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  • How to load data for specific level at runtime?

    - by Siddharth
    I'm trying to create a game with many levels loaded from XML files. In my game I have many objects in each level. At present my game contains 20 levels, and I load all the textures at once on startup. But I think the correct way to do it is to only load textures used in the current level. I don't know how to do that. So please explain this by providing some example code. At present I create a class for each type of entity by extending my Sprite class. This subclass loads the appropriate image. I know this is not the best way to do things. Basically I want to know how to load large levels efficiently in Andengine. What is the proper method for loading textures, level data and background images from files when the level is run?

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  • Help with Meshes, and Shading

    - by Brian Diehr
    In a game I'm making in LibGdx, I wish to incorporate a ripple effect. I'm confused as to how I get access to the individual pixels on the screen, or any way to influence them (apart from what I can do with sprite batch). I have my suspicions that I have to do it through openGL, and it has something to do with apply a mesh? This brings me to my question, what exactly is a mesh? I've been working on my game for about half a year, and am doing great with the other aspects of the game, but I find this more advance stuff isn't as well documented. Thanks!

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  • Microsoft publie le Live SDK pour Windows 8, pour la création d'applications Metro utilisant ses plateformes Cloud et collaboratifs

    Microsoft publie le Live SDK pour Windows 8 pour la création d'applications Metro utilisant ses plateformes Cloud et collaboratives Microsoft vient de publier le kit de développement Live SDK, permettant de créer facilement des applications Windows 8 de style Metro, connectées aux plateformes de Cloud de la société. Le SDK fournit un ensemble de contrôles et API permettant d'intégrer une authentification centralisée (SSO) avec les comptes Microsoft et Access Info pour SkyDrive, Hotmail, Messenger sur la Consumer Preview de Windows 8. Disponible actuellement en Developer Preview, le SDK fonctionne avec Visual Studio 11 beta. Pour une première application, il est important ...

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  • MonoTouch supporte iOS 6, Xamarin sort la version 6 de son environnement de développement d'applications natives iOS en C#

    MonoTouch supporte iOS 6 Xamarin sort la version 6 de son environnement de développement d'applications natives iOS en C# Xamarin vient de publier une mise à jour de MonoTouch, son environnement de développement pour mobile multiplateforme. MonoTouch est un kit de développement logiciel qui permet de créer des applications mobiles natives pour iOS en utilisant le langage .NET C# sur le système d'exploitation Mac OS X. La même base de code C# utilisée pour créer des applications iOS avec MonoTouch peut également être utilisée avec la famille des outils Mono pour développer des applications Android et Windows Phone. La version 6 de MonoTouch apporte comme nouveauté pha...

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  • Creating a game engine in C++ and Python - Where do I start? [closed]

    - by Peter
    Yes, you read correctly, how does humble ole Peter here make an engine using the 2 languages he's proficient in to an extent. I have more than enough time and wish not to use any 3rd party "stuffs" (engine parts like methods, classes etc etc, fully from scratch). If anyone could PLEASE explain how this is done then i will love you forever. Thanks for reading, hoping for some productive answers. Thankyou very much. EDIT: Re read what i've said for the 4th time, forgot to mention; 2D sprite based, with voxels and physics. :D

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  • How to create a large level game?

    - by Siddharth
    I want to know how to create a large game which has more than one level in it and those levels are loaded from the xml file. In my game I have many objects for each different level which I have to load when use click on it. At present for example my game contain 20 levels and now I was loading all the graphic object for all 20 levels. But the correct way was that only load graphic of that particular level only. So I don't know how to do that. So please explain this by providing game example. At present I was creating a class for each my game object image by extending sprite to it. I know it was not a suitable way so provide guidance on it. Basically I want to know how to create large games in andengine? Please help me about that because it will provide help to other community member also because andengine did not have proper documentation for learning developer about how to manage large game?

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  • Whats the right program for me?

    - by andyphillips20
    I would like to learn C++ so I can get a job in the game industry, but there are so many options it a little confusing. I know most of you will say I should read up on C++ before attempting to program it but I learn best by doing things rather then reading. That being said I don't understand some of the thing suggested on other questions, because I've read a few trying to find whats right for me, so putting things in the simplest terms would be helpful. I've been making a couple of games 2d using gamemaker and if theres a C++ equivalent that would be perfect, but if not possible I would like an IDE that allows me to easily continue making 2d games, and is fairly simple to learn. Having a 2d sprite editor would be a nice plus but I can understand if its not every thing I want in one program

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  • Error 15 after manually installing Ubuntu 12.04 dualboot windows 7

    - by indraisme
    (this post contains as the same as my preceding post on Grub rescue problem after installing Ubuntu 12.04 LTS since I've post it on the wrong place) Thanks God I found this page. I'm a newby from Indonesia, and I have a laptop with 2 OSes (7 and Precise) installed. I have installed Ubuntu 12.04 manually by replacing Blankon 4.0's (an Ubuntu-based Indonesian distro) partition. I made /boot mountpoint and then chose it as the place for bootloading. As the result, I've been experiencing error 15 until now, and I have to boot my laptop from Paragon rescue kit every time I want to use it. Is there any way to solve the problem? Terima kasih (Thanks)

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  • How can I efficiently create/store/implement animations as I add to my game?

    - by nickbadal
    My game's characters are made up of different parts (head/body/legs/etc), and whatever items they have equipped. As I'm creating the animation system for my game, I want to try to anticipate a large number of combinations for different pieces for each character. Originally, I had planned on having a frame-by frame animation for each piece for each animation, and then layer them to combine them into a character, but this seems like it would be a lot of work for my artist, and that the memory/disk size would start to add up as well since we would need a sprite for every frame, of every customization of every piece, in every animation, for every character. What efficient ways are there to create/implement these animations as we add more and more configurations to our game?

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  • AdMob arrive sur Windows Phone 7 avec un SDK, la plateforme publicitaire de Google adopte le HTML5 sur iOS et Android

    AdMob arrive sur Windows Phone 7 La plateforme publicitaire de Google adopte le HTML5 sur iOS et Android Google vient de lancer un nouveau Kit de Développement pour Windows Phone 7 en rapport avec AdMob, son réseau publicitaire sur mobile. Il annonce par la même occasion de nouvelles fonctionnalités pour les autres plateformes. Similaire aux autres kits de développements pour iOS, Android et webOS, le nouveau SDK offre aux développeurs Windows Phone 7 la possibilité de contrôler le type (textes ou bannières), l'apparence, la taille et le comportement des clics publicitaires intégrés à leurs applications (ouverture d'une page web, accès direct à l'App Marketplace, etc.).

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  • Making a level editor for my game

    - by Sherif Maher Eaid
    I am doing a 2D sprite based game in XNA for WP7, The game logic is simple, you start at some point, you want to avoid obstacles and reach a certain goal. obviously I need to make many levels for the game to be challenging and funny. I am considering making a level editor for my game where I can be able to design the level using some kind of GUI then it translates that to a .lvl or something that the game can read and interpret that to a playable level. I am asking for an already made level editor for XNA/WP7.

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  • Should I drawing directly on CCLayer or CCSprite?

    - by einverne
    Now I am a little confused in my cocos2d-x cpp project. I want to draw lines with user's finger touch. Following the screenshot of a CCScene: In the screen, there are two squares. I want show an animation in the first square and let the second one draw lines with user touch. Now these two squares are CCSprite. And I can draw dots in the second one on the CCLayer. But I am little confused that I should draw lines on the Sprite or on the Layer. Or are there other ways to organize the code?

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  • NFC App Inventor permet aux non-développeurs d'intégrer NFC dans une application Android, la démonstration de la bêta annoncée

    NFC App Inventor permet à tout utilisateur d'intégrer NFC dans une application Android la démonstration de la bêta annoncée Une démonstration d'une nouveauté issue d'App Inventor pour la prise en charge du NFC sera effectuée ces jours. App Inventor est un kit académique de développement d'application Android pour les non-développeurs. Le projet avait été développé à la base par le MIT, puis cédé par la suite à Google. Le projet avait ensuite fait les frais de la politique de Google ayant entrainé l'abandon de plusieurs autres projets et était retourné entre les mains du MIT en début 2012. ...

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  • Neue Marketing Kits für Hardware

    - by A&C Redaktion
    Die Oracle Marketing-Kit sind ein beliebtes Instrument zur Vertriebsunterstützung. Stetig erweitert enthalten sie den Textentwurf für Emailing, Landigpad und ein Telemarketing-Script. Jetzt sind brandneue Kits u.a. in Deutsch für folgende Hardware-Lösungen verfügbar: Server & Storage: Improve Database Capacity Management with Oracle Storage and Hybrid Columnar Compression Server & Storage: Accelerating Database Test & Development with Sun ZFS Storage Appliance Server & Storage: Upgrade SAN Storage to Oracle Pillar Axiom Server & Storage: SPARC Refresh with Oracle Solaris Operating System Server & Storage: SPARC Server Refresh: The Next Level of Datacenter Performance with Oracle’s New SPARC Servers Server & Storage: Oracle Server Virtualization Server & Storage: Oracle Desktop Virtualization

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  • Amazing Jutsu (Technique)

    - by Wian_Kiya
    Hy..I'm newbie here.. Please does anyone knows, how to create such a character(sprites) to have a different Style Technique and different kind of movement, so he/she can alternate many technique to defeat his/her opponent... I wanna make my 2d character his/her power had a technique like rasengan, I mean for the first the jutsu its just spining around above his/her hand and then going bigger and much bigger so can create a massive giant ball/light/swords or etc blow up when he/she use that technique to defeat his/her opponent? the e.g of game like Disgaea, Final Fantasy, Suikoden, and another RPG, MMORPG game How the coding is to combine the sprite with his/her different style of technique, and what should I do? Please your guide, thank's a lot... ^_^

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  • melonJS: Entity and solid block on collision layer

    - by Arthur Halma
    Actually I have my player entity with 64x64 sprite animation and 18x60 hitbox also the map is maded by 16x16 tiles. When my player goes some way he can pass through blocks (but not all of them). For example there are 4 situations: Good (player can't pass the tile with isSolid property on collision layer) Good (player can't pass the tile with isSolid property on collision layer) Bad (player pass the tile with isSolid property on collision layer) Bad (player pass the tile with isSolid property on collision layer) Looks like melonJS checks only corners of hitbox instead of whole rectangle. Can anyone help me in this situation.

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  • La Preview du SDK de Windows Phone 8 disponible le 12 septembre, mais pas pour tout le monde

    La Preview du SDK de Windows Phone 8 disponible le 12 septembre mais pas pour tout le monde Parallèlement à la présentation des nouveaux terminaux Windows Phone 8 de Nokia, Microsoft a annoncé la date de sortie d'une préversion (quasi-finale) du Kit de développement pour l'OS mobile. Le SDK Windows Phone 8 pourra être téléchargé à partir du 12 septembre prochain, mais seulement pour un groupe restreint de développeurs, selon le billet de blog de Microsoft. Il semblerait que l'outil soit uniquement accessible aux personnes ayant déjà publié une application sur le MarketPlace Windows Phone. Ce choix de Micro...

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  • COCOS2D-html5 MoveBy doesn't work

    - by ufo
    I'd like to run an action on a sprite using the MoveBy action. After lots of attempts, I can't achieve the goal... I have issues with the MoveBy in 2 different projects, so maybe I'm missing something in the setup... But I can't figure what! The instruction is like this: this.platform1Sprite.runAction(cc.MoveBy.create(1, cc.p(200, 0))); I don't get any error, simply it doesn't work. Thank you in advance.

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  • Une mise à jour de Kinect pour Windows et son SDK prévue pour octobre, support de .NET 4.5, Windows 8 et nouveaux outils au menu

    Microsoft annonce une mise à jour de Kinect pour Windows et de son SDK pour octobre support de .NET 4.5, Windows 8 et nouveaux outils au menu Le capteur de mouvements et de reconnaissance vocale Kinect pour Windows ainsi que son kit de développement recevront une mise à jour le mois prochain. L'équipe de Microsoft responsable du produit vient de livrer dans un billet de blog quelques-unes de ses intentions concernant celui-ci pour la fin d'année. La déclinaison pour PC Windows de la technologie sera dotée de nouvelles fonctionnalités qui vont offrir « une puissance supplémentaire pour les développeurs Windows et les entreprises ». La prochaine version du logiciel d'e...

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  • Orienting ship movement in asteroids [closed]

    - by BadSniper
    Possible Duplicate: Move sprite in the direction it is facing? I'm programming asteroids game. I'm trying to give velocity in the direction of ship face. I've tried using velocity.x = velocity.x * cos r, velocity.y = velocity.y * sin r where velocity is a vector and r is the angle rotated. but it's not moving in right direction. Could someone help with this problem? It is supposed to return the vector in which ship is facing. I don't understand the problem.

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  • How can I authenticate Ubuntu Software Center with user password?

    - by user71852
    I would like to be able to use the password associated with this account to install packages with the GUI. Ideally, I would change the settings so that any user with sudo permissions could install packages. If that is not possible, I would like to be able to list all users that should be able to install. I know that this involves making changes to Policy Kit, and I have read a page with a similar question. However, I must need information specific to my own problem, because all my attempts so far have failed.

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  • 2d engine with WebGL

    - by Philipp
    I am currently developing a HTML5 canvas game with a sprite-based 2d engine. The engine is working well so far, but now I thought that I could maybe add some cool graphic effects when I would re-implement the whole engine with WebGL. The whole graphic engine would stay strictly two-dimensional (think of it as a 3d world where the z coordinate of all vertices is 0.0). What I hope to gain from this is the ability to use pixel shaders to create special effects. I also think that the performance could improve. What do you think about that plan?

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  • Entity System and rendering

    - by hayer
    Okey, what I know so far; The entity contains a component(data-storage) which holds information like; - Texture/sprite - Shader - etc And then I have a renderer system which draws all this. But what I don't understand is how the renderer should be designed. Should I have one component for each "visual type". One component without shader, one with shader, etc? Just need some input on whats the "correct way" to do this. Tips and pitfalls to watch out for.

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  • La mise à jour du SDK Kinect pour Windows disponible : support de Windows 8, Visual Studio 2012 et ajout de nouvelles caractéristiques

    Microsoft annonce une mise à jour de Kinect pour Windows et de son SDK pour octobre support de .NET 4.5, Windows 8 et nouveaux outils au menu Le capteur de mouvements et de reconnaissance vocale Kinect pour Windows ainsi que son kit de développement recevront une mise à jour le mois prochain. L'équipe de Microsoft responsable du produit vient de livrer dans un billet de blog quelques-unes de ses intentions concernant celui-ci pour la fin d'année. La déclinaison pour PC Windows de la technologie sera dotée de nouvelles fonctionnalités qui vont offrir « une puissance supplémentaire pour les développeurs Windows et les entreprises ». La prochaine version du logiciel d'e...

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  • La Preview du SDK de Windows Phone 8 disponible pour les développeurs ayant déjà publié une application sur le Marketplace

    La Preview du SDK de Windows Phone 8 disponible le 12 septembre mais pas pour tout le monde Parallèlement à la présentation des nouveaux terminaux Windows Phone 8 de Nokia, Microsoft a annoncé la date de sortie d'une préversion (quasi-finale) du Kit de développement pour l'OS mobile. Le SDK Windows Phone 8 pourra être téléchargé à partir du 12 septembre prochain, mais seulement pour un groupe restreint de développeurs, selon le billet de blog de Microsoft. Il semblerait que l'outil soit uniquement accessible aux personnes ayant déjà publié une application sur le MarketPlace Windows Phone. Ce choix de Micro...

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