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  • Open file with java application [migrated]

    - by Giaphage47
    I am using Ubuntu. I would like to have a user be able to double-click (or whatever they have set to open a file) on the save file for a java game i'm making, and have the game start and automatically load the save. How could I make the game launch instead of opening the file, and then pass the save's file name or location as an argument? Would i have to have the game create a new mime type the first time it ran, or something similar, so that Ubuntu knows what to do with the save when the user tries to open it?

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  • Multiple Kickstarter campaigns. Good? Bad? Ugly?

    - by BerickCook
    I've been toying with the idea of doing a Kickstarter for my game to help fund some good artists to replace the placeholder graphics I currently have. Just a small goal of $2k or so. Regardless of whether the campaign is successful this time, would it be considered a faux pas to do another, larger kickstarter once the game is looking better? Would the rewards need to be the same, or could I offer better rewards at lower donation levels for the first one as an "early adopter" bonus?

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  • boolean operations on meshes

    - by lathomas64
    given a set of vertices and triangles for each mesh. Does anyone know of an algorithm, or a place to start looking( I tried google first but haven't found a good place to get started) to perform boolean operations on said meshes and get a set of vertices and triangle for the resulting mesh? Of particular interest are subtraction and union. Example pictures: http://www.rhino3d.com/4/help/Commands/Booleans.htm

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  • Cannot find the Cocos2d templates

    - by PeterK
    I am about to upgrade to the last version of Cocos2d and would like to uninstall my current Cocos2d templates before installing the new one but cannot find the templates to delete. I have looked at a number of web comments on this such as Uninstall Cocos2D ans another uninstall example but to no avail. However, I still see Cocos2d in my Xcode (4.5) framework. I have been searching my directories but cannot find it. Is there anyone out there who can give me a hint where to find it so i can delete in?

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  • General usage question of vbo

    - by CSharpie
    Firstofall, I am sorry if my question is to broad. I am developing a tile based game and switched from those gl.Begin calls to using VBOs. This is kind of working allready, I managed to render a hexagonal polygon with a simple shader applied. What I am not sure is, how to implement the "whole" tile concept. Concrete the questions are: - Is it better to create 1 VBO for a single tile and render it n-Times in every different position, or render one huge VBO that represents the whole "world" - Depending on the answer above, what is the best way to draw a "linegrid". Overlay with the same vbo using the respecting polygon.mode , or is there a way to let the shader to this? - How would frustum-culling or mousepicking work then, do i need to keep the VBO-data in memory?

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  • Beginner's steps to game programming [on hold]

    - by CodeTrasher
    I have graduated from university less than 6 months ago and became a B.Eng in Software Engineering. I have moderate understanding of programming experience from languages like C++, Java and C#. But mostly on simple desktop and mobile applications. I've tried some simple Pong-like games but never finished even the smallest game. I have a couple of nice ideas growing (IMO, at least...) in my mind but don't really know where to begin. 2D is way to go, of course, at the beginning. I just want to hear from more experienced game devs how they started out. Should I make a rough outline of the core idea and mechanics and start working on a prototype of core gameplay? Or should I just practice more by making Pong, Asteroids and that sort of games and get an understanding of those before moving on? Thanks to all!

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  • Where to find current information on quality of released games as software products?

    - by Tom
    As a gamer, one thing I have learned I need to be savvy about is knowing whether SomeBigGame is actually unstable or otherwise problematic as a piece of software (riddled with invasive DRM products, only runs well on a particular video driver version, crashes on non-English-language systems, etc.). I know that game news media can sometimes be relied upon to report on some problems, but I doubt they bother to cover smaller or indie titles. An example: I've started playing Transformice on Kongregate, and I'm considering installing the downloadable client (it is an online multiplayer game). The part of me that cares about data privacy and maintaining a clean-and-healthy PC wants to know whether there is a place I can check to find out more about a title-as-software than "it is not a literal virus." Put another way: where would you not want to see your game receive lots of attention?

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  • how can I change object look point?

    - by jques
    I have tried to load image but system does not give permission. Please look image http://www.rps.net/gunslinger/scrnshot/gunslinger33.jpg I have two arm with two gun, I want to rotate these arm with mouse. For example, if I move mouse position to the left, arms with guns should be move also. Since this is hoby project, I am a bit confort to ask below question ; What should I do to achieve my wish ? some explanation: perspective view gun in viewing direction left click = trigger left gun perspective Feel free to change the title Thanks

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  • 16-bit PNGs in Slick2D

    - by Neglected
    I'm working on a project and I'm using some 3rd party sprites just to get it off the ground; recently I've come into a hitch. Slick2D doesn't seem to want to load my images. That is, it will warn me that images are the wrong bit-depth. All the images are in 16-bit PNG form (PNG is required for transparency). Is there any way I can disable the warning (being the bad guy programmer (the console print for each individual load REALLY SLOWS DOWN the image)) or is there another solution? I was thinking about converting all images (using imagemagick) to .gif (with an alpha channel). Would there be any loss in quality between formats? EDIT: I tried using imagemagick but some of the sprites use pure black so I can't do that without wrecking the image. EDIT2: using "identify" on any of the images show them as being 8-bit.. but Slick2D won't load them. What the hell? D: EDIT3: Issue solved (ish). If you are googling this then just disable the java png loader from slick by sticking this somewhere in your code (like the main method): System.setProperty("org.newdawn.slick.pngloader", "false");

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  • Things to do to port game made for iOS in Unity to Android?

    - by 2600th
    I have just made my first game for iOS and submitted it to app store. I was thinking of porting my game to Android also. I would like to know things one need to do/remember to port game made for iOS in Unity to Android. How to handle different screen resolutions and pixel densities, optimizations required, etc. Any other suggestions and important things you think I should know? EDIT: Also, should I handle builds according to device resolutions or by pixel density?

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  • implementing a high level function in a script to call a low level function in the game engine

    - by eat_a_lemon
    In my 2d game engine I have a function that does pathfinding, find_shortest_path. It executes for each time step in the game loop and calculates the next coordinate pair in the series of coordinates to reach the destination object. Now I want to call this function in a scripting language and have it only return the last coordinate pair result. I want the game engine to go about the business of rendering the incremental steps but I don't want the high level script to care about the rendering. The high level script is only for ai game logic. Now I know how to bind a method from C to python but how can I signal and coordinate the wait time between the incremental steps without the high level function returning until its time for the last step?

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  • Copies of GameScene created when called additional times

    - by Orin MacGregor
    I have a game with a level select managed by a SceneManager, which basically just uses ReplaceScene. The first time I load a level everything works fine. On subsequent calls, for example: completing the level and continuing to the next, things blow up. The level loads fine, but when I try to pan the map or try to move the player the game crashes. Debugging through I found that there are multiple occurrences of self and related children like player and mapLayer. As a test, I put this code in my ccTouchesBegan: NSLog(@"test %i", [self retainCount]); The first time a level is loaded, it gives: test 2 The second time I load a level it gives: test 2 test 1 as in it spits out both values by looping through twice, not just appending an output to the last. It continues with this pattern for each subsequent load. So the third time will give 2 1 1. Particular code that causes the game to crash involve calling _tileMap.tileSize because there is a second GameScene with a tileMap that was supposedly destroyed, so it has tileSize and mapSize of 0. I noticed dealloc doesn't really ever get called, so I tried to manage some things with -(void) onExit -(void) onExit { [self unscheduleAllSelectors]; [_player stopAllActions]; //stop any animations just in case. normally handled in ccTouchesEnded [self removeAllChildrenWithCleanup:YES]; } I never replace the GameScene while I'm in a GameScene; if the level is completed it goes to a GameOver scene, or I use a back button that goes to the LevelSelect scene. This is [the relevant parts of] my init, in case something like the adding of children matters: -(id) init { _mapLayer = [CCLayer node]; //load data for level GameData *gameData = [GameDataParser loadData]; int selectedChapter = gameData.selectedChapter; int selectedLevel = gameData.selectedLevel; Levels *chapterLevels = [LevelParser loadLevelsForChapter:selectedChapter]; //loop until we get selected level, then do stuff for (Level *level in chapterLevels.levels) { if (level.number == selectedLevel) { //load the level map _tileMap = [CCTMXTiledMap tiledMapWithTMXFile:level.file]; } } _background = [_tileMap layerNamed:@"Background"]; _foreground = [_tileMap layerNamed:@"Foreground"]; _meta = [_tileMap layerNamed:@"Meta"]; _meta.visible = NO; //initialize Spawn Point object and place player there CCTMXObjectGroup *objects = [_tileMap objectGroupNamed:@"Objects"]; NSAssert(objects != nil, @"'Objects' object group not found"); NSMutableDictionary *spawnPoint = [objects objectNamed:@"SpawnPoint"]; NSAssert(spawnPoint != nil, @"SpawnPoint object not found"); int x = [[spawnPoint valueForKey:@"x"] intValue] / retinaScaling; int y = [[spawnPoint valueForKey:@"y"] intValue] / retinaScaling; //setup animations [[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"MouseRightAnim_24x21.plist"]; CCSpriteBatchNode *spriteSheet = [CCSpriteBatchNode batchNodeWithFile:@"MouseRightAnim_24x21.png"]; [_mapLayer addChild:spriteSheet z:1]; NSMutableArray *rightAnimFrames = [NSMutableArray array]; for(int i = 1; i <= 3; ++i) { [rightAnimFrames addObject: [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName: [NSString stringWithFormat:@"MouseRight%d_24x21.png", i]]]; } CCAnimation *rightAnim = [CCAnimation animationWithSpriteFrames:rightAnimFrames delay:0.1f]; self.player = [CCSprite spriteWithSpriteFrameName:@"MouseRight2_24x21.png"]; _player.position = ccp(x, y); self.rightAction = [CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:rightAnim]]; rightAnim.restoreOriginalFrame = NO; [spriteSheet addChild:_player]; //get map size in pixels mapHeight = _tileMap.contentSize.height; mapWidth = _tileMap.contentSize.width; //setup defaults //this value works well for the calculation later, trial and error really distance = 150; lastGoodDistance = 150; mapScale = 1; [self setViewpointCenter:_player.position]; [_mapLayer addChild:_tileMap]; [self addChild:_mapLayer z:-1]; self.isTouchEnabled = YES; } return self; } And here's the SceneManager code for replacing scenes: +(void) goGameScene { CCLayer *gameLayer = [GameScene node]; [SceneManager go:gameLayer:[GameHUD node]]; } //this is what every call looks like besides the GameScene one above +(void) goLevelSelect { [SceneManager go:[LevelSelect node]:nil]; } +(void) go:(CCLayer *)layer: (CCLayer *)hudLayer { CCDirector *director = [CCDirector sharedDirector]; CCScene *newScene = [SceneManager wrap:layer:hudLayer]; if ([director runningScene]) { [director replaceScene:newScene]; } else { [director runWithScene:newScene]; } } +(CCScene *) wrap:(CCLayer *)layer: (CCLayer *)hudLayer { CCScene *newScene = [CCScene node]; [newScene addChild: layer]; if (hudLayer != nil) { [newScene addChild: hudLayer z:1]; } return newScene; } Any ideas why I'm getting these fatal artifacts? I'm hoping this isn't considered too localized since it basically combines 3 tutorials that anyone could end up following. (Ray Wenderlich Animations, Tim Roadley Scene Manager, Pan and Zoom with Tiled Maps.

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  • Why distant objects draw in front of close objects?

    - by cad
    I am rendering two cubes in the space using XNA 4.0 and the layering of objects only works from certain angles. Here is what I see from the front angle (everything ok) Here is what I see from behind This is my draw method. Cubes are drawn by serverManager and serverManager1 protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); switch (_gameStateFSM.State) { case GameFSMState.GameStateFSM.INTROSCREEN: spriteBatch.Begin(); introscreen.Draw(spriteBatch); spriteBatch.End(); break; case GameFSMState.GameStateFSM.GAME: spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); // Text screenMessagesManager.Draw(spriteBatch, firstPersonCamera.cameraPosition, fpsHelper.framesPerSecond); // Camera firstPersonCamera.Draw(); // Servers serverManager.Draw(GraphicsDevice, firstPersonCamera.viewMatrix, firstPersonCamera.projMatrix); serverManager1.Draw(GraphicsDevice, firstPersonCamera.viewMatrix, firstPersonCamera.projMatrix); // Room //roomManager.Draw(GraphicsDevice, firstPersonCamera.viewMatrix); spriteBatch.End(); break; case GameFSMState.GameStateFSM.EXITGAME: break; default: break; } base.Draw(gameTime); fpsHelper.IncrementFrameCounter(); } serverManager and serverManager1 are instances of the same class ServerManager that draws a cube. The draw method for ServerManager is: public void Draw(GraphicsDevice graphicsDevice, Matrix viewMatrix, Matrix projectionMatrix) { cubeEffect.World = Matrix.CreateTranslation(modelPosition); // Set the World matrix which defines the position of the cube cubeEffect.View = viewMatrix; // Set the View matrix which defines the camera and what it's looking at cubeEffect.Projection = projectionMatrix; // Enable textures on the Cube Effect. this is necessary to texture the model cubeEffect.TextureEnabled = true; cubeEffect.Texture = cubeTexture; // Enable some pretty lights cubeEffect.EnableDefaultLighting(); // apply the effect and render the cube foreach (EffectPass pass in cubeEffect.CurrentTechnique.Passes) { pass.Apply(); cubeToDraw.RenderToDevice(graphicsDevice); } } Obviously there is something I am doing wrong. Any hint of where to look? (Maybe z-buffer or occlusion tests?)

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  • Effecient finding of long-range spotting targets

    - by nihohit
    I'm creating a top-down 2d strategy game, with a square grid map. So far, I've used Bresenham's line drawing algorithm in a circle to determine what's in LOS of each unit, and then targedt one of the targets in the circle. Now I find that this limits my units to shoot only at targets that they see. I want to extend my targeting algorithm to target any other unit in range of my weapon, even if they're out of sight range of this given unit, if they're "spotted" by another friendly unit. In other words, I want to enable usage of weapons with ranges longer than sight range. Is there a better way than iterating over all sighted units and computing range and LOSto each of them?

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  • Is there a definitive reference on Pinball playfield design?

    - by World Engineer
    I'm looking at designing tables for Future Pinball but I'm not sure where to start as I've little background in game design per se. I've played scores of pinball tables over the years so I've a fairly good idea of what is "fun" in those terms. However, I'd like to know if there is a definitive "bible" of pinball design as far as layout and scoring/mode design goes. I've looked but there doesn't seem to be anything really coherent that I could find. Is it simply a lost art or am I missing some buried gem?

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  • OpenGL, objects disappear at a certain z distance

    - by smoth190
    I'm writing a managed OpenGL library in C++, and I'm having a pretty annoying problem. Whenever I set an objects position to -2.0 or lower, the object disappears. And at distances 0 through -1.9, it doesn't appear to move away from them camera. I have a world matrix (which is multiplied by the objects position to move it), a view matrix (which is just the identity matrix currently) and a projection matrix, which is setup like this: FOV: 45.0f Aspect Ratio: 1 zNear: 0.1f zFar: 100.0f using GLMs glm::perspective method. The order the matrices are multiplied by in the shader is world, view, projection, then position. I can move the object along the X and Y axis perfectly fine. I have depth testing enabled, using GL_LEQUAL. I can change the actually vertices positions to anything I want, and they move away from the camera or towards it perfectly fine. It just seems to be the world matrix acting up. I'm using glm::mat4 for the world matrix, and glm::vec3 for positions. Whats going on here? I'm also using OpenGL 3.1, GLSL version 140 (1.4?).

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  • Tile sizes in 2D games

    - by Ephismen
    While developing a small game using tile-mapping method a question came to my mind: I would develop the game on Windows but wouldn't exclude adapting it to another platform. What size(in pixels) would you recommend using for creating the tiles of a tile-mapped game(ie: RPG) with the following requirements? Have an acceptable level of detail without having too many tiles. Having a decent map size. Allow adaptation of the game on a handheld(ie: PSP), smartphone or a computer without too much loss of detail or slowdowns. Allow more or less important zoom-in / zoom-out. Have a resolution of tile that permits either pixel-perfect collision or block-collision. Anything from a good explanation to a game example is useful as long as it can fit the requirements. This question may seem a bit simplistic, but I noticed that many Indies game developer were using inappropriate scales scenery. Also sorry for the poor syntax and the lack of vocabulary of my question, being a non-native English speaker doesn't help when talking about computers programming.

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  • How do I calculate the motion of 2 massive bodies in space?

    - by 1224
    I'm writing code simulating the 2-dimensional motion of two massive bodies with gravitational fields. The bodies' masses are known and I have a gravitational force equation. I know from that force I can get a differential equation for coordinates. I know that I once I solve this equation I will get the coordinates. I will need to make up some initial position and some initial velocity. I'd like to end up with a numeric solver for the ordinal differential equation for coordinates to get the formulas that I can write in code. Could someone break down how from laws and initial conditions we get to the formulas that calculate x and y at time t?

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  • How to calculate production when player is offline

    - by Kaizer
    What is the best way to do for example food growth based on how many food buildings you have? Lets say I have a webbased game where you can build a farm wich generates 60 food units per hour. A player has 1 farm in his possession. What is the best way to keep on producing these units even when the player is offline? Should I do the math when the player get's back online again? If so..how can I do this without having to save his last online time every 5 seconds so I can do some maths with it when he logs back in (datetime.now - lastonlinetime)? Next thing is when the player is online, should I refresh his resource count every 5 seconds or so by going to the database and back? This would seem weird to do for every logged on player. I hope you understand my question. kind regards

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  • Should I drawing directly on CCLayer or CCSprite?

    - by einverne
    Now I am a little confused in my cocos2d-x cpp project. I want to draw lines with user's finger touch. Following the screenshot of a CCScene: In the screen, there are two squares. I want show an animation in the first square and let the second one draw lines with user touch. Now these two squares are CCSprite. And I can draw dots in the second one on the CCLayer. But I am little confused that I should draw lines on the Sprite or on the Layer. Or are there other ways to organize the code?

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  • Which game engine for HTML5 + Node.js

    - by Chrene
    I want to create a realtime multiplayer game using and HTML5. I want to use node.js as the server, and I only need to be able to render images in a canvas, play some sounds, and do some basic animations. The gameloop should be done in the server, and the client should do callback via sockets to render the canvas. I am not going to spend any money on the engine, and I don't want to use cocos2d-javascript.

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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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  • Why does this exported cube have too many vertices?

    - by Joewsh
    I'm trying to export md5mesh models. Just as a test I decided to export a simple cube (i.e. with 8 vertices). When I opened the .md5mesh file it lists the following: numverts 24 numtris 12 numweights 24 Obviously the number of triangles makes sense: 6 faces * 2 to triangulate = 12. The model only has one bone so again it even makes sense that there is one weight for each vertex. The question is though, why is the file listing 24 vertices? Is the problem the exporter or is this normal for md5mesh's? Is it something that you have to rectify when you come to parsing the file in engine? I don't want to be parsing or drawing duplicated vertices without reason. I'm guessing it's something to do with shading and normals. Is it a case of listing each vert 3 times, one for each facing normal?

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  • What does "kTriangles/s" mean in hardware graphics benchmark reports?

    - by swquinn
    I've looked around and found several sites offering benchmarking statistics for mobile platforms and I've been seeing the unit of measure as "kTriangles/s". Originally I misread this, missing the 'k'; does this translate to "thousand(s) of triangles/s", e.g.: 8902 kTriangles/s = 8,902,000 triangles/s (I'm pretty sure that my interpretation is correct, but I hope someone can confirm this for me) Thanks!

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  • Depth Map resolution shifting

    - by user3669538
    the problem is with shadow mapping as you can see, actually it works fine but in a certain condition that the Depth Map size must be equal to the size of rendering buffer, I use an infinite directional light so if the window is 800x600 the depth map must be 800x600, and when i change the size of the shadow map to be 900x600 it starts to be shifted and when it's size be 1024x1024 it also shifts till it disappears the GLSL shadow function float calcShadow(sampler2D Dmap, vec4 coor){ vec4 sh = vec4((coor.xyz/coor.w),1); sh.z *= 0.9; return step(sh.z,texture2D(Dmap,sh.xy).r); } here's the result when it's the same size as the window Colored result & Depth Map and here's the shifted result, as you can notice the depth map is exactly as the previous one with the addition of white space to the right. Colored result http://goo.gl/5lYIFV Depth Map http://goo.gl/7320Dd

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