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  • Easy Method to Change Color on UI Elements

    - by A13X
    This isn't a language-specific thing as far as I'm concerned. I was wondering what may be a quick way to change the COLOR of a certain on-screen element such as a button and its associated text. I would assume there is a trick to making a graphics engine so maybe individuals pixels or groups of sprites can have their colors easily shifted. A lot of game interface buttons and such have this so you know when an event like a click has occurred. Any pseudo code would be helpful and I am working in Android (not XML fluff), but again, this probably is not a very specific question, just an inquiry on how to go about this.

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  • Client and Server game update speed

    - by user20686
    I am working on a simple two player networked asteroids game using XNA and the Lidgren networking library. For this set up I have a Lidgren server maintaining what I want to be the true state of the game, and the XNA game is the Lidgren client. The client sends key inputs to the server, and the server process the key inputs against game logic, sending back updates. (This seemed like a better idea then sending local positions to the server.) The client also processes the key inputs on its own, so as to not have any visible lag, and then interpolates between the local position and remote position. Based on what I have been reading this is the correct way to smooth out a networked game. The only thing I don’t get is what value to use as the time deltas. Currently every message the server sends it also sends a delta-time update with it, which is time between the last update. The client then saves this delta time to use for its local position updates, so they can be using roughly the same time deltas to calculate position updates. I know the XNA game update gets called 60 times a second, so I set my server to update the game state at the same speed. This will probably only work as long as the game is working on a fixed time step and will probably cause problems if I want to change that in the future. The server sends updates to clients on another thread, which runs at 10 updates per second to cut down on bandwidth. I do not see noticeable lag in movement and over time if no user input is received the local and remote positions converge on each other as they should. I am also not currently calculating for any latency as I am trying to go one step at a time. So my question is should the XNA client be using its current game time to update the local game state and not being using time deltas sent by the server? If I should be using the clients time delta between updates how do I keep it in-line with how fast the server is updating its game state?

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  • Using git (or any version control) regarding migration from one language to another [on hold]

    - by Max Benin
    I'm polishing an old project that i released some years ago, and the main purpose on that, is to arrange some folder structures and port the entire code from actionscript to haxe. All the game features, assets and design will remain the same. I have some doubts regarding versioning the project in this circumstance. Assuming that the only thing that will be drastically changed is the code migration, is it correct maintaining the new project changes on the same repository ? I was thinking in tagging it something like V1.1 or Branch the entire project. But i'm afraid that i'm gonna deviate from the versioning patterns. How can i use this version control issue in the best practice way ? Thanks.

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  • Options for 2D Web/iPhone/Android, with Test Framework

    - by ashes999
    I would like to make a 2D game with one codebase that runs on iPhone, Android, and web (any flavour of web -- HTML5, Flash, Silverlight, etc.) What are my options? I should be able to write my code once, and run it anywhere. I also absolutely need the ability to write unit tests (or write a unit-testing framework) -- I cannot make sizable games without testing. Unity is good, but unity is 3d; even with hacks, the graphical assets will still be 3d. I'm after 2d, not 3d. (If you need a Mac or separate licensing for the Mac part, that's okay.)

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  • Making a level editor for my game

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

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  • Why are prefab customizations being applied to only a single character? [on hold]

    - by m0rgul
    I've built my (networked) game to the point where I have a room, some characters and a character customization screen. In the character customization screen I get to chose gender, chose from three different wardrobe options and assign custom colors to these wardrobe items. Then I use a custom object to store these options, serialize them and store them in PlayerPrefs, then load the next scene and apply them to my chosen character in this scene. Then I go and spawn some more characters, customize them, etc. The problem is that my character is always customized, but all other characters in the scene are default copies of the prefab. The prefabs themselves are a generic male and a generic female, both with three different wardrobes to chose from (they are included in the prefab). When I spawn my character, I go to the saved options in PlayerPrefs, destroy the two discarded wardrobes, apply color to my chosen wardrobe and then spawn the character. How would it be possible to make the other characters also show up in their customized form rather than just the generic prefab (which shows all three wardrobes at the same time)?

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  • where can i learn to make 3d games in java from scratch?

    - by dfhgdfnhgfn
    Just wondering if anyone knows of anything i can read or watch that explains 3D graphics. i do not want to use any game engine like jogl etc. but i am looking for a way i can learn in detail how 3D works. preferably in java. I have used some game engines but would prefer to learn to make for myself. I would also like to do it without the java3d library. I have also watched some tutorials on 3d games in java, but would like to learn in more detail. Thanks.

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  • How to draw a texture to a MS Terrain object - Farseer

    - by Brad
    I'm using Farseer to make a game in XNA and I can't seem to figure this out. I've decided to use MSTerrain for making my game's terrain because I wanted destructible terrain and MSTerrain seemed like the best bet. Unfortunately, I'm stumped on how to actually show the terrain. When I generate the terrain it's visible in debug view, but MSTerrain does not have a Draw method, so I'm wondering how it is supposed to be drawn to the screen? Is it worth pursuing? I'm starting to think that MSTerrain is more trouble than it's worth, is there another better way to do this with bodies? I appreciate any help you can give. Thanks.

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  • Help with collision detection method [on hold]

    - by derek jones
    I was wondering if any of you could spare me some time to go over some collision detection on my platform engine. i tried XNA a few years back but for reasons i wont go into online could not continue, my health is now at a state where i am ready to try again but due to my current circumstances (and age) schooling is out of the question so i turn to you guys for help. Whilst i can adapt the MS sample ok and have some great features, you will agree modifying code is not really learning. So i have spent the last couple of week going over my old MS code and lots of stuff online and decided on what i want and have ported most of it over to code that i understand 90% of. I have my player class that moves about, jumps with gravity, has animations and a bounding box that follows it around. I have my map & basic level class to load levels from text files. Its just how i handle the collisions that i am struggling with as i will want per pixel collision on some tiles(i have code for this in a pong game i made so that should be ok). I'm pretty clear in my mind on what i need to do its just putting it in code and in the right place, here's what i was thinking. I was going to do it all in layers, have a tile layer, a collision layer & an item layer this way i could make a nice map editor in Win Forms at some point. Anyway i need to read in the collision layer the assign each tile a rectangle and collision property, and this is where i get me. Would any of you be able to spare some time and go over this with me ? I will post some code later Regards Del

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  • Collision Detection within Player/Enemy Class

    - by user1264811
    I'm making a 2D platform game. Right now I'm just working on making a very generic Player class. I'm wondering if it would be more efficient/better practice to have an ActionListener within the Player class to detect collisions with Enemy objects (also have an ActionListener) or to handle all the collisions in the main world. Furthermore, I'm thinking ahead about how I will handle collisions with the platforms themselves. I've looked into the double boolean arrays to see which tiles players can go to and which they can't. I don't understand how to use this class and the player class at the same time. Thank you.

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  • Creating a simple 2d game with C++: Where to go first? [on hold]

    - by Lucas Vieira
    I'm starting to build a little school project. (I have a prior experience with php, python and java, and i'm learning c++ now). My part is simple, create a game, like this pong http://www.ponggame.org/ The problem is that I've never programmed a game before. I was looking the possibilities, maybe use QT? Or is there other library better for my case? Since i don't want to reinvent the wheel, where to start with? Thank you, guys!

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  • Is it possible to create an "impossible" rooms in games?

    - by qwerty3000
    Forgive me my lack of knowlegde, but for quite a long time I asked myself whether it was possible to create a continous game space that some player could walk inside and so on, that would be absolutely impossible in reality, e.g. you have a very small house that allows you to go around it to see all sides and the full dimensions, and then, when you enter, it is like a giant hall, without any loading screen or (internal) "model change" and so on. I'm no game designer and I never needed to learn 3D-modelling, so I don't know what is possible and what isn't. And is this the same as Is the "impossible object" possible in computer graphics? this? Or is it just the same category, but not exactly the same question? Thanks.

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  • How to find 2D grid cells swept by a moving circle?

    - by Nevermind
    I'm making a game based on a 2D grid, with some cells passable and some not. Dynamic objects can move continuously, independent of the grid, but need to collide with impassable cells. I wrote an algorithm to trace a ray against the grid, that gives me all cells that ray intersects. However, actual object are not point-sized; I'm currently representing them as circles. But I can't figure out an effective algorithm to trace a moving circle. Here's a picture of what I need: The numbers show in what order the circle collides with grid cells. Does anybody know the algorithm to find these collisions? Preferably in C#. Update The circle can be bigger than a single grid cell.

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  • Farseer circle hangs where it's spawned

    - by necrosmash
    I'm currently trying to simply spawn a circle in Farseer. However, it's stuck wherever I spawn it! The game is updating fine, as I can see the circle spinning in place when I spawn it because of how I currently have gravity set up (following code from Game1.cs): // Initialise the screen center for use with // the Level class screenCenter = new Vector2(graphics.GraphicsDevice.Viewport.Width / 2f, graphics.GraphicsDevice.Viewport.Height / 2f); world = new World(new Vector2(20, 20)); currentLevel = new Level1(screenCenter, circleSprite, groundSprite, ref world); Level1 constructor: public Level1(Vector2 screenCenter, Texture2D circleSprite, Texture2D groundSprite, ref World world) { player = new Player(ref world, screenCenter, circleSprite); ground = new Ground(ref world, screenCenter, groundSprite); listLevelItems = new List<LevelItem>(); listLevelItems.Add(player); listLevelItems.Add(ground); } Player constructor: public Player(ref World world, Vector2 screenCenter, Texture2D sprite) { setSprite(sprite); setPosition((screenCenter / MeterInPixels) + new Vector2(0f, 0f)); playerBody = BodyFactory.CreateCircle(world, 96f / (2f * MeterInPixels), 1f, playerPosition); getBody().BodyType = BodyType.Dynamic; // Ball bounce and friction getBody().Restitution = 0.3f; getBody().Friction = 0.5f; } If I use a breakpoint and change the playerBody position while the game is halted, the ball does move, but stays fixed in its new location. Any help would be greatly appreciated.

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  • How can I calculate the angle between two 2D vectors?

    - by Error 454
    I am working on some movement AI where there are no obstacles and movement is restricted to the XY plane. I am calculating two vectors, v, the facing direction of ship 1, and w, the vector pointing from the position of ship 1 to ship 2. I am then calculating the angle between these two vectors using the formula arccos((v · w) / (|v| · |w|)) The problem I'm having is that arccos only returns values between 0° and 180°. This makes it impossible to determine whether I should turn left or right to face the other ship. Is there a better way to do this?

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  • Problem texturing with opengl

    - by Killrazor
    Hello! I'm having problems making a simple sprite rendering. I load 2 different textures. Then, I bind these textures and draw 2 squares, one with each texture. But only the texture of the first rendered object is drawn in both squares. Its like if I'd only use a texture or as if glBindTexture don't work properly. I know that GL is a state machine, but I think that you only need to change active texture with glBindTexture. I load texture with this method: bool CTexture::generate( utils::CImageBuff* img ) { assert(img); m_image = img; CHECKGL(glGenTextures(1,&m_textureID)); CHECKGL(glBindTexture(GL_TEXTURE_2D,m_textureID)); CHECKGL(glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR)); CHECKGL(glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR)); //CHECKGL(glTexImage2D(GL_TEXTURE_2D,0,img->getBpp(),img->getWitdh(),img->getHeight(),0,img->getFormat(),GL_UNSIGNED_BYTE,img->getImgData())); CHECKGL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img->getWitdh(), img->getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img->getImgData())); return true; } And I bind textures with this function: void CTexture::bind() { CHECKGL(glBindTexture(GL_TEXTURE_2D,m_textureID)); } Also, I draw sprites with this method void CSprite2D::render() { CHECKGL(glLoadIdentity()); CHECKGL(glEnable(GL_TEXTURE_2D)); CHECKGL(glEnable(GL_BLEND)); CHECKGL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); m_texture->bind(); CHECKGL(glPushMatrix()); CHECKGL(glBegin(GL_QUADS)); CHECKGL(glTexCoord2f(m_textureAreaStart.s,m_textureAreaStart.t)); // 0,0 by default CHECKGL(glVertex3i(m_position.x,m_position.y,0)); CHECKGL(glTexCoord2f(m_textureAreaEnd.s,m_textureAreaStart.t)); // 1,0 by default CHECKGL(glVertex3i( m_position.x + m_dimensions.x, m_position.y, 0)); CHECKGL(glTexCoord2f(m_textureAreaEnd.s, m_textureAreaEnd.t)); // 1,1 by default CHECKGL(glVertex3i( m_position.x + m_dimensions.x, m_position.y + m_dimensions.y, 0)); CHECKGL(glTexCoord2f(m_textureAreaStart.s, m_textureAreaEnd.t)); // 0,1 by default CHECKGL(glVertex3i( m_position.x, m_position.y + m_dimensions.y,0)); CHECKGL(glPopMatrix()); CHECKGL(glDisable(GL_BLEND)); } Could you help me? All help is welcome. Thanks!!

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  • Managing different utility classes between engine and libraries

    - by hayer
    I'm currently in updating some engine code (which does not work, so it is more like creating a engine). I've decided to swap over to SFML (instead of my own crappy renderer, window manager, and audio), Box2D (since I need physics, but have none), and some small utilities I've built myself. The problem is that each of the project mentioned over use different types for things like Vector2, etc. So to the question: is it a good idea to replace Box2D and SFML vectors with my own vector class (which is one of my better implementations)? My idea then was to have a separate .lib with all my classes that should be shared between all the projects in the solution.

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  • UnityEngine.Vector2 does not contian a definition for "Set".... using futile

    - by FreshJays
    I am a bit lost, I am using futile and I am just trying to run the demo. But I keep getting UnityEngine.Vector2 does not contian a definition for "Set" in just one class, my using statments are: using System; using UnityEngine; using System.Collections; using System.Collections.Generic; When I look at the documents, I see that Set is a function http://docs.unity3d.com/Documentation/ScriptReference/Vector2.html I am using version 3.4.2 (in futile its happening in just the FAtlas class)

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  • Using 2d collision with 3d objects

    - by Lyise
    I'm planning to write a fairly basic scrolling shoot 'em up, however, I have run into a query with regards to checking for collision. I plan to have a fixed top down view, where the player and enemies are all 3d objects on a fixed plane, and when the enemy or player fires at the other, their shots will also be along this fixed plane. In order to handle the collision, I have read up a bit on collision detection in 3d, as it is not something I have looked into previously, but I'm not sure what would be ideal for this situation. My options appear to be: Sphere collision, however, this lacks the pixel precision I would like Detection using all vertexes and planes of each object, but this seems overly convoluted for a fixed plane of play Rendering the play screen in black and white (where white is an object, black is empty space), once for enemies and once for the player, and checking for collisions that way (if a pixel is white on both, there is a collision) Which of these would be the best approach, or is there another option that I am missing? I have done this previously using 2d sprites, however I can't use the same thinking here as I don't have the image to refer to.

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  • Which is better a computer science degree or a Software engineer degree?

    - by Shadow wolf
    I'm asking here so since you all have experience in or around game programming, that's what I want to do, and I’m trying to find as many options as I can before my senior year, which is next year. So do you have any opinions on the matter of which would give me a better education in programming? Please no talking about anything other than the two degrees because I know of game programming degrees out there but I like to see which of these would provide the best alternate choice.

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  • Error when updating enumerated value?

    - by igrad
    Once upon a time, there was a Player class (simplified version) enum animState{RUNNING,JUMPING,FALLING,IDLING}; class Player { public: Player(int x, int y); void handle(); void show(); ~Player(); private: int m_x; int m_y; animState playerAnimState; } There was also a "handle" function-member, which took care of all movement and collisions for the player: #include "player.h" void Player::handle() { if(/*Player presses 'D' key*/) { m_x++; playerAnimState = RUNNING; } //Other stuff that is just there to look nice Through lots of experimentation with "//" and "/**/", I've found that I consistently get an error at "playerAnimState = RUNNING." Have I broken some enumeration rule? Does my laptop really suck that bad? I hate to post a "fix my code for me" question, but I'm not very seasoned with enums.

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  • Managing game objects/components

    - by Xeon06
    Good day everyone, By far the biggest problem that has always dawned on my when programming games is how to structure my code. It just becomes an incredible mess after a while. The reason for that is because I have no idea how different classes should interact with each other. Let's have an example. Say I have a class Player, a class PlayerInput and a class Map. The player class contains information as to the location of the player, whereas the player input class handles changing that location, but by first making sure it's within a walkable area from the map class. How to structure this? My usual approach is to pass those components as parameters in the constructors of the parameters that need them, like so: var map = new Map(); var player = new Player(); var input = new PlayerInput(player, map); The problem with that is that it quickly gets messy, when you add new components you have to go through your constructors and update them, and it doesn't work well if you have mirroring references: var physics = new Physics(input); //Oops, doesn't work var input = new Input(physics); So, how do you guys usually manage this? Thanks.

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  • Alternative ways to construct maps

    - by sideways8
    I've searched around and it seems like most people are using tile-based map systems. I suppose this question is more theoretical than practical (I am not very concerned about memory or performance speed), but I want to know: what other ways can a map be created in a game? A map being a graphic representation of terrain that can be navigated, has entrances and exits, and boundares (no-go zones). Besides using text files to store and arrays to load tile data, one idea I had was to store a map entirely as a graphic file and use queries on the pixel colour to determine boundaries (ie, you can only move in a certain direction if the way is bright enough in that direction). What other creative map systems are out there?

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  • How to store an iOS game save file in multiple devices? (Without remote servers)

    - by Omega
    I've been developing an iOS game for iPhone. My game saves the progress as a couple of .plist documents in the device. I have come to realize that when I install a game in my iPhone, this same game is installed in my iPad. And then it struck me: how would I manage save files? I mean, I'd like the player to be able to continue playing from where they left no matter what device are they using... without using remote servers. What have you done to address this issue?

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  • Is it safe to run multiple XNA ContentManager instances on multiple threads?

    - by Boinst
    My XNA project currently uses one ContentManager instance, and one dedicated background thread for loading all content. I wonder, would it be safe to have multiple ContentManager instances, each in it's own dedicated thread, loading different content at the same time? I'm prompted to ask this question because this article makes the following statement: If there are two textures created at the same time on different threads, they will clobber the other and you will end up with some garbage in the textures. I think that what the author is saying here, is that if I access one ContentManager simultaneously on two threads, I'll get garbage. But what if I have separate ContentManager instances for each thread? If no-one knows the answer already from experience, I'll go ahead and try it and see what happens.

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