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  • Android chess development design [on hold]

    - by Plejo
    I want to develop human vs human android chess game and I have bunch of new questions. I would like to have screen where online players are shown(nickname, rating) and when player challenge antoher player and he accpet it game begins. These are my questions: When player install application, does he have to create account/login or does every instance of installed application have some kind of ID so I can recognize it on server side? I want to have also ratings of players saved in my DB so login procedure will probably be necessary. When player connects to server server updates online players list. When he challenge another player and he accept server exchange ip`s(and ports? which port to use?) between players. Then they connect to each other and game begins. What is best practice for connection between server-android and android-android? Probably sockets, right? Is there any library for handling lost connection etc.? Which server do you recommend?

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  • Where are some good resources to learn Game Development with OpenGL ES 2.X

    - by Mahbubur R Aaman
    Background: From http://www.khronos.org/opengles/2_X/ OpenGL ES 2.0 combines a version of the OpenGL Shading Language for programming vertex and fragment shaders that has been adapted for embedded platforms, together with a streamlined API from OpenGL ES 1.1 that has removed any fixed functionality that can be easily replaced by shader programs, to minimize the cost and power consumption of advanced programmable graphics subsystems. Related Resources The OpenGL ES 2.0 specification, header files, and optional extension specifications The OpenGL ES 2.0 Online Manual Pages The OpenGL ES 3.0 Shading LanguageOnline Reference Pages The OpenGL ES 2.0 Quick Reference Card OpenGL ES 1.X OpenGL ES 2.0 From http://www.cocos2d-iphone.org/archives/2003 Cocos2d Version 2 released and one of primary key point noted as OpenGL ES 2.0 support From http://www.h-online.com/open/news/item/Compiz-now-supports-OpenGL-ES-2-0-1674605.html Compiz now supports OpenGL ES 2.0 My Question : Being as a Game Developer ( I have to work with several game engine Cocos2d, Unity). I need several resources to cope up with OpenGL ES 2.X for better outcome while developing games?

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  • Development costs of an indie multiplayer arcade shooter

    - by VorteX
    Me and a friend of mine have been wanting to remake one of our favorite games of all time (007: Nightfire) for a long time now. However, remaking a game likes this is really complicated because of the rights to the Bond-franchise. That site was created months ago, and by doing so we have found some great people (modelers, level designers, etc.) that want to help, but our plans have changed a little bit. Our current plan is to create a multiplayer-only remake of the original game, removing all the Bond-references so that the rights shouldn't be a problem anymore. We still want to create the game using the UDK and SteamWorks for both PC and Mac. Currently there's 3 things I need to find out: The costs of creating an arcade shooter like this. We want to use crowdfunding to fund the project. The best way to manage a project like this over the internet. Our current team consists of people all over the world, and we need a central place to discuss, collaborate and store our files. The best place to find suitable people for this project. We already have some modelers and level designers but we also need animators, artists, programmers, etc. I believe creating an arcade game like this with a small team is feasible. The game in a nutshell: ±10 maps, ±20 weapons, ±12 game modes, weapon/armor pickups, grapple hook gadget, no ADS, uses SteamWorks, online matchmaking, custom games, AI bots, appearance selection, level progression using XP (no unlocks), achievements. Does anyone know where to start? Any help is appreciated.

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  • Building the Ultimate SharePoint 2010 Development Environment

    - by Manesh Karunakaran
    It’s been more than a month since SharePoint 2010 RTMed. And a lot of people have downloaded and set up their very own SharePoint 2010 development rigs. And quite a few people have written blogs about setting up good development environments, there is even an MSDN article on it. Two of the blogs worth noting are from MVPs Sahil Malik and Wictor Wilén. Make sure that you check these out as well. Part of the bad side-effects of being a geek is the need to do the technical stuff the best way possible (pragmatic or otherwise), but the problem with this is that what is considered “best” is relative. Precisely the reason why you are reading this post now. Most of the posts that I read are out dated/need updations or are using the wrong OS’es or virtualization solutions (again, opinions vary) or using them the wrong way. Here’s a developer’s view of Building the Ultimate SharePoint 2010 Development Rig. If you are a sales guy, it’s time to close this window. Confusion 1: Which Host Operating System and Virtualization Solution to use? This point has been beaten to death in numerous blog posts in the past, if you have time to invest, read this excellent post by our very own SharePoint Joel on this subject. But if you are planning to build the Ultimate Development Rig, then Windows Server 2008 R2 with Hyper-V is the option that you should be looking at. I have been using this as my primary OS for about 6-7 months now, and I haven’t had any Driver issue or Application compatibility issue. In my experience all the Windows 7 drivers work fine with WIN2008 R2 also. You can enable Aero for eye candy (and the Windows 7 look and feel) and except for a few things like the Hibernation support (which a can be enabled if you really want it), Windows Server 2008 R2, is the best Workstation OS that I have used till date. But frankly the answer to this question of which OS to use depends primarily on one question - Are you willing to change your primary OS? If the answer to that is ‘Yes’, then Windows 2008 R2 with Hyper-V is the best option, if not look at vmWare or VirtualBox, both are equally good. Those who are familiar with a Virtual PC background might prefer Sun VirtualBox. Besides, these provide support for running 64 bit guest machines on 32 bit hosts if the underlying hardware is truly 64 bit. See my earlier post on this. Since we are going to make the ultimate rig, we will use Windows Server 2008 R2 with Hyper-V, for reasons mentioned above. Confusion 2: Should I use a multi-(virtual) server set up? A lot of people use multiple servers for their development environments - like Wictor Wilén is suggesting - one server hosting the Active directory, one hosting SharePoint Server and another one for SQL Server. True, this mimics the production environment the best possible way, but as somebody who has fallen for this set up earlier, I can tell you that you don’t really get anything by doing this. Microsoft has done well to ensure that if you can do it on one machine, you can do it in a farm environment as well. Besides, when you run multiple Server class machine instances in parallel, there are a lot of unwanted processor cycles wasted for no good use. In my personal experience, as somebody who needs to switch between MOSS 2007/SharePoint 2010 environments from time to time, the best possible solution is to Make the host Windows Server 2008 R2 machine your Domain Controller (AD Server) Make all your Virtual Guest OS’es join this domain. Have each Individual Guest OS Image have it’s own local SQL Server instance. The advantages are that you can reuse the users and groups in each of the Guest operating systems, you can manage the users in one place, AD is light weight and doesn't take too much resources on your host machine and also having separate SQL instances for each of the Development images gives you maximum flexibility in terms of configuration, for example your SharePoint rigs can have simpler DB configurations, compared to your MS BI blast pits. Confusion 3: Which Operating System should I use to run SharePoint 2010 Now that’s a no brainer. Use Windows 2008 R2 as your Guest OS. When you are building the ultimate rig, why compromise? If you are planning to run Windows Server 2008 as your Guest OS, there are a few patches that you need to install at different times during the installation, for that follow the steps mentioned here Okay now that we have made our choices, let’s get to the interesting part of building the rig, Step 1: Prepare the host machine – Install Windows Server 2008 R2 Install Windows Server 2008 R2 on your best Desktop/Laptop. If you have read this far, I am quite sure that you are somebody who can install an OS on your own, so go ahead and do that. Make sure that you run the compatibility wizard before you go ahead and nuke your current OS. There are plenty of blogs telling you how to make a good Windows 2008 R2 Workstation that feels and behaves like a Windows 7 machine, follow one and once you are done, head to Step 2. Step 2: Configure the host machine as a Domain Controller Before we begin this, let me tell you, this step is completely optional, you don’t really need to do this, you can simply use the local users on the Guest machines instead, but if this is a much cleaner approach to manage users and groups if you run multiple guest operating systems.  This post neatly explains how to configure your Windows Server 2008 R2 host machine as a Domain Controller. Follow those simple steps and you are good to go. If you are not able to get it to work, try this. Step 3: Prepare the guest machine – Install Windows Server 2008 R2 Open Hyper-V Manager Choose to Create a new Guest Operating system Allocate at least 2 GB of Memory to the Guest OS Choose the Windows 2008 R2 Installation Media Start the Virtual Machine to commence installation. Once the Installation is done, Activate the OS. Step 4: Make the Guest operating systems Join the Domain This step is quite simple, just follow these steps below, Fire up Hyper-V Manager, open your Guest OS Click on Start, and Right click on ‘Computer’ and choose ‘Properties’ On the window that pops-up, click on ‘Change Settings’ On the ‘System Properties’ Window that comes up, Click on the ‘Change’ button Now a window named ‘Computer Name/Domain Changes’ opens up, In the text box titled Domain, type in the Domain name from Step 2. Click Ok and windows will show you the welcome to domain message and ask you to restart the machine, click OK to restart. If the addition to domain fails, that means that you have not set up networking in Hyper-V for the Guest OS to communicate with the Host. To enable it, follow the steps I had mentioned in this post earlier. Step 5: Install SQL Server 2008 R2 on the Guest Machine SQL Server 2008 R2 gets installed with out hassle on Windows Server 2008 R2. SQL Server 2008 needs SP2 to work properly on WIN2008 R2. Also SQL Server 2008 R2 allows you to directly add PowerPivot support to SharePoint. Choose to install in SharePoint Integrated Mode in Reporting Server Configuration. Step 6: Install KB971831 and SharePoint 2010 Pre-requisites Now install the WCF Hotfix for Microsoft Windows (KB971831) from this location, and SharePoint 2010 Pre-requisites from the SP2010 Installation media. Step 7: Install and Configure SharePoint 2010 Install SharePoint 2010 from the installation media, after the installation is complete, you are prompted to start the SharePoint Products and Technologies Configuration Wizard. If you are using a local instance of Microsoft SQL Server 2008, install the Microsoft SQL Server 2008 KB 970315 x64 before starting the wizard. If your development environment uses a remote instance of Microsoft SQL Server 2008 or if it has a pre-existing installation of Microsoft SQL Server 2008 on which KB 970315 x64 has already been applied, this step is not necessary. With the wizard open, do the following: Install SQL Server 2008 KB 970315 x64. After the Microsoft SQL Server 2008 KB 970315 x64 installation is finished, complete the wizard. Alternatively, you can choose not to run the wizard by clearing the SharePoint Products and Technologies Configuration Wizard check box and closing the completed installation dialog box. Install SQL Server 2008 KB 970315 x64, and then manually start the SharePoint Products and Technologies Configuration Wizard by opening a Command Prompt window and executing the following command: C:\Program Files\Common Files\Microsoft Shared Debug\Web Server Extensions\14\BIN\psconfigui.exe The SharePoint Products and Technologies Configuration Wizard may fail if you are using a computer that is joined to a domain but that is not connected to a domain controller. Step 8: Install Visual Studio 2010 and SharePoint 2010 SDK Install Visual Studio 2010 Download and Install the Microsoft SharePoint 2010 SDK Step 9: Install PowerPivot for SharePoint and Configure Reporting Services Pop-In the SQLServer 2008 R2 installation media once again and install PowerPivot for SharePoint. This will get added as another instance named POWERPIVOT. Configure Reporting Services by following the steps mentioned here, if you need to get down to the details on how the integration between SharePoint 2010 and SQL Server 2008 R2 works, see Working Together: SQL Server 2008 R2 Reporting Services Integration in SharePoint 2010 an excellent article by Alan Le Marquand Step 10: Download and Install Sample Databases for Microsoft SQL Server 2008R2 SharePoint 2010 comes with a lot of cool stuff like PerformancePoint Services and BCS, if you need to try these out, you need to have data in your databases. So if you want to save yourself the trouble of creating sample data for your PerformancePoint and BCS experiments, download and install Sample Databases for Microsoft SQL Server 2008R2 from CodePlex. And you are done! Fire up your Visual Studio 2010 and Start Coding away!!

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  • Game Center alternatives for non-iOS development

    - by Eat at Joes
    I have completed a game for iOS which integrates GameKit. I am happy with Game Center however my game also has an HTML5 web version and will soo have an Android version. My question is what alternatives do I have for non-iOS platforms but primarily for Android and to a lesser extent a Javascript/Web SDK. I looked at Openfeint a year ago and it seemed to be a good solution back then but am not sure if this is still the case? Note, I have no plans to replace what I already have in my iOS game and I understand the leader boards, users, and achievements won't be shared out of Game Center.

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  • Android development in Unreal with an existing project

    - by user1238929
    I am currently using an Unreal 3 project that has been targeted for multiple devices. Originally, it was targeted for iOS and now I want to try and build it for Android. The project is capable of doing it and I am in the process of testing it. I think I have everything I need in order to build it and launch it for an android device that I have set up and connected to my PC and is recognized by the Android SDK ABD. I am currently trying to build and launch the game through the Unreal Frontend but when I try, I am getting stuck at getting the Unreal Frontend to find my Android device as a platform to debug, like it would with a PC, Xbox360, or PS3. Right now, I am just trying to launch the game to see if I can get it to simply run on an Android device, I'm going to worry about the packaging later. So I have two questions: Am I on the right track in looking at the Unreal Frontend to cook and launch the project on Android or should I look somewhere else? How do I get Unreal to recognize my Android device as a platform to launch on? I would even settle for recognizing an emulator, but that seems even harder.

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  • Cross-platform independent development

    - by Joe Wreschnig
    Some years ago, if you wrote in C and some subset of C++ and used a sufficient number of platform abstractions (via SDL or whatever), you could run on every platform an indie could get on - Linux, Windows, Mac OS of various versions, obscure stuff like BeOS, and the open consoles like the GP2X and post-death Dreamcast. If you got a contract for a closed platform at some point, you could port your game to that platform with "minimal" code changes as well. Today, indie developers must use XNA to get on the Xbox 360 (and upcoming Windows phone); must not use XNA to work anywhere else but Windows; until recently had to use Java on Android; Flash doesn't run on phones, HTML5 doesn't work on IE. Unlike e.g. DirectX vs. OpenGL or Windows vs. Unix, these are changes to the core language you write your code in and can't be papered over without, basically, writing a compiler. You can move some game logic into scripts and include an interpreter - except when you can't, because the iPhone SDK doesn't allow it, and performance suffers because no one allows JIT. So what can you do if you want a really cross-platform portable game, or even just a significant body of engine and logic code? Is this not a problem because the platforms have fundamentally diverged - it's just plain not worthwhile to try to target both an iPhone and the Xbox 360 with any shared code because such a game would be bad? (I find this very unlikely. I can easily see wanting to share a game between a Windows Mobile phone and an Android, or an Xbox 360 and an iPad.) Are interfaces so high-level now that porting time is negligible? (I might believe this for business applications, but not for games with strict performance requirements.) Is this going to become more pronounced in the future? Is the split going to be, somewhat scarily, still down vendor lines? Will we all rely on high-level middleware like Flash or Unity to get anything cross-platform done? tl;dr - Is porting a problem, is it going to be a bigger problem in the future, and if so how do we solve it?

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  • Python or C server hosting for indie development

    - by Richard Fabian
    I've written a lot of the game, but it's singleplayer. Now we want to join up and play together. I want to host it like an MMO, but haven't got any personal ability to host (no static IPs or direct access to a reasonable router that will allow me to port forward) so I wondered if there were any free / very cheap hosting solutions for people developing games that need to develop their MMO side. In my case it's a world server for a 2D game where the world map can be changed by the players. So, GAE sounds expensive, as there would be quite a few updates per second (I heard they bill for data updates but not for download, but can't find refernce to billing anywhere on the FAQs) I'd prefer to be able to write the server in python as that's what the game is written in (with pygame), but C is fine, and maybe even better as it might prompt me to write some more performant world generator code ;)

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  • HTML5 mobile game development vs. native game apps

    - by Vic Szpilman
    What is the current state of game engines, frameworks, libraries and conversions related to the HTML5 set of technologies (including CSS3 and JavaScript libraries such as RaphaelJS, Impact, gameQuery); and how does the best of that compare with developing a native app (especially for iOS and Android)? Especially in terms of performance, visuals and getting that "native feel". Thoughts on solutions such as Appcelerator and Corona SDK are also appreciated. In regards to Unity3D, is it possible to develop in it and still have the game be playable on a browser (such as current releases of Chrome or Firefox, at least) without any dependencies or having the user install anything (no unity web player). What I'm looking for is how to develop in web standards as to reach the maximum number of platforms (including outside mobile) while still retaining a native experience for mobile without having to implement the game anew for iOS and Android.

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  • First Person Shooter game agent development

    - by LangerHansIslands
    I would like to apply (program) the Artificial intelligence methods to create a intelligent game bots for a first person shooter game. Do you have any knowledge from where can I start to develop as a Linux user? Do you have a suggestion for an easy-to-start game for which I can develop bots easily, caring more about the result of my algorithms rather than spending a lot of time dealing with the game code? I've read some publications about the applied methods to Quake 3 (c) and Open Arena. But I couldn't find the source codes and manuals describing how to start coding( for compiling, developing ai and etc.). I appreciate your help.

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  • D, Vala or Go for game development [on hold]

    - by Sheosi
    I'm looking forward to choose some compiled language for my 3D engine. The engine it's written in C++, however I would like to help coders by using a language which is good for games. I came with these three: Vala, D and Go. The engine is being made to write as less code as posible, also the "main" language it's going to be Lua so any of these will be the "advanced" one (mainly things which could affect performance or . Because of all this and the fact that I heard that Go is good for small projects I thought it would be a pretty good option, however it does not seems to be made (at least originally) for games and also some say I can have trouble with garbage collection in games. So what do you think? Do you have any experience with any of these three in games? How was it?

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  • Learning to code first game, few questions on basic game development and 3D

    - by ProgrammerByDay
    I've been programming for a while, and I'm concurrently learning how to make a basic game and slimdx, and wanted to talk to someone to hopefully get a few pointers. I've read that Tetris is the "Hello, world" of game programming, which made sense to me, so I decided to give it a shot. I've been able to code up a basic version in a few hours, which I'm quite happy with, but I had a few questions about 3D programming. Right now I'm using Direct3D to do display the blocks without any textures (just colored squares). I have a data structure (2d array of bytes, where each byte denotes the presence of a block and its color) which is the "game board," and on every render() call I create a new vertex buffer of the existing squares in the game board, and draw those primitives. This feels very inefficient, and I wondering what would be the idiomatic way of doing this in a 3D world, with matrix/rotations/translation operations. I know 3D is overkill for such a project, but I want to learn any 3d concepts that I can while I'm doing it. I understand that what you'd usually want to do is keep the same vertices/vertex buffers but manipulate them with matrices to achieve rotations/translations, etc. To do so, I assume what would happen is I'd have one vertex buffer for the "active" piece, since that'll be constantly rotated and moved, and have one vertex buffer for the frozen pieces on the bottom of the board, which is pretty much stationary, but will need to be changed/recreated when the active piece becomes frozen. Right now I'm just clearing and redrawing on every render call, which seems like the easiest way to do things, although I wonder if there's a more efficient way to deal with changes. Obviously there are a lot of questions I'm asking here, but if you can even just point me a step or two ahead in terms of how I should be thinking, it'd be great. Thanks

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  • First time android game development [on hold]

    - by Dave
    My friend and i are developing a android game. This is my first time develop android game, so we don't know how to code The game is 2d game and we develop it without 3rd party engine / framework. Now we got a few questions, hope you can help us. In game play, using 'Surfaceview' only to achieve it. Is it best practice? On 'Surfaceview', a lot of difference button(Menu, pause, game object..etc) is on it, but I don't know how to code it? (actually, i have already done, but...so stupid way. Detect the user touch position (x, y) to identify where they touch[rect(x1,y1,x2,y2).contain(x,y)] Is it right? Teach me how to do if wrong. View / Surfaceview / OpenGL, which is suitable for us? (if like Tetris) Thank you for your help. Ps: My english is not good, hope you can understand what i mean.

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  • Good Freelance models for web developers

    - by Matthew Underwood
    I am a web developer with four years of experience in PHP, MYSQL and experience in Javascript etc. One day I hope to develop a freelance career in web development. Areas of freelance that I am thinking of going towards includes Wordpress, Magento development along with bespoke applications. I am also thinking of doing some consultancy work for clients and businesses when I build up some more experience and technical knowledge. I want to offer a web development service to potential clients that plays on my strengths in what I know but most importantly has a market. Web development can cover so many subjects that its difficult to pick out the areas that have demand. I am also curious to find out if web developers offer services that bring in a monthly income e.g application maintenance or database maintenance? Is there a market for certain areas like WordPress plugins or bespoke applications? Are there certain things to avoid because of work duration, unrealistic client expectations or the fact that its impossible to find a market for it? As professional and experienced freelance web developers have you learned some important do's and don'ts? Is there certain services that the majority of web developers offer because its in high demand? This is the one area of web development freelancing that I cant get my head around. I know there is never a definitive answer but there must be some good practises and general consensus on this subject. Web designers design websites they offer a lump sum and get paid monthly sometimes to add new content, PPC and SEO consultants market sites to the top this will involve monthly payments, web development doesn’t seem so clear cut.

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  • Naming the Weapons and Designing Weapons Based in Real-life During Game Development [duplicate]

    - by David Dimalanta
    This question already has an answer here: Do you need a license for weapon models? 6 answers Is it legit or copyright safe if I name the actual name of the gun model such as AK-47, M16, Remington 870, and so on? I'm on the works for making a simple 2D 3rd-person shooter game. One of the examples is the Counter Strike and the game listed the name of weapons based on the real life models and so developers decided to created this named it for the weapon designs. If not, should I make either falsify the name of weapons (e.g. 9mm instead of Glock 17 from a Syphon Filter game) or make fictional weapons like the ones developed behind Halo games?

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  • Career in Game Development

    - by cantbereached
    Hello, I currently study computer engineering and I want to lead my career towards game industry which I always want to be a part of. But I am not sure where to start. I applied some of the companies in the industry for internship and so but most of them wants experience and some work in game developing. Many asks whether I developed a simple game or something similar which I haven't done so far. I am proficient at C, C++, Java, JS, HTML etc. Any tips from people experienced in the industry on where to start ?

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  • Using C++11 for cross-platform Game Engine Development

    - by Samaursa
    Note: This is not a 'give your opinion' question about C++03 and C++11. Our game engine, written in C++03, is designed to be compiled on Windows, OSX and iOS. Linux support is planned for the (very) near future. Our experience is limited when it comes to consoles, which is why I am asking this question. Currently, we are debating whether switching to C++11 and using non-compatible features of the C++11 standard could pose a problem in the near future when we need to port our engine to any of the current gen consoles (perhaps the compilers supported by some console(s) do not support C++11 yet? We don't know...). So, game developers who have experience across multiple platforms and consoles, do you think we should stick to C++03 until the new generation of consoles arrive and most everybody has switched to C++11 standard (have they already?). Or are most consoles using/support compilers (VC++, GCC or variants?) that are already supporting C++11 features?

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  • How to begin in Game Development? [closed]

    - by Bladimir Ruiz
    It's been a while since I decide to get into game dev, but, there are so many ways to make a game, that i dont know where to begin, I got unity 3d license for PC/Android/Ios for free, but i Also got XNA dev tool, ALSO have CoronaSDK.. But I dont Know wich one to use. Till' now all i want is to make a Sidecroller lime Super Mario Bros, Just for start later on, i will like to make diferent games. In the future i would like to work in the game industry which tools will be the best to Start in that "Dream"?

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  • Game development: Pre-production stage

    - by piers
    I´m starting up a new project. It´s going to be a web browser game, developed using HTML5, JavaScript and CSS3. I have some general questions regarding the process of game developing. Should you know everything about your game by the time you start writing the first lines of code? I mean should you know all the details, all the things the player can and can not do? Basically: should you be done writing down new ideas before you begin coding? I understand the pre-production process is about documenting, doing research etc. What does that mean? Does it mean I should open up Word and write down everything about the game? For example what should happen when you click on different things etc. Thanks for your help!

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  • I want to learn the basics of Game Development [on hold]

    - by Mary
    I have programming experience and I would like to know how to start building games. I'm interested in building games for desktops and Android tablets. Could you list the general steps of Game Building? From the more common programming languages used to the software and frameworks available at each stage? I'm just trying to get the big picture of all the different options and tools I have at my disposal. Please leave some book recommendations and useful links!

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  • Council for the Development of a jumping game!

    - by Esteban Quintero
    I want to create platforms on the stage, where a sprite is jumping on them. something like this http://itunes.apple.com/es/app/doodle-jump-cuidado-extremadamente/id307727765?mt=8 I would like some guidance to do so. 1) what is the best way to simulate the jump? (Velocity or EnityModifier) 2) as platforms rabdom I can generate, with no overlap? 3) should move the camera or the sprites of the stage?

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  • What C++ libraries can be used in game development [closed]

    - by RedShft
    I'm currently in the planning stage for my next game, and since I've been away from C++ for a while I have some questions about helpful libraries. I plan on making a 2D game with SDL, constructing my own simple 2D engine. I plan on making this game for the PC. What libraries would you recommend to make this process easier? What about unittests? What about an enforce operator to throw exceptions? int a = 1; enforce(a == 2); //Throws an exception, Specifically, i'm looking for general purpose libraries, that implement that make my life easier (like boost). Also, a helpful library for physics/collision, AI, XML file parsing (specifically working with the Tiled map editor), and any others that you guys have used that are useful in a 2D game.

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  • Is game development Subcontracted?

    - by Darv
    I was having a conversation with someone who believed that components of a games code where subcontracted out to programmers in different countries where it would be cheaper, then assembled by the local company. I understand that people often use pre-built engines but I would think that making the actual game would require people to work closely in the same studio. I couldn't find much clear information on this when I looked, does anyone know?

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  • Non-Obvious Topics to Learn for Game Development

    - by ashes999
    I've been writing games for around 10 years now (from QBasic to C# and everything in-between). I need to start stretching my skills into different areas. What are other, surprising topics I should read up on? Expected topics would include the usual suspects: Programming language of your choice Scripting language Source control Project management (or Agile) Graphics API Maybe some AI (A* path-finding?) Physics (projectile physics) Unit testing (automated testing) I'm looking for more esoteric topics; things that you don't expect to need to know, but if you do know them, they make a difference. This could include things like: Art skills (drawing, lighting, colouring, layout, etc.) Natural language processing The physics of sound (sound-waves, doppler effect, etc.) Personally, I feel that having technical art skills (eg. can make decent art-work if you can only come up with ideas; or, following Photoshop/GIMP tutorials) was the most beneficial for me. This is not intended to be an open-ended question; I'm looking for specific skills that helped you and you expect will continue to benefit you in the short- and long-term.

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  • Android Game Development problem with Speed = Distance / Time

    - by Charlton Santana
    I have been coding speed for an object. I have made it so the object will move from one end of the screen to another at a speed depending on the screen size, at the monemt I have made it so it will take one second to pass the screen. So i have worked out the speed in code but when I go to assign the speed it tells me to force close and i do not understand why. Here is the code: MainGame Code: @Override protected void onDraw(Canvas canvas) { setBlockSpeed(getWidth()); } private int blockSpeed; private void setBlockSpeed(int screenWidth){ Log.d(TAG, "screenWidth " + screenWidth); blockSpeed = screenWidth / 100; // 100 is the FPS.. i want it to take 1 second to pass the screen Math.round(blockSpeed); // to make it a whole number block.speed = blockSpeed; // this is line 318!! if i put eg block.speed = 8; it still tells me to force close } Block.java Code: public int speed; public void draw(Canvas canvas) { canvas.drawBitmap(bitmap, x - (bitmap.getWidth() / 2), y - (bitmap.getHeight() / 2), null); if(dontmove == 0){ this.x -= speed; // if it was eg this.x -= 18; it would not have an error } } The exception 06-08 13:22:34.315: E/AndroidRuntime(2801): FATAL EXCEPTION: Thread-11 06-08 13:22:34.315: E/AndroidRuntime(2801): java.lang.NullPointerException 06-08 13:22:34.315: E/AndroidRuntime(2801): at com.charltonsantana.game.MainGame.setBlockSpeed(MainGame.java:318) 06-08 13:22:34.315: E/AndroidRuntime(2801): at com.charltonsantana.game.MainGame.onDraw(MainGame.java:351) 06-08 13:22:34.315: E/AndroidRuntime(2801): at com.charltonsantana.game.MainThread.run(MainThread.java:64)

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