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  • HTML5 point and click adventure game code structure with CreateJS

    - by user1612686
    I'm a programming beginner. I made a tiny one scene point and click adventure game to try to understand simple game logic and came up with this: CreateJS features prototypes for creating bitmap images, sprites and sounds objects. I create them and define their properties in a corresponding function (for example images(); spritesheets(), sounds()...). I then create functions for each animation sequence and "game level" functions, which handle user interactions and play the according animations and sounds for a certain event (when the level is complete, the current level function calls the next level function). And I end up with quite the mess. What would be the "standard (if something like that exists)" OOP approach to structure simple game data and interactions like that? I thought about making game.images, game.sprites, game.sounds objects, which contain all the game data with its properties using CreateJS constructors. game.spriteAnimations and game.tweenAnimations objects for sprite animations and tweens and a game.levelN object, which communicates with a game.interaction object, processing user interaction. Does this make any sense? How do you structure your simple game code? Thanks in advance!

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  • Flash game size and distribution between asset types

    - by EyeSeeEm
    I am currently developing a Flash game and am planning on a large amount of graphics and audio assets, which has led to some questions about Flash game size. By looking at some of the popular games on NG, there seem to be many in the 5-10Mb and a few in the 10-25Mb range. I was wondering if anyone knew of other notable large-scale games and what their sizes were, and if there have been any cases of games being disadvantaged because of their size. What is a common distribution of game size between code, graphics and audio? I know this can vary strongly, but I would like to hear your thoughts on an average case for a high-quality game.

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  • Lubuntu upgrade to 13.04 killed sound with ALSA. How to troubleshoot?

    - by Sven
    After upgrading to 13.04 from 12.10 Lubuntu lost audio playback after unplugging usb soundcard (Polycom) and plugging it back in. Volume control was gray and leading to pulseaudio mixer (not installed) so I uninstalled the pulseaudio package. I also removed and reinstalled the alsa-base package. After restart I have the alsamixer back everything seemingly as usual(volume 100%, unmute) but every sound program gets me errors no matter what device I select. aplay -L: null Discard all samples (playback) or generate zero samples (capture) pulse PulseAudio Sound Server default:CARD=NVidia HDA NVidia, ALC662 rev1 Analog Default Audio Device sysdefault:CARD=NVidia HDA NVidia, ALC662 rev1 Analog Default Audio Device front:CARD=NVidia,DEV=0 HDA NVidia, ALC662 rev1 Analog Front speakers surround40:CARD=NVidia,DEV=0 HDA NVidia, ALC662 rev1 Analog 4.0 Surround output to Front and Rear speakers surround41:CARD=NVidia,DEV=0 HDA NVidia, ALC662 rev1 Analog 4.1 Surround output to Front, Rear and Subwoofer speakers surround50:CARD=NVidia,DEV=0 HDA NVidia, ALC662 rev1 Analog 5.0 Surround output to Front, Center and Rear speakers surround51:CARD=NVidia,DEV=0 HDA NVidia, ALC662 rev1 Analog 5.1 Surround output to Front, Center, Rear and Subwoofer speakers surround71:CARD=NVidia,DEV=0 HDA NVidia, ALC662 rev1 Analog 7.1 Surround output to Front, Center, Side, Rear and Woofer speakers iec958:CARD=NVidia,DEV=0 HDA NVidia, ALC662 rev1 Digital IEC958 (S/PDIF) Digital Audio Output hdmi:CARD=NVidia,DEV=0 HDA NVidia, HDMI 0 HDMI Audio Output dmix:CARD=NVidia,DEV=0 HDA NVidia, ALC662 rev1 Analog Direct sample mixing device dmix:CARD=NVidia,DEV=1 HDA NVidia, ALC662 rev1 Digital Direct sample mixing device dmix:CARD=NVidia,DEV=3 HDA NVidia, HDMI 0 Direct sample mixing device dsnoop:CARD=NVidia,DEV=0 HDA NVidia, ALC662 rev1 Analog Direct sample snooping device dsnoop:CARD=NVidia,DEV=1 HDA NVidia, ALC662 rev1 Digital Direct sample snooping device dsnoop:CARD=NVidia,DEV=3 HDA NVidia, HDMI 0 Direct sample snooping device hw:CARD=NVidia,DEV=0 HDA NVidia, ALC662 rev1 Analog Direct hardware device without any conversions hw:CARD=NVidia,DEV=1 HDA NVidia, ALC662 rev1 Digital Direct hardware device without any conversions hw:CARD=NVidia,DEV=3 HDA NVidia, HDMI 0 Direct hardware device without any conversions plughw:CARD=NVidia,DEV=0 HDA NVidia, ALC662 rev1 Analog Hardware device with all software conversions plughw:CARD=NVidia,DEV=1 HDA NVidia, ALC662 rev1 Digital Hardware device with all software conversions plughw:CARD=NVidia,DEV=3 HDA NVidia, HDMI 0 Hardware device with all software conversions default:CARD=Communicator Default Audio Device sysdefault:CARD=Communicator Default Audio Device front:CARD=Communicator,DEV=0 Polycom Communicator, USB Audio Front speakers surround40:CARD=Communicator,DEV=0 Polycom Communicator, USB Audio 4.0 Surround output to Front and Rear speakers surround41:CARD=Communicator,DEV=0 Polycom Communicator, USB Audio 4.1 Surround output to Front, Rear and Subwoofer speakers surround50:CARD=Communicator,DEV=0 Polycom Communicator, USB Audio 5.0 Surround output to Front, Center and Rear speakers surround51:CARD=Communicator,DEV=0 Polycom Communicator, USB Audio 5.1 Surround output to Front, Center, Rear and Subwoofer speakers surround71:CARD=Communicator,DEV=0 Polycom Communicator, USB Audio 7.1 Surround output to Front, Center, Side, Rear and Woofer speakers iec958:CARD=Communicator,DEV=0 Polycom Communicator, USB Audio IEC958 (S/PDIF) Digital Audio Output dmix:CARD=Communicator,DEV=0 Polycom Communicator, USB Audio Direct sample mixing device dsnoop:CARD=Communicator,DEV=0 Polycom Communicator, USB Audio Direct sample snooping device hw:CARD=Communicator,DEV=0 Polycom Communicator, USB Audio Direct hardware device without any conversions plughw:CARD=Communicator,DEV=0 Polycom Communicator, USB Audio Hardware device with all software conversions etc/asound.conf: defaults.ctl.card 1 defaults.pcm.card 1 defaults.pcm.device 1 Following gets same result with both devices. aplay -vv -D front:CARD=NVidia,DEV=0 "Release the Pressure.wav": Playing WAVE 'Release the Pressure.wav' : Signed 16 bit Little Endian, Rate 44100 Hz, Mono aplay: set_params:1087: Channels count non available Guayadeque mp3 playback: AL lib: alsa_open_playback: Could not open playback device 'default': No such file or directory 21:32:14: Error: Gstreamer error 'Configured audiosink playbackbin is not working.' Audacious: ALSA error: snd_mixer_attach failed: No such file or directory. ALSA error: snd_pcm_open failed: No such device. So How do I fix my audio? UPDATE: I removed the usb soundcard and got rid of all alsa config. Everything is working as before the install but it sure feels fragile.

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  • IE9 HTML5 Video Will Be H264 Only

    <b>OSNews:</b> "Other codecs often come up in these discussions. The distinction between the availability of source code and the ownership of the intellectual property in that available source code is critical."

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  • Python or HTML5/JS for game development on 2014 [on hold]

    - by AlexKvazos
    So I've decided to give game development a go. I have experience on php/html/css/sql/js(jquery) so learning a new language shouldn't be as hard. I was reading that python and javascript are both nice for simple 2d non-intensive games. I found that python has this library/engine called PyGame but I realized that it was last updated 4 years ago. People still use this? And for javascript, I found libraries like 'pixi.js', 'melon.js' and 'cocos2d'. My goal is to make 2D games that would require the same performance as terraria, realm of the mad god, castle crashers.. and all those types of games. Taking into consideration, that I do want an updated library, what language of this two would be best to choose and what library to grab for it? Thanks in advance, sorry if question is broad. Let me know and I can edit to add more.

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  • How to automatically change volume level when un-/plugging headphones?

    - by htorque
    What I want is the following: When I plug in my headphones, I want the sound to be un-muted and set to a specific volume level. When I unplug my headphones, I want the sound to be muted (or set to a specific volume level). Setting the volume levels isn't the problem, but I somehow need to do this when un-/plugging the headphones, so I'm looking for a way to get notified of those events. I quickly found /proc/asound/card0/codec#0 to indicate whether headphones are plugged in or not, so I tried to monitor it using inotifywait and change the volume level based on modified notifications. Unfortunately inotifywait failed because proc isn't an ordinary filesystem. Are there other ways to do this (maybe via PulseAudio)? Audio device: Intel HDA, audio codec: Conexant CX20585.

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  • Remove Audio stream from XVID files

    - by Kyle Brandt
    I have a bunch of Xvid files that each have an audio stream that I do not want. How can I strip the audio track I don't want using the Linux command line? I don't need the whole script (loop), just what command I would use to process each avi file individually (unless the cmd itself has batch modification built into it). I don't believe the file is in an mkv container, as mkvinfo doesn't find anything. Here is part of mplayer's output (thanks ~quack): [aviheader] Video stream found, -vid 0 ID_AUDIO_ID=1 [aviheader] Audio stream found, -aid 1 ID_AUDIO_ID=2 [aviheader] Audio stream found, -aid 2 VIDEO: [XVID] 512x384 12bpp 25.000 fps 1013.4 kbps (123.7 kbyte/s)

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  • Is Apple doing a favor to HTML5?

    As everyone know, with the latest release of the iPhone OS, Apple made all applications not developed natively with the Apple stack (XCode, Objective-C) illegal. This change created a big turmoil in all developer communities because that means that no translators/converters/adapters can be used to develop native iPhone app. While probably this had the goal to ban only the new iPhone Packager included in Adobe CS5 (which would have allowed Flash developer to develop a Flash application and automatically...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Optimal Compression for Speech

    - by ashes999
    I'm designing a game that depends heavily on audio; I will have some 300+ speech files (most of them just a word or two long). This can very quickly escalate the size of my final game. What's the optimal way to encode/compress speech files to keep the size minimal without getting audio artifacts? Please address both per-file compression/encoding, and also zipping/compressing the set of all speech files together in your answer. Because I'm not sure which (or combination of both) factors will give me the best results. Edit: I need this to run in Silverlight and Android, so I'm presumably stuck with only MP3 as my option (other than uncompressed wave files).

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  • HTML5 clicking objects in canvas

    - by Dave
    I have a function in my JS that gets the user's mouse click on the canvas. Now lets say I have a random shape on my canvas (really its a PNG image which is rectangular) but i don't want to include any alpha space. My issue lies with lets say i click some where and it involves a pixel of one of the images. The first issue is how do you work out the pixel location is an object on the map (and not the grass tiles behind). Secondly if i clicked said image, if each image contains its own unique information how do you process the click to load the correct data. Note I don't use libraries I personally prefer the raw method. Relying on libraries doesn't teach me much I find.

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  • Checking rtp stream audio quality.

    - by chills42
    We are working in a test environment and need to monitor the audio quality of an rtp stream that is being captured using tshark. Right now we are able to capture the audio and access the file through wireshark, but we would like to find a way to save the audio to a .wav file (or similar) via the command line. Does anyone know of a tool that can do this?

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  • A seekable one-frame FLV video (with audio)?

    - by George Stephanos
    Is it possible to generate an FLV out of an MP3 and a JPG, without uselessly looping the image and still be able to seek the audio ? This command generates a non-seekable video: ffmpeg -y -i audio.mp3 -i image.jpg -r 1 -acodec copy video.flv and this one generates a seekable one, but with uselessly looping the image occupying both space and time: ffmpeg -y -loop_input -i audio.mp3 -i image.jpg -r 1 -acodec copy video.flv -shortest

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  • Legal concerns with orchestrating a music submission contest

    - by Amplify91
    My team and I are getting pretty far along in the development of our latest game and have been thinking about audio. We decided to host an audio submission contest where we will offer a little cash and some equity stake in the game as prizes. We are also giving away copies of the game to participants. We hope not only to find audio for our game, but to meet some cool sound artists and promote the game a bit through the process. First of all, is this even a good idea? What are some potential dangers in doing this? Will it even be well received among artists? Secondly, I wrote up some Terms and Conditions in my best legal-speak to try to protect us and clarify how the contest will be run. Are these sufficient to make sure everyone involved is treated fairly and is legally protected? They are as follows: All submissions (The Submission) must be licensed under a Creative Commons Attribution 3.0 Unported License (CC-BY-3.0) By applying a CC-BY-3.0 license, you (The Submitter) expressly give Detour Games (and all members wherein) permission to copy, distribute, transmit, modify, adapt, and make commercial use of The Submission. The Submitter must own all rights to The Submission and be within their rights to license it as specified and submit it. The Submitter claims responsibility for the legality of The Submission. If The Submission is found to infringe on the rights of a person or entity other than those of The Submitter, Detour Games will not be held liable as all responsibility and liability for the legality of The Submission is that of The Submitter's. No more than two free copies of The Game per submitter. All flat cash prizes will only be disbursed pending the success of our first $5,000 Kickstarter campaign. These prizes will be disbursed 30 days after Detour Games receives the Kickstarter funds. All equity prizes (percentage of profits) are defined as the given percent of total profits after costs for a period of one year (12 months) after the release of RAW. These prizes will be disbursed semi-annually. All prize money will be disbursed through either an electronic fund transfer through a service such as PayPal or by a mailed money order. It is The Submitter's responsibility to cooperate with Detour Games in the disbursement of the funds. Detour Games reserves the right to change these Terms and Conditions at any time without notice. By participating in the contest, The Submitter agrees to and accepts all terms and conditions listed. What else could I do (legally) to protect everyone involved?

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  • "HDA audio bus driver is required and not found" on Dell Optiplex

    - by user1666698
    I have Dell Optiplex 745 with Windows 7 installed on it. I'm trying to use the Windows XP audio driver as Windows 7 drivers aren't available for Optiplex 745 and Windows Vista driver is displaying that it's not compatible with my hardware. When I try to install the Windows XP audio driver, it's displaying an error HDA audio bus driver is required and not found The installation fails then. I have researched thourghly and used many drivers but my audio is not working at all. I was also told that it might be a problem with my hardware – that is, a problem with the board.

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  • Playing/extracting audio file from PDF

    - by ravl1084
    I use Ubuntu and I have a PDF file that contains an audio annotation. It won't play on Okular, it treats it as a text annotation. Following an old blog post where the poster created a small C script to extract the audio didn't work either, I suspect the format of these audio annotations has changed. Using the information on it I managed to uncompress the PDF and with vim, I found the audio data in the file. I tried copying this into its own file and changed the extension from mp3, wav, mid, but none of them would play. Is there a way of achieving this?

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  • HTML5 apps

    Right now nobody’s interested in a mobile solution that does not contain the words “iPhone” and “app” and that is not submitted to a closed environment where it competes with approximately 2,437 similar mobile solutions.Compared to the current crop of mobile clients and developers, lemmings marching off a cliff follow a solid, sensible strategy. Startling them out of this obsession requires nothing short of a new buzzword.Therefore I’d like to re-brand standards-based mobile websites and applications,...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • ffdshow h.264 audio desync

    - by Core Xii
    When I encode video with ffdshow with h.264, the audio is out of sync. At the very beginning of the video, the picture freezes for about 1 second, while the audio plays fine, resulting in the audio being that 1 second ahead of the picture throughout the entire video. Any ideas on possible causes or, obviously, solutions?

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  • NetAdvantage - jQuery, ASP .NET MVC and HTML5 UI Components released for Web Developers

    Built for speed and portability across operating systems, iPad/tablets, desktops and multi-browser support. Includes controls for ASP .NET MVC and uses the latest technologies like HTML 5 & CSS 3. This preview includes a sampling of powerful UI controls: grid, date picker, rating, editors, even a video player! All work with the popular WebKit engine that underpins many modern desktop browsers without requiring plug-ins or extensions. The grid embraces the latest Web techniques and frameworks like jQuery Client Templates and DOM virtualization. Download these essentials for jQuery and ASP .NET MVC from us today. span.fullpost {display:none;}

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  • Why won't AVI2DVD load the audio stream?

    - by Xavierjazz
    XP SP3 I have an .avi file. It is in a folder on my "C:" drive. There are no disallowed characters in either the folder or file name. It has audio as I have watched it on my computer. I want to burn it to a DVD. When I load the file into AVI2DVD, no audio stream shows, and the program will not work without an audio stream. I have used the net extensively to try and solve this, with no success. AFICT I have followed all instructions exactly, but no audio stream. Very frustrating. Does anyone have a clue? Can you help me? Thank you. Regards,

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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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  • Microphone audio streaming from Cocoa mac app to iPhone

    - by Benzamin
    Hi devs, I'm trying to build a microphone audio streamer to iPhone. The server software will be a mac desktop app and the client will be iPhone, and they are connected via tcp port. I've successfully connected the mac app and iPhone, and tried to send a fixed test.m4a audio file first. But at the iPhone i grabbed the data well, when tried to play it i used AVAudioPlayer and its returning OSStatus error. I played around with the audio queue service but its very tricky and i only got some example for fixed length audio playing like http://cocoawithlove.com/2009/06/revisiting-old-post-streaming-and.html Now i need help on two things, how can i continuously grab audio data from Mac desktop microphone? And then after grabbing the data how i can play this unfixed length audio data in the iPhone. What exactly i need to do? Please please help me on this......

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