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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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  • Twin Cities Fragathon II - Electric Fragaloo - Halo 3 ODST Tournament

    - by Chris Williams
    If you're in the Twin Cities and play Halo 3 ODST, or like to watch other people play, or enjoy smack talk, or pizza, or just have nothing better to do... well then you're in luck!! The Twin Cities XNA User Group (www.twincitiesxnausergroup.com) is hosting the 2nd (slightly longer than annual)  Charity Fragathon!! This time around we're doing a Food Drive for Second Harvest, so you have your choice of paying cash or bringing food. The event is Saturday April 17, 2010 and the doors open at 5pm. For more details, and to register, please visit www.CharityFragathon.com today!

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  • Maximum number of controllers Unity3D can handle

    - by N0xus
    I've been trying to find out the maximum amount of xbox controller Unity3D can handle on one editor. I know through networking, Unity is capable of having as many people as your hardware can handle. But I want to avoid networking as much as possible. Thus, on a single computer, and in a single screen (think Bomberman and Super Smash Brothers) how many xbox controllers can Unity3D support? I have done work in XNA and remember that only being capable of support 4, but for the life of me, I can't find any information that tells me how many Unity can support.

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  • Fastest bit-blit in C# ?

    - by AttackingHobo
    I know there is Unity, and XNA that both use C#, but I am don't know what else I could use. The reason I say C# is that the syntax and style is similar to AS3, which I am familiar with, and I want to choose the correct framework to start learning with. What should I use to be able to do the most possible bit-blit(direct pixel copy) objects per frame. EDIT: I should not need to add this, but I am looking for the most possible amount of objects per frame because I am making a few Bullet-Hell SHMUPS. I need thousands and thousands of bullets, particles, and hundreds of enemies on the screen at once. I am looking for a solution to do as many bit-blit operations per frame, I am not looking for a general purpose engine. EDIT2: I want bit-blitting because I do not want to exclude people who have lower end video cards but a fast processor from playing my games.

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  • For 2D games, is there any reason NOT to use a 3D API like Direct3D or OpenGL?

    - by Eric Palakovich Carr
    I've been out of hobby Game Development for quite a while now. Back when I did it, most people used Direct Draw to create 2D games. By the time I stopped people were saying OpenGL or Direct3D with an orthogonal projection is just the way to go. I'm thinking about getting back into creating 2D games, in particular on mobile phone but maybe on the XNA platform as well. To make something using OpenGL I'd have a (hopefullly) small learning curve to acclimate myself to 3D development. Is there any reason to skip that and instead work with a 2D framework where I just have a Width x Height frame buffer I need to fill with pixels?

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  • What do you use to bundle / encrypt data?

    - by David McGraw
    More and more games are going the data driven route which means that there needs to be a layer of security around easy manipulation. I've seen it where games completely bundle up their assets (audio, art, data) and I'm wondering how they are managing that? Are there applications / libraries that will bundle and assist you with managing the assets within? If not is there any good resources that you would point to for packing / unpacking / encryption? This specific question revolves around C++, but I would be open to hear how this is managed in C#/XNA as well. Just to be clear -- I'm not out to engineer a solution to prevent hacking. At the fundamental level we're all manipulating 0's and 1's. But, we do want to keep the 99% of people that play the game from simply modifying XML files that are used to build the game world. I've seen plenty of games bundle all of their resources together. I'm simply curious about the methods they're using.

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  • MIX10 Windows Phone 7 Content Overview

    The tools available at MIX 10 and for public download are a Community Technology Preview, while not feature complete, the tools release at MIX 10 ships with a robust set of functionality. The white papers provide guidance on architecture, development, as well as design. In addition there are code samples and hands-on-labs that cover key topics such as Silverlight, the application bar, splash screen, navigation model, and XNA Game Studio. Training available now: Charles Petzolds preview of Programming...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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  • How to emulate Mode 13h in a modern 3D renderer?

    - by David Gouveia
    I was indulging in nostalgia and remembered the first game I created, which used Mode 13h. This mode was really simple to work with, since it was essentially just an array of bytes with an element for each pixel on the screen (using an indexed color scheme). So I thought it might be fun to create something nowadays under these restrictions, but on modern hardware. The API could be as simple as: public class Mode13h { public byte[] VideoMemory = new byte[320 * 200]; public Color[] Palette = new Color[256]; } Now I'm wondering what would be the best way to get this data on the screen, using something like XNA / DirectX / OpenGL. The only solution I could think of was to create a texture with the same size as the VideoMemory array, write the contents of VideoMemory to it every frame, then render that texture in a full screen quad with the correct aspect ratio and using point texture filtering for that retro look. Is there a better way?

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  • Choice of Input / music / graphics libraries for an indie game - what factors should I consider?

    - by RusselMeMan
    I was wondering which tools (grapics-sound-input libraries, game engine libraries) that the following indie games used: Braid Superbrothers: S&S Super Meat Boy Limbo Fez (I know this one is XNA) Also, what is in common use in production games? My guess for game development in C++ is: -DirectX is most common for  Windows games -SDL or SDL+OpenGL is most common for  Linux games -OpenGL + Apple APIs are most common for OSX development What do most indie game projects use? If I wanted to casually build my own game for fun in C++ with the idea of possibly releasing it to Steam or something someday, is there anything I should be concerned about if I make it with DirectX for music/sound/input and build my own game engine? Thanks!

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  • How to avoid being forked into oblivion by a more powerful contributor?

    - by Den
    As recently reported here: Xamarin has forked Cocos2D-XNA, a 2D/3D game development framework, creating a cross-platform library that can be included in PCL projects. However the founder of the project that was forked says: The purpose of the MIT license is to unencumber your fair use. Not to encourage you to take software, rebrand it as your own, and then "take it in a new direction" as you say. While not illegal, it is unethical. It seems that the GitHub page of the new project doesn't even indicate that it's a fork in a typical GitHub manner, opting for an easily-removable History section instead (see bottom). So my questions are: Was Xamarin's action and the way the action was done ethical or not? Is it possible to avoid such a situation if you are a single developer or a small unfunded group of developers? I am hoping this could be either a wiki question or there will be some objective answers grounded on modern OSS ethics/philosophy.

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  • I Need Help With A Game (Well The API)! [closed]

    - by user1758938
    I'm not "sure" which API (or language) I should use for a little 3D FPS game I'm gonna make although I don't have helpers lol. Anyway I'm ok with Java, C# and C++ but I need a good setup (easy to use) with the tools I need to make the game. I tried things like XNA but I want to check other options first because I don't like how it makes a installer and stuff, it's really annoying. I Need A API That Can Do These Things: 3D Rendering Input Sound And If It's Not Too Much To Ask Some Cool Shaders, Dynamic Lighting And A 3D Sound System Im "Ok" If I Have To Use Multiple APIs To Do This But Please Help Me!

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  • Microsoft Translator client library for Silverlight

    A while back immediately after MIX10 I started messing with Microsoft Translator APIs for Silverlight applications. I also got some people asking about Windows Phone 7 stuff and messed around with that a bit. Heres some post for reference: Make your Silverlight applications speak to you Using XNA libraries in Silverlight for Windows Phone 7 (with Translator as an example) In talking with the Translator team following MIX (where they announced they were working on a Silverlight class library...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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  • Why does Unity in 2d mode employ scaling and the default othographic size the way it does?

    - by Neophyte
    I previously used SFML, XNA, Monogame, etc to create 2d games, where if I display a 100px sprite on the screen, it will take up 100px. If I use 128px tiles to create a background, the first tile will be at (0,0) while the second will be at (129,0). Unity on the other hand, has its own odd unit system, scaling on all transforms, pixel-to-units, othographic size, etc etc. So my question is two-fold, namely: Why does Unity have this system by default for 2d? Is it for mobile dev? Is there a big benefit I'm not seeing? How can I setup my environment, so that if I have a 128x128 sprite in Photoshop, it displays as a 128x128 sprite in Unity when I run my game? Note that I am targeting desktop exclusively.

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  • LWJGL in Visual Studio (possible)?

    - by Suds
    I switched from XNA and C# to LWJGL and Java about 14 months ago. Inherently, this called for a switch in IDE. I started using eclipse because I have also done some basic Android development in the past. I soon switched to Netbeans - Eclipse is just too primitive. After using netbeans for about six months, I've started looking over the fence at Visual Studio 11, toying with Metro apps for windows 8. Now I want to know, is there any known way to use Visual Studio for LWJGL?

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  • Abstract skill/talent system implementation

    - by kiliki
    I've been making small 2D games for about 3 years now (XNA and more recently LWJGL/Slick2D). My latest idea would involve some form of "talent tree" system in a real time game. I've been wracking my brain but can't think of a structure to hold a talent. Something like "Your melee attack is an instant kill if behind the target" I'd like to come up with an abstract object rather than putting random conditionals into other methods. I've solved some relatively complex problems before but I don't even know where to begin with this one. Any help would be appreciated - Java, pseudocode or general concepts are all great.

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  • Android opengles 2.0 :different resolutions rendering and input

    - by kkan
    I'm currently developing a sprite based 2D game for android using opengles 2.0. I've got some basic rendering done that mimics the spritebatch functionality of xna (draw sprite, rotation, color). But all of this works for a fixed projection matrix, but android has a lot of screen sizes. Q1)Would this be an okay method to scale up/down the drawing? 1)Draw the whole screen to a texture. 2)Draw the above texture as a quad to the device. I found the above through some searching, not sure if it's the best one, are there any alternatives? Q2)How do you handle inputs for different resolutions? I currently get the position of a touch and use it raw. Would it be okay to get the position, and then scale the position to size of the texture used for rendering, and the perform calculations on it? Thanks.

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  • C# Rendering Engine for Roguelike [closed]

    - by Haedrian
    I'm trying my hand at designing a roguelike, and I need a pretty simple 2D rendering engine that works with C# Its as simple as it gets, I want to be able to drop sprites somewhere on a grid, with some sort of menus/text on the side; that sort of thing. The (very complicated) game itself would be decoupled from the interface I've looked into a number of engines and they all seem to be very complicated/support much more things than I need. Right now I'm planning on making my own using either XNA or OpenTK - but I was wondering whether anyone has any suggestions for less-complicated rendering engines which might make my job easier. Thanks.

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  • best programming language for a web based game?

    - by Adam Geisweit
    what programming language would be best for making a web based game to be played in a browser, and where would i be able to find tutorials on how to use the language? i have looked up silverlight in xna (because that was what i was most fluent with), but it made my projects unusable for a month until i got all of silverlight off my computer. i have looked at java and javascript, but i have found no suitable places where i can learn to create games on either of these, just the basics of the language. does anyone have any advice on this?

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  • Most supported/easiest to get started gamedev language?

    - by user1009013
    In what language are the most libraries/frameworks (like lwjgl for Java, XNA for C#)? What language is the easiest to start making a game (very easy to get a 3D-environment rendered)? What language has the friendliest learning curve? Say I want to make a game and I don't know any programming languages, I want to develop for any platform(so don't give the answer "the one you know best/the platform you are working on"), then what is the best language to start with. I get this question a lot "I have this and that ideas for a game and want to make it, what language should I use"(mostly asked by beginning programmers), but I don't know how to answer that. The answer "use the one you are most familiar with", because sometimes they don't even know a language yet... I am not asking for someone's personal opinion, but an objective list of what languages are the easiest/most supported/have the most/best libraries/frameworks to get started with gamedevelopment.

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  • What are the pros/cons of using a 3d engine for 2d games?

    - by mrohlf
    What pros or cons should a beginner be aware of when deciding between a 2d game engine (like Slick2D/Flixel/FlashPunk) and a 3d engine (like Unity) for 2d game development? I am just getting started in indie game development, though I have dabbled a bit with Game Maker, Flash, and XNA in the past. I've heard a lot of positive things about Unity, and its cross-platform nature makes it appealing, but as I understand, it's a 3d engine at its core. For a strictly 2d game, are there any compelling reasons to work with a 3d engine like Unity? Or would it just add unneeded complexity to my initial learning experience?

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  • Is there a future for AAA game development in C#? [closed]

    - by kasperov
    When XNA was released in 2006, I was happy and started doing indie attempts. After 3 years or so, there were lots of forum discussions on prospects of AAA game development in C#, and how a high performance vedio game can easily be programmed in C#. Suddenly after 2-3 more years, these discussions have died down and everybody seems like recommending native C++... What programming language should I practice on for long term? Should I stick with C# or do an extra effort for C++? Will AAA game companies adopt C# as a replacement to C++? Note : I aim to work at a AAA game company.

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  • Creating a interactive grid for puzzle game

    - by Noupoi
    I am trying to make a slitherlink game, and am not too sure how to approach creating the game, more specifically the grid structure on which the puzzle will be played on. This is what a empty and completed slitherlink grid would look like. The numbers in the squares are sort of clues and the areas between the dots need to be clickable. http://i.stack.imgur.com/U1kXn.gif http://i.stack.imgur.com/RMwiv.gif I would like to create the game in VB .NET. What data structures should I try to use, and would it be beneficial using any frameworks such as XNA?

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  • What are the challenges and benefits of writing games with a functional language?

    - by McMuttons
    While I know that functional languages aren't the most commonly used for game writing, there are a lot of benefits associate with them that seem like they would be interesting in any programming context. Especially the ease of parallelization I would think could be very useful as focus is moving toward more and more processors. Also, with F# as a new member of the .NET family, it can be used directly with XNA, for example, which lowers the threshold quite a bit, as opposed to going with LISP, Haskell, Erlang, etc. If anyone has experience writing games with functional code, what has turned out to be the positives and negatives? What was it suited for, what not? Edit: Finding it hard to decide that there's a single good answer for this, so it's probably better suited as a community wiki post.

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  • background animation algorithm for single screen

    - by becool_max
    I’m writing simple strategy game (in xna), and would like to have an animated background. In my game all the actions happens inside one screen and thus standard parallax effect does not look appropriate. However, I found a video of a game with suitable background animation for my game http://www.youtube.com/watch?v=Vcxdbjulf90&feature=share&list=PLEEF9ABAB913946E6 (from 3 to 6s, while main character stays at the same place). What is the algorithm to do this stuff? It would be nice if someone can provide a reference for a similar example (language is not important).

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  • Future of desktop applications on Windows 8

    - by Vibhore Tanwer
    There are a lot of threads discussing existence of WPF/Silverlight/HTML5 on Windows 8, I just need to clarify the picture about desktop applications only, I have following queries to the experts What are the technologies available for developing desktop applications on Windows 8? What are the technologies I can use for creating rich multimedia applications. Currently I have an application with DirectX 9 and WPF. If I am to develop something like that for Windows 8 then what options are available to me, and what are the pros and cons of these. Is it a good idea to continue with the same DirectX 9 code on Windows 8 as well? What is the best option equivalent to DirectX, Is it XNA or is it DirectX 11 or something else? Performance an extensibility are critical points to me. All suggestions are welcome. Thanks in Advance.

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