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  • Unable to create suitable graphics device?

    - by kraze
    I've been following the Eye of the Dragon tutorial, which is basicly a guide to making a 2D RPG game, obviously. I recently finished the tutorial about making pop up screens in the menu and changed the screen to load as a full screen. Whenever I try and load the game it just goes black and my mouse sits there. I cannot change out of it other then with CtrlAltDel. Once i do that it says No suitable graphics card found, unable to create graphics device. I read somewhere about XNA not allowing more then one screen when any one of them is full screen. but it wasnt very informative. Anyone have any ideas whats going on and/or how to fix this? Just incase if this helps this is the code for the graphics device: public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 900; graphics.PreferredBackBufferHeight = 768; graphics.IsFullScreen = true; this.Window.Title = "Eyes of the Dragon"; Content.RootDirectory = "Content"; }

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  • What is the recommended library for using Lua from C++?

    - by DevilWithin
    I am currently planning how to integrate Lua scripting in my 2D Game Engine, and i would like to go straight to the most adequate solution for having C++ classes and objects exposed. I've read this (if it helps you help): http://lua-users.org/wiki/BindingCodeToLua If you have a better scripting language to recomend, go for it ;D All help is welcome, i need to pickup the best solution to start implementing Thanks

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  • How do I make my character slide down high-angled slopes?

    - by keinabel
    I am currently working on my character's movement in Unity3D. I managed to make him move relatively to the mouse cursor. I set a slope limit of 45°, which does not allow the character to walk up the mountains with higher degrees. But he can still jump them up. How do I manage to make him slide down again when he jumped at places with too high slope? Thanks in advance. edit: Code snippet of my basic movement. using UnityEngine; using System.Collections; public class BasicMovement : MonoBehaviour { private float speed; private float jumpSpeed; private float gravity; private float slopeLimit; private Vector3 moveDirection = Vector3.zero; void Start() { PlayerSettings settings = GetComponent<PlayerSettings>(); speed = settings.GetSpeed(); jumpSpeed = settings.GetJumpSpeed(); gravity = settings.GetGravity(); slopeLimit = settings.GetSlopeLimit(); } void Update() { CharacterController controller = GetComponent<CharacterController>(); controller.slopeLimit = slopeLimit; if (controller.isGrounded) { moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); moveDirection = transform.TransformDirection(moveDirection); moveDirection *= speed; if (Input.GetButton("Jump")) { moveDirection.y = jumpSpeed; } } moveDirection.y -= gravity * Time.deltaTime; controller.Move(moveDirection * Time.deltaTime); } }

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  • How do I create a big multiplayer world in UDK?

    - by Dorpe
    I want to create a big multiplayer world in UDK and I'm having a few difficulties. I created the biggest terrain possible but then any terrain related action I do takes forever. However, I've seen videos of people make same size terrain and working without a problem. My pc is strong enough, so maybe someone can tell me what I'm doing wrong. I want to make it even bigger then the biggest terrain size, so I was thinking of doing level streaming but then I read that streaming is working server side which means if I have a player on every terrain all terrains will still be loaded and I want to save as much memory possible so it will work well online. Thanks for any help you can give.

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  • Creating shooting arrow class [on hold]

    - by I.Hristov
    OK I am trying to write an XNA game with one controllable by the player entity, while the rest are bots (enemy and friendly) wondering around and... shooting each other from range. Now the shooting I suppose should be done with a separate class Arrow (for example). The resulting object would be the arrow appearing on screen moving from shooting entity to target entity. When target is reached arrow is no longer active, probably removed from the list. I plan to make a class with fields: Vector2 shootingEntity; Vector2 targetEntity; float arrowSpeed; float arrowAttackSpeed; int damageDone; bool isActive; Then when enemy entities get closer than a int rangeToShoot (which each entity will have as a field/prop) I plan to make a list of arrows emerging from each entity and going to the closest opposite one. I wonder if that logic will enable me later to make possible many entities to be able to shoot independently at different enemy entities at the same time. I know the question is broad but it would be wise to ask if the foundations of the idea are correct.

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  • What is the recommended way to output values to FBO targets? (OpenGL 3.3 + GLSL 330)

    - by datSilencer
    I'll begin by apologizing for any dumb assumptions you might find in the code below since I'm still pretty much green when it comes to OpenGL programming. I'm currently trying to implement deferred shading by using FBO's and their associated targets (textures in my case). I have a simple (I think :P) geometry+fragment shader program and I'd like to write its Fragment Shader stage output to three different render targets (previously bound by a call to glDrawBuffers()), like so: #version 330 in vec3 WorldPos0; in vec2 TexCoord0; in vec3 Normal0; in vec3 Tangent0; layout(location = 0) out vec3 WorldPos; layout(location = 1) out vec3 Diffuse; layout(location = 2) out vec3 Normal; uniform sampler2D gColorMap; uniform sampler2D gNormalMap; vec3 CalcBumpedNormal() { vec3 Normal = normalize(Normal0); vec3 Tangent = normalize(Tangent0); Tangent = normalize(Tangent - dot(Tangent, Normal) * Normal); vec3 Bitangent = cross(Tangent, Normal); vec3 BumpMapNormal = texture(gNormalMap, TexCoord0).xyz; BumpMapNormal = 2 * BumpMapNormal - vec3(1.0, 1.0, -1.0); vec3 NewNormal; mat3 TBN = mat3(Tangent, Bitangent, Normal); NewNormal = TBN * BumpMapNormal; NewNormal = normalize(NewNormal); return NewNormal; } void main() { WorldPos = WorldPos0; Diffuse = texture(gColorMap, TexCoord0).xyz; Normal = CalcBumpedNormal(); } If my render target textures are configured as: RT1:(GL_RGB32F, GL_RGB, GL_FLOAT, GL_TEXTURE0, GL_COLOR_ATTACHMENT0) RT2:(GL_RGB32F, GL_RGB, GL_FLOAT, GL_TEXTURE1, GL_COLOR_ATTACHMENT1) RT3:(GL_RGB32F, GL_RGB, GL_FLOAT, GL_TEXTURE2, GL_COLOR_ATTACHMENT2) And assuming that each texture has an internal format capable of contaning the incoming data, will the fragment shader write the corresponding values to the expected texture targets? On a related note, do the textures need to be bound to the OpenGL context when they are Multiple Render Targets? From some Googling, I think there are two other ways to output to MRTs: 1: Output each component to gl_FragData[n]. Some forum posts say this method is deprecated. However, looking at the latest OpenGL 3.3 and 4.0 specifications at opengl.org, the core profiles still mention this approach. 2: Use a typed output array variable for the expected type. In this case, I think it would be something like this: out vec3 [3] output; void main() { output[0] = WorldPos0; output[1] = texture(gColorMap, TexCoord0).xyz; output[2] = CalcBumpedNormal(); } So which is then the recommended approach? Is there a recommended approach at all if I plan to code on top of OpenGL 3.3? Thanks for your time and help!

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  • Generating random tunnels

    - by IVlad
    What methods could we use to generate a random tunnel, similar to the one in this classic helicopter game? Other than that it should be smooth and allow you to navigate through it, while looking as natural as possible (not too symmetric but not overly distorted either), it should also: Most importantly - be infinite and allow me to control its thickness in time - make it narrower or wider as I see fit, when I see fit; Ideally, it should be possible to efficiently generate it with smooth curves, not rectangles as in the above game; I should be able to know in advance what its bounds are, so I can detect collisions and generate powerups inside the tunnel; Any other properties that let you have more control over it or offer optimization possibilities are welcome. Note: I'm not asking for which is best or what that game uses, which could spark extended discussion and would be subjective, I'm just asking for some methods that others know about or have used before or even think they might work. That is all, I can take it from there. Also asked on stackoverflow, where someone suggested I should ask here too. I think it fits in both places, since it's as much an algorithm question as it is a gamedev question, IMO.

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  • When dealing with a static game board, what are some methods to make it more interesting?

    - by Ólafur Waage
    Let's say you have a game board that you look at. It does not move but there is some action going on. For example Chess, Checkers, Solitaire. The game I'm working on is not one of these but it's a good reference. What are some methods you can apply to the game or the design that increases the appeal of the game to the user? Of course you can make it prettier but what are some other methods you can use? For example: Visual cues, game design changes, user interface arrangement, etc.

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  • XNA When to call LoadContent

    - by Peteyslatts
    I have an enum in my game that denotes the game state ie MainMenu, InGame, GameOver, Exit and I was wondering if it would be advisable to add a new one in for PrepGame - in which the game creates viewports for however many players there are, creates the battlefield etc. I feel like this is a good idea except for one thing: should I make a call back to LoadContent() in this state? I could just put a switch statement in the LoadContent for my currentGameState. If it equals PrepGame load things like the skybox, ship models, texures, HUD graphics etc. Or is it a good idea to create an Asset Manager class in the first call to LoadContent() and load everything then. I feel like both approaches have different benefits: faster, but more load times vs slower initial load time, but then all my objects are referencing the same variables so I only have to load each on once. Any help is greatly appreciated. Thanks, Peter

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  • How to offset particles from point of origin

    - by Sun
    Hi I'm having troubles off setting particles from a point of origin. I want my particles to spread out after a certain radius from a the point of origin. For example, this is what I have right now: All particles emitted from a point of origin. What I want is this: Particles are offset from the point of origin by some amount, i.e after the circle. What is the best way to achieve this? At the moment, I have the point of origin, the position of each particle and its rotation angle. Sorry for the poor illustrations. Edit: I was mistaken, when a particle is created, I have only the point of origin. When the particle is created I am able to calculate the rotation of the particle in the update method after it has moved to a new location using atan2() method. This is how I create/manage particles: Created new particle at enemy ship death location, for every new particle which is added to the list, call Update and Draw to update its position, calculate new angle and draw it.

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  • Are there any reasons to use Legacy (2.X) OpenGL?

    - by user27886
    The benefits are well documented of the Modern OpenGL 3.X & 4.X API's, but I'm wondering if there are ANY benefits to keeping with the old OpenGL, Or if learning OpenGL 2.X is a complete waste of time now no matter what? Particularly I've wondered if using the OpenGL 2.X API is appropriate if the target platform had graphics hardware capable of only up to OpenGL 2.X. Would a driver update on said target platform allow programs compiled using the Modern OpenGL API's to be released on this old platform? If they both work, which would be faster? Thanks

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  • Portal View/Projection Matrix near plane

    - by melak47
    For RenderToTexture/Camera based portal rendering, the basics seems simple enough. However, with a free camera, most of the time it is going to be looking at such portals at an angle: Now a regular near clipping plane will not always work here, it will either intersect with the wall the portal is sitting on, or possibly with objects in front of the wall. The desired near clipping plane would be aligned like the portal, producing a view volume more like this: or this in 3D: So here is my question: How does one construct or "truncate" a view/projection matrix to achieve such an off-camera-normal (near) clipping plane?

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  • Synchronise graphics and logic code

    - by Skeith
    I have a procedural approach to the game loop that runs various classes. it looks like this: continue any in progress animations check for used input apply AI move things resolve events such as collisions draw it all to screen I have seen a lot of posts about how drawing should be running separately as fast as it can, possibly in another thread. My problem is that if the drawing runs as fast as it, can what happens if it tried to draw while I'm still applying the AI or resolving a collision? It could draw the wrong thing on screen. This seems to be a well established idea so there must be an explanation to this problem as I just cant get my head around it. The only solution I have is to update the screen so fast that any errors like that get refreshed before we see them but that sounds hacky. So how does this work / how would you implement it so that they are in sync but running at different speeds?

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  • DirectX particle system. ConstantBuffer

    - by Liuka
    I'm new in DirectX and I'm making a 2D game. I want to use a particle system to simulate a 3D starfield, so each star has to set its own constant buffer for the vertexshader es. to set it's world matrix. So if i have 500 stars (that move every frame) i need to call 500 times VSsetconstantbuffer, and map/unmap each buffer. with 500 stars i have an average of 220 fps and that's quite good. My bottelneck is Vs/PsSetconstantbuffer. If i dont call this function i have 400 fps(obliviously nothing is display, since i dont set the position of the stars). So is there a method to speed up the render of the particle system?? Ps. I'm using intel integrate graphic (hd 2000-3000). with a nvidia (or amd) gpu will i have the same bottleneck?? If, for example, i dont call setshaderresource i have 10-20 fps more (for 500 objcets), that is not 180.Why does SetConstantBuffer take so long?? LPVOID VSdataPtr = VSmappedResource.pData; memcpy(VSdataPtr, VSdata, CszVSdata); context->Unmap(VertexBuffer, 0); result = context->Map(PixelBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &PSmappedResource); if (FAILED(result)) { outputResult.OutputErrorMessage(TITLE, L"Cannot map the PixelBuffer", &result, OUTPUT_ERROR_FILE); return; } LPVOID PSdataPtr = PSmappedResource.pData; memcpy(PSdataPtr, PSdata, CszPSdata); context->Unmap(PixelBuffer, 0); context->VSSetConstantBuffers(0, 1, &VertexBuffer); context->PSSetConstantBuffers(0, 1, &PixelBuffer); this update and set the buffer. It's part of the render method of a sprite class that contains a the vertex buffer and the texture to apply to the quads(it's a 2d game) too. I have an array of 500 stars (sprite setup with a star texture). Every frame: clear back buffer; draw the array of stars; present the backbuffer; draw also call the function update( which calculate the position of the sprite on screen based on a "camera class") Ok, create a vertex buffer with the vertices of each quads(stars) seems to be good, since the stars don't change their "virtual" position; so.... In a particle system (where particles move) it's better to have all the object in only one vertices array, rather then an array of different sprite/object in order to update all the vertices' position with a single setbuffer call. In this case i have to use a dynamic vertex buffer with the vertices positions like this: verticesForQuad={{ XMFLOAT3((float)halfDImensions.x-1+pos.x, (float)halfDImensions.y-1+pos.y, 1.0f), XMFLOAT2(1.0f, 0.0f) }, { XMFLOAT3((float)halfDImensions.x-1+pos.x, -(float)halfDImensions.y-1+pos.y, 1.0f), XMFLOAT2(1.0f, 1.0f) }, { XMFLOAT3(-(float)halfDImensions.x-1+pos.x, (float)halfDImensions.y-1.pos.y, 1.0f), XMFLOAT2(0.0f, 0.0f) }, { XMFLOAT3(-(float)halfDImensions.x-1.pos.x, -(float)halfDImensions.y-1+pos.y, 1.0f), XMFLOAT2(0.0f, 1.0f) }, ....other quads} where halfDimensions is the halfsize in pixel of a texture and pos the virtual position of a star. than create an array of verticesForQuad and create the vertex buffer ZeroMemory(&vertexDesc, sizeof(vertexDesc)); vertexDesc.Usage = D3D11_USAGE_DEFAULT; vertexDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vertexDesc.ByteWidth = sizeof(VertexType)* 4*numStars; ZeroMemory(&resourceData, sizeof(resourceData)); resourceData.pSysMem = verticesForQuad; result = device->CreateBuffer(&vertexDesc, &resourceData, &CvertexBuffer); and call each frame Context->IASetVertexBuffers(0, 1, &CvertexBuffer, &stride, &offset); But if i want to add and remove obj i have to recreate the buffer each time, havent i?? There is a faster way? I think i can create a vertex buffer with a max size (es. 10000 objs) and when i update it set only the 250 position (for 250 onjs for example) and pass this number as the vertexCount to the draw function (numObjs*4), or i'm worng

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  • how does HDR work?

    - by dotminic
    I'm trying to understand what HDR is and how it works. I understand the basic concepts and have an slight idea of how it is implemented with D3D/hlsl. However it's still pretty foggy. Say I'm rendering a sphere with a texture of the earth and a small point list of vertices to act as stars, how would I render this in HDR ? Here are a few things I'm confused about: I'm guessing, I can't use just any basic image format for the texture as the values would be limited to [0, 255] and clamped to [0, 1] in a shader. Same goes for the back buffer, I take it the format needs to be a float point format ? What are the other steps involved ? Surely there has to be more than just using floating point formats to render to a render target and then apply some bloom as a post process ? (considering the output will be 8bpp anyway) Basically, what are the steps for HDR ? How does it work ? I can't seem to find any good papers / articles that describe the process, other than this one, but it seems to skim over the basics a little, so it's confusing.

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  • UDK : UTWeap_RocketLauncher gift CreateInventory: Any idea why this does not work properly?

    - by John Sloan
    I am giving the player an instanced class of UTWeap_RocketLauncher in an instance of UTGame. PlayerPawn.CreateInventory(class'FobikRocketLauncher',false); // Does not work PlayerPawn.CreateInventory(class'FobikLinkGun',false); // Works Even if I give the original class (eg. UTWeap_RocketLauncher) it does not actually show up. However if I do a "GiveWeapons" cheat, I get it just fine. It also works if I had code it into the map. - But UTWeap_LinkGun works fine either way. Any ideas? It shows the default ammo amount, and the icon on the HUD.

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  • Good starting platform for a teenage games programmer

    - by gkrogers
    My son (15) has decided that he wants to pursue a career as a games programmer. I've said that he should get started now with a simple game. He has no programming experience yet, but I am a programmer (business apps, not games) so I can teach him programming, but what would be a good platform for him to start on? Initially I'm looking for something that can provide quick results, to keep his enthusiasm up. What would you suggest?

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  • Dealing with numerous, simultaneous sounds in unity

    - by luxchar
    I've written a custom class that creates a fixed number of audio sources. When a new sound is played, it goes through the class, which creates a queue of sounds that will be played during that frame. The sounds that are closer to the camera are given preference. If new sounds arrive in the next frame, I have a complex set of rules that determines how to replace the old ones. Ideally, "big" or "important" sounds should not be replaced by small ones. Sound replacement is necessary since the game can be fast-paced at times, and should try to play new sounds by replacing old ones. Otherwise, there can be "silent" moments when an old sound is about to stop playing and isn't replaced right away by a new sound. The drawback of replacing old sounds right away is that there is a harsh transition from the old sound clip to the new one. But I wonder if I could just remove that management logic altogether, and create audio sources on the fly for new sounds. I could give "important" sounds more priority (closer to 0 in the corresponding property) as opposed to less important ones, and let Unity take care of culling out sound effects that exceed the channel limit. The only drawback is that it requires many heap allocations. I wonder what strategy people use here?

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  • How do I reconstruct depth in deferred rendering using an orthographic projection?

    - by Jeremie
    I've been trying to get my world space position of my pixel but I4m missing something. I'm using a orthographic view for a 2.5d game. My depth is linear and this is my code. float3 lightPos = lightPosition; float2 texCoord = PostProjToScreen(PSIn.lightPosition)+halfPixel; float depth = tex2D(depthMap, texCoord); float4 position; position.x = texCoord.x *2-1; position.y = (1-texCoord.y)*2-1; position.z = depth.r; position.w = 1; position = mul(position, inViewProjection); //position.xyz/=position.w; // I comment it but even without it it doesn't work float4 normal = (tex2D(normalMap, texCoord)-.5f) * 2; normal = normalize(normal); float3 lightDirection = normalize(lightPos-position); float att = saturate(1.0f - length(lightDirection) /attenuation); float lightning = saturate (dot(normal, lightDirection)); lightning*= brightness; return float4(lightColor* lightning*att, 1); I'm using a sphere but it's not working the way I want. I reproject the texture properly onto the sphere but the light coordinates in the pixel shader seems to be stuck at zero even if when I move the light volume update properly.

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  • Need the co-ordinates of innerPolygon

    - by user960567
    Let say I have this diagram, Given that i have all the co-ordinates of outer polygon and the distance between inner and outer polygon is d is also given. How to calculate the inner polygon co-ordinates? Edit: I was able to solved the issue by getting the mid-points of all lines. From these mid-points I can move d distance, So I can get three points. No I have 3 points and 3 slopes. From this, I can get three new equations. Simultaneously, solving the equation get the 3 points.

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  • How can I improve the "smoothness" of a 2D side-scrolling iPhone game?

    - by MrDatabase
    I'm working on a relatively simple 2D side-scrolling iPhone game. The controls are tilt-based. I use OpenGL ES 1.1 for the graphics. The game state is updated at a rate of 30 Hz... And the drawing is updated at a rate of 30 fps (via NSTimer). The smoothness of the drawing is ok... But not quite as smooth as a game like iFighter. What can I do to improve the smoothness of the game? Here are the potential issues I've briefly considered: I'm varying the opacity of up to 15 "small" (20x20 pixels) textures at a time... Apparently varying the opacity in this manner can degrade drawing performance I'm rendering at only 30 fps (via NSTimer)... Perhaps 2D games like iFighter are rendered at a higher frame rate? Perhaps the game state could be updated at a faster rate? Note the acceleration vales are updated at 100 Hz... So I could potentially update part of the game state at 100 hz All of my textures are PNG24... Perhaps PNG8 would help (due to smaller size etc)

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  • How effects found in "Autodesk Fluid FX" are implemented using OpenGL ES?

    - by afds
    How this kind of effects are technically implemented using OpenGL ES? Are they performing simulation on GPU (using Shaders) or CPU while using some smart vertex positioning and texturing? Why it appears so fast (in terms of performance)? You might check the video of that app here: http://www.youtube.com/watch?v=F4KOk6QP6kQ edit Here is the presentation for the app: http://www.futuregameon.com/FGO2010_JosStam.pdf

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  • Prevent collisions between mobs/npcs/units piloted by computer AI : How to avoid mobile obstacles?

    - by Arthur Wulf White
    Lets says we have character a starting at point A and character b starting at point B. character a is headed to point B and character b is headed to point A. There are several simple ways to find the path(I will be using Dijkstra). The question is, how do I take preventative action in the code to stop the two from colliding with one another? case2: Characters a and b start from the same point in different times. Character b starts later and is the faster of the two. How do I make character b walk around character a without going through it? case3:Lets say we have m such characters in each side and there is sufficient room to pass through without the characters overlapping with one another. How do I stop the two groups of characters from "walking on top of one another" and allow them pass around one another in a natural organic way. A correct answer would be any algorithm, that given the path to the destination and a list of mobile objects that block the path, finds an alternative path or stops without stopping all units when there is sufficient room to traverse.

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  • Putting a Java/Slick game on your website?

    - by MakesYouStranger
    I've made a simple little 2D game in Java using Slick and I want to embed it in my website. I'm just a little confused as to how to go about it, I'm guessing I need to export it as a WAR file? Sorry if this isn't really specific but oddly enough I couldn't find any information on this subject. I think I may lack the basic vernacular to describe my question, because most of my google and other searches turn up completely unrelated results any help would be appreciated, I just need a starting point. Thanks

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  • Where can I find resources for RPG Character Sprites? [closed]

    - by IcySnow
    I'm developing a turn-based 2D RPG game. Everything's going fine except the lack of characters' sprites such as moving, attacking animation, etc.... By characters I mean both human-like and monster-like creatures. Is there a website providing sprites for free? Or a program (free or paid, whichever is fine) which will let me create sprites from scratch and automatically generate the images? I tried my best to search for one but the best I've managed to find so far is http://spriters-resource.com/. However, is there something else similar and better out there?

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