInv.set(startInventory + ".enchantment", stack.getEnchantments()); //TODO add enchant saveing } i = 0; for (ItemStack armor : inv.getArmorContents()){ i++; String startArmor = w.getName() + ".armor." + Integer.toString(i); //save armor pInv.set(startArmor + ".amount", armor.getAmount()); pInv.set(startArmor + ".durability", armor.getDurability()); pInv.set(startArmor + ".type", armor.getTypeId()); //pInv.set(startArmor + ".enchantment", armor.getEnchantments()); } //save exp if (p.getExp() != 0) { pInv.set(w.getName() + ".exp", p.getExp()); } } Now here is the stack trace i recive it is commplaing about line 130 which is this line pInv.set(startInventory + ".amount", stack.getAmount()); okay now trace 2012-03-21 13:23:25 [SEVERE] null org.bukkit.command.CommandException: Unhandled exception executing command 'wtp' in plugin Needs v1.0 at org.bukkit.command.PluginCommand.execute(PluginCommand.java:42) at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:166) at org.bukkit.craftbukkit.CraftServer.dispatchCommand(CraftServer.java:461) at net.minecraft.server.NetServerHandler.handleCommand(NetServerHandler.java:818) at net.minecraft.server.NetServerHandler.chat(NetServerHandler.java:778) at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:761) at net.minecraft.server.Packet3Chat.handle(Packet3Chat.java:33) at net.minecraft.server.NetworkManager.b(NetworkManager.java:229) at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:112) at net.minecraft.server.NetworkListenThread.a(NetworkListenThread.java:78) at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:554) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:452) at net.minecraft.server.ThreadServerApplication.run(SourceFile:490) Caused by: java.lang.NullPointerException at com.devoverflow.improved.needs.commands.CommandWorldtp.savePlayerInv(CommandWorldtp.java:130) at com.devoverflow.improved.needs.commands.CommandWorldtp.onCommand(CommandWorldtp.java:60) at org.bukkit.command.PluginCommand.execute(PluginCommand.java:40) ... 12 more

    Read the article

  • Changes to myApp.js files are reverted back to normal when the project is build - Cocos2dx

    - by Mansoor
    I am trying to do some changes to my myApp.js file of coco2dx project for android in eclipse but I am not able to do it. I am actually trying to change the default background image of my app. But when I run my project all the changes goes back to before values For Eg: This is the default line wer we are setting our background image this.sprite = cc.Sprite.create("res/HelloWorld.png"); I am changing it to the following line: this.sprite = cc.Sprite.create("res/CloseNormal.png"); But when I run my project CloseNormal.png goes back to HelloWorld.png I am using: OS: Win7 Cocos2d Ver: cocos2dx 2.2.2 Why is this happening. Can anybody help me?

    Read the article

  • Equation / formula to determine an objects position on an ellipitcal path

    - by David Murphy
    I'm making a space game, as such I need objects to follow an elliptical path (orbit). I've worked out how to calculate all the important aspects of my orbits, the only remaining thing is how to have an object follow it. My Orbit class contains the major, minor (and by extension semi-major,semi-minor) lengths. The focii radius, area and circumference even. What is the equation to determine an objects x/y position (only need 2D) on an ellipse with a certain speed after a period of time. Basically, every frame I want to update the position based on the amount of elapsed time. I would like to have the speed along the path speed up and slow down according to the distance from the object it's orbiting, but not sure how to factor this in to the above given that at any point in time the speed has changed from it's previous speed. EDIT I can't answer my own question. But I found the question and answer is already on stackexchange: Kepler orbit : get position on the orbit over time

    Read the article

  • 2D Polygon Triangulation

    - by BleedObsidian
    I am creating a game engine using the JBox2D physics engine. It only allows you to create polygon fixtures up to 8 vertices, To create a body with more than 8 vertices, you need to create multiple fixtures for the body. My question is, How can I split the polygons a user creates into smaller polygons for JBox2D? Also, what topology should I use when splitting the polygons and why? (If JBox2D can have up to 8 vertices, why not split polygons into 8 per polygon)

    Read the article

  • 3D physics engine for accurate collision handling on desktop/laptop computers (non-console)

    - by Georges Oates Larsen
    What are your suggestions for a physics engine that satisfies the following criteria? Capable of calculating collisions between multiple concave mesh-based colliders Handles many collisions going on at once (for instance one mesh being wedged between two others, which themselves may be wedged between two meshes) Does not allow for collider passthrough, even at high speeds. For instance, if I am applying force to a programmatically hinged object that makes it spin, I do not want it to pass through another rigidbody that it collides with while spinning. I have this problem using PhysX As implied before, reacts well to hinged objects, preferably has its own implementation of a hinge, but I am willing to program my own. The important part is that it has some sort of interface that guarantees accurate collision tracking even when dealing with these things Platform independent -- runs on mac as well as PC, also not tied down to specific graphics cards I think that's the best way to explain what I am looking for. Basically, I need SUPER reliable collisions. Something that can't be accomplished with a simple ray casting approach that sends a ray from the last position of the object to the current position (as this object may be potentially large and colliding with small objects via rotation) Bonus points for also including an OPEN SOURCE engine.

    Read the article

  • How to properly multi thread an RPG

    - by Nagrom_17
    I am working on an RPG type game in Java and I would like to know a few things relating to threading, What is the best way to implement a "wait for this then do this" without hanging the whole thread? Like waiting for a player to move to a location then pick up an item? or to wait one second then attack? Currently I am spawning new threads every time I need to wait for something, but that doesn't feel like the best solution. Any help is appreciated. EDIT: Clarification and an example of how I currently do things. User clicks on an item The function walkToAndPickUp(item) is called which is basically this: Make a new thread so we don't freeze the thread handling input while the player moves. Tell player to move to the item While the player is not at the item(The player moves through an update() function called in a different thread, I don't know how else to do it without freezing threads) Repeat until the player is at the item If the player is at the item then call delete item from map and add to inventory.

    Read the article

  • viewing fbx files in windows via xna 4.0

    - by user17753
    I've made some models in Blender and exported them in Autodesk fbx format. I'm trying to view them using XNA 4.0 Refresh. Loading them isn't much an issue, but I'm not familiar enough with XNA 4.0 to, well basically I want to load in the model at say the origin (0,0,0) world coordinates, and then rotate and/or zoom the camera about the world coordinates origin as well so that I can test the model. Typically the mouse, and maybe some arrow keys for zooming/rotating the camera. Anyways, this seems like a simple task and I shouldn't have to re-invent this, isn't there a skeleton code somewhere for this kind of thing for XNA 4.0? I couldn't find a solid example for this on the web. I found a couple that seemed like they might work for xbox, but I'm trying to do this on windows only. Anyways, just looking to be pointed in the right direction on this one, thanks.

    Read the article

  • Architecture for html5 multiplayer game?

    - by Tihomir Iliev
    Hello I want to write a HTML5 multiplayer game in which there are rooms with two players answering a series of questions with 3 possible answers, 10sec/question, which are being downloaded from a server. It will have some ratings and so on. I want to make it as scalable as possible. I wonder what technologies to use to accomplish that. HTML5, CSS3 and JavaScript obviously. But what about the server-side? I have been researching and found that Socket.IO + Node.js + mongoDB would do the job but after doing some more research it maybe not. Can you suggest me some kind of architecture for doing this game? Free technologies, if possible. Or what to read and from where to start in order to understand how to do it. Thanx in advance! P.S. I have an experience with HTML5, CSS3, JavaScript, C#, ASP.NET MVC and relational db's.

    Read the article

  • Rotate object Up/Down/Left/Right in any orientation

    - by George Duckett
    I'm rendering model at the origin with a fixed camera looking at it positioned on the z axis. I want to be able to rotate the model up/down and left/right. Currently I have 2 variables, HorizontalRotation and VerticalRotation. When calculating the world matrix I rotate about the Y axis by HorizontalRotation and about the X axis by VerticalRotation. The ..Rotation variables are controlled by pressing up/down/left/right arrow keys. The problem I'm having is that the rotations are happening relative to the object. Lets say it's a model of the world. Pressing Up a bit would let me look at the north pole. Currently when i press right the earth spins infront of the camera on its axis; I'm still looking at the north pole. How can i get it so that no matter what rotations are currently applied i can always rotate my model relative to the camera/world axis?

    Read the article

  • Need a good quality bitmap rotation algorithm for Android

    - by Lumis
    I am creating a kaleidoscopic effect on an android tablet. I am using the code below to rotate a slice of an image, but as you can see in the image when rotating a bitmap 60 degrees it distorts it quite a lot (red rectangles) – it is smudging the image! I have set dither and anti-alias flags but it does not help much. I think it is just not a very sophisticated bitmap rotation algorithm. canvas.save(); canvas.rotate(angle, screenW/2, screenH/2); canvas.drawBitmap(picSlice, screenW/2, screenH/2, pOutput); canvas.restore(); So I wonder if you can help me find a better way to rotate a bitmap. It does not have to be fast, because I intend to use a high quality rotation only when I want to save the screen to the SD card - I would redraw the screen in memory before saving. Do you know any comprehensible or replicable algorithm for bitmap rotation that I could programme or use as a library? Or any other suggestion? EDIT: The answers below made me think if Android OS had bilinear or bicubic interpolation option and after some search I found that it does have its own version of it called FilterBitmap. After applying it to my paint pOutput.setFilterBitmap(true); I get much better result

    Read the article

  • how to get started with a game engine [closed]

    - by user19343
    I'm a 3rd year Computer Science student and I would like to get started with building a game engine or at least tinkering with making one. I am curious if there are any good resources to use to get started. I get the idea behind different pieces in the engine, but I'm not really sure about how they fit together. Is there anything out there to help teach me the skeleton of a game engine? So far I've been playing with the idea of a game engine that uses modules built in a circular linked list so that each can do it's computing and then pass move to the next piece of the engine to work.

    Read the article

  • sdl stencil buffer

    - by noddy
    I am trying to use the stencil buffer for rendering reflection and am working with SDL and OpenGL. When I give the command SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE,8),I get a return value of 0 indicating success,but when I try to get the size allocated using SDL_GL_GetAtribute( SDL_GL_STENCIL_SIZE,&i),I get a value of 0 for my stencil buffer due to which I am not getting the desired rendering. Can someone help me to correct my mistake? Is there some other initialization also required? Thanks

    Read the article

  • 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.

    Read the article

  • Nifty default controls prevent the rest of my game from rendering

    - by zergylord
    I've been trying to add a basic HUD to my 2D LWJGL game using nifty gui, and while I've been successful in rendering panels and static text on top of the game, using the built-in nifty controls (e.g. an editable text field) causes the rest of my game to not render. The strange part is that I don't even have to render the gui control, merely declaring it appears to cause this problem. I'm truly lost here, so even the vaguest glimmer of hope would be appreciated :-) Some code showing the basic layout of the problem: display setup: // load default styles nifty.loadStyleFile("nifty-default-styles.xml"); // load standard controls nifty.loadControlFile("nifty-default-controls.xml"); screen = new ScreenBuilder("start") {{ layer(new LayerBuilder("baseLayer") {{ childLayoutHorizontal(); //next line causes the problem control(new TextFieldBuilder("input","asdf") {{ width("200px"); }}); }}); }}.build(nifty); nifty.gotoScreen("start"); rendering glMatrixMode(GL_PROJECTION); glLoadIdentity(); GLU.gluOrtho2D(0f,WINDOW_DIMENSIONS[0],WINDOW_DIMENSIONS[1],0f); //I can remove the 2 nifty lines, and the game still won't render nifty.render(true); nifty.update(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); GLU.gluOrtho2D(0f,(float)VIEWPORT_DIMENSIONS[0],0f,(float)VIEWPORT_DIMENSIONS[1]); glTranslatef(translation[0],translation[1],0); for (Bubble bubble:bubbles){ bubble.draw(); } for (Wall wall:walls){ wall.draw(); } for(Missile missile:missiles){ missile.draw(); } for(Mob mob:mobs){ mob.draw(); } agent.draw();

    Read the article

  • How to detect a touch on transparent area of an image in a (libgdx) stage?

    - by Usman
    Can some one please help to detect a touch on an image which I am using as an actor in a stage. The image is actually a long diagnol brush which has plenty of transparent area. The problem is when I touche the transparent area of the brush image it is also triggering the clicklistener of the image. I need the click listener should only be called when the finger actually touched the visible image not the area which is empty. I am using libgdx-0.9.4 libraries. Here is my simple piece of code. import com.badlogic.gdx.scenes.scene2d.ui.Image; import com.badlogic.gdx.scenes.scene2d.ui.ClickListener; Image brushImg = new Image(ImageCache.getTexture("brush")); brushImg.width = mStage.width()*0.75f; brushImg.height = mStage.height()*0.75f; brushImg.setClickListener(new ClickListener() { @Override public void click(Actor actor, float x, float y) { SoundFactory.play("brush"); }

    Read the article

  • How to give parallax backgrounds more depth

    - by user28015
    I have 3 tiled images of some sort of galaxy/space in the background of a 2D Game: The first one has an alpha of 100%, the second an alpha of 80% and the last one has an alpha of 60%. I scroll the the one in the background slower than the other ones of course. classic parallax. In the foreground I have some particles flying towards the player to simulate some dust / stars flying by. (I know that stars don't fly by, but I think we all have seen this in a lot of games). But I can't quite achieve the depth effect I am looking for. I want it to look "deeper". I did read something about using blending modes for the backgrounds, but that would require to render them as objects right? So the question is: What is a good technique to do a scrolling parallax background in GameMaker?

    Read the article

  • How can I efficiently update only the entities that matter in a given frame?

    - by lezebulon
    I'm making a RTS, which can potentially have lots of units in one map (think Age of Empires). I'm looking for a way to update my units. I want to avoid calling a virtual Update() method every frame on every entity. On the other hand, units that are not in view should still be updated and behave "normally." I'm assuming this is a fairly standard question; what would be a way to handle this situation?

    Read the article

  • Bounding Box Collision Glitching Problem (Pygame)

    - by Ericson Willians
    So far the "Bounding Box" method is the only one that I know. It's efficient enough to deal with simple games. Nevertheless, the game I'm developing is not that simple anymore and for that reason, I've made a simplified example of the problem. (It's worth noticing that I don't have rotating sprites on my game or anything like that. After showing the code, I'll explain better). Here's the whole code: from pygame import * DONE = False screen = display.set_mode((1024,768)) class Thing(): def __init__(self,x,y,w,h,s,c): self.x = x self.y = y self.w = w self.h = h self.s = s self.sur = Surface((64,48)) draw.rect(self.sur,c,(self.x,self.y,w,h),1) self.sur.fill(c) def draw(self): screen.blit(self.sur,(self.x,self.y)) def move(self,x): if key.get_pressed()[K_w] or key.get_pressed()[K_UP]: if x == 1: self.y -= self.s else: self.y += self.s if key.get_pressed()[K_s] or key.get_pressed()[K_DOWN]: if x == 1: self.y += self.s else: self.y -= self.s if key.get_pressed()[K_a] or key.get_pressed()[K_LEFT]: if x == 1: self.x -= self.s else: self.x += self.s if key.get_pressed()[K_d] or key.get_pressed()[K_RIGHT]: if x == 1: self.x += self.s else: self.x -= self.s def warp(self): if self.y < -48: self.y = 768 if self.y > 768 + 48: self.y = 0 if self.x < -64: self.x = 1024 + 64 if self.x > 1024 + 64: self.x = -64 r1 = Thing(0,0,64,48,1,(0,255,0)) r2 = Thing(6*64,6*48,64,48,1,(255,0,0)) while not DONE: screen.fill((0,0,0)) r2.draw() r1.draw() # If not intersecting, then moves, else, it moves in the opposite direction. if not ((((r1.x + r1.w) > (r2.x - r1.s)) and (r1.x < ((r2.x + r2.w) + r1.s))) and (((r1.y + r1.h) > (r2.y - r1.s)) and (r1.y < ((r2.y + r2.h) + r1.s)))): r1.move(1) else: r1.move(0) r1.warp() if key.get_pressed()[K_ESCAPE]: DONE = True for ev in event.get(): if ev.type == QUIT: DONE = True display.update() quit() The problem: In my actual game, the grid is fixed and each tile has 64 by 48 pixels. I know how to deal with collision perfectly if I moved by that size. Nevertheless, obviously, the player moves really fast. In the example, the collision is detected pretty well (Just as I see in many examples throughout the internet). The problem is that if I put the player to move WHEN IS NOT intersecting, then, when it touches the obstacle, it does not move anymore. Giving that problem, I began switching the directions, but then, when it touches and I press the opposite key, it "glitches through". My actual game has many walls, and the player will touch them many times, and I can't afford letting the player go through them. The code-problem illustrated: When the player goes towards the wall (Fine). When the player goes towards the wall and press the opposite direction. (It glitches through). Here is the logic I've designed before implementing it: I don't know any other method, and I really just want to have walls fixed in a grid, but move by 1 or 2 or 3 pixels (Slowly) and have perfect collision without glitching-possibilities. What do you suggest?

    Read the article

  • Story and news-feed ideas for social network games

    - by arpine
    I am currently working on a educational and fun 2-in-1 game. As I am not a professional, I need advice on story and news-feed. The goal is simple-get richer, the story is about a worker who is trying to get over his/her financial problems and become rich. During the whole gaming process there is a news-feed (every day there are a couple of fresh news about what is going on). The news are fresh and individual so I need to write about 2000 pieces of news for 2 year gaming, maybe more. The problem is that I am not sure whether repetitive news can interest in this game. What can be done to make the news-making process easier but not boring from the point of view of the player?

    Read the article

  • How to check battery usage of an iPhone/Android app?

    - by Gajoo
    I think the title says Enough. For example Unity can generate you a report how much CPU/GPU power it's using or how fast it's going to drain device battery, but what about the applications developed using Cocos2d or the ones you develop directly using OpenGL? How should you profile them? In general what should you profile? or Should I simply run the application and wait for it's battery to run out?

    Read the article

< Previous Page | 508 509 510 511 512 513 514 515 516 517 518 519  | Next Page >