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  • Cocos 2D - Hold down CCMenuItem

    - by Will Youmans
    I am using the following code to move a CCSprite left and right. -(id)init{ CCMenuItemImage * moveLeftButton = [CCMenuItemImage itemFromNormalImage:@"Move Left Button.png" selectedImage:@"Move Left Button.png" target:self selector:@selector(moveLeftVoid:)]; } -(void)moveLeftVoid{ id moveLeft = [CCMoveBy actionWithDuration:.3 position:ccp(-10, 0)]; [_mainSprite runAction:moveLeft]; } This does work, but only as a single tap. What I want for the CCSprite to move continously in that direction when the CCMenuItem is held down. Then when it's released the character stops moving. If you need to see more code, please just ask. :) Thanks

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  • How do I get mouse x / y of the world plane in Unity?

    - by Discipol
    I am trying to make a tiled landscape. The terrain itself is not made from tiles but the world has a grid which I define. I would like to place boxes/rectangles which snap to this grid, at runtime, but in order for me to do that I must get a projection from the user screen to the real-world coordinates. I have tried various examples using the Ray class but nothing worked. It compiles and outputs a constant value no matter where I put the mouse. I have tried to add some tiles and try to detect them but no luck. I also tried with one plane as big as my world but still no luck. I am using C# but even a JS version would be helpful. This technique involves calculating which tile the mouse is under by the x and y positions. Perhaps detecting which tile itself is being pointed to would be a simpler task, at which point I can just retrieve its i/j properties. Update: I got it working thanks to some answers, but the ball freaks out towards the far end of the plane. Why is this? https://www.dropbox.com/sh/9pqnl30lm6uwm6h/AACc2JcbW16z6PuHFLLfCAX6a

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  • Can you recommend a game server for a facebook board game?

    - by Yekmer Simsek
    I am seeking a game server that will scale well. All commercial and/or free software alternatives are welcome. Game will be a boardgame that is similar to poker. Some technical details are listed below. There will be a table which consists of 4 people, to send them message I need a channel manager. A table will be ready to play for at least 5 minutes. There should be a reliable channel manager. People will wait for some time(i.e.) and if they are not playing they will be kicked by server, so there will be a reliable timed task queue to execute some tasks. It should be quick enough to response and show the changes to all 4 people on that table simultaneously.To achive this server should have a powerfull I/O library. I think to use inmemory to have quick response times, but it comes with scalability problems. And some variables should be thread safe so a variable should be thread safe between multiple nodes. Flash(AS3) and Unity (.Net 2.0 C# mono) client API's should be available for socket connection. PS: I am using Reddwarf server, it lacks of documentation and multiple node.

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  • Base on User Drawing Create Polygon Body as well Image

    - by Siddharth
    In my game, I want to provide a user with drawing feature. By free hand drawing user create a polygon shape. So in my game implementation I have to create body for all found vertices and I have to generate image based on that polygon shape. So my problem is how to create image that match the user provided vertices. In cocos2d I listen that there is an implementation of something like Image Masking. But I don't understand how that thing I implement in andengnine. Please provide any guidance on how to create image same as user generated polygon shape.

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  • using per pixel collision for an elastic response

    - by Codejoy
    I realize this might be open ended ended but curious if I just did some over kill... I had this http://create.msdn.com/en-US/education/catalog/tutorial/collision_2d_perpixel and i reworked it to work with my animation code in XNA and what not. It works well, but now I want to use this to decide if there was a collision and to have the items (characters) bounce off eachother elastically. Was the per pixel too much and I could of just used a bounding box ? (in fact would that of been preferred for what needs to be calculated in the response for an elastic collision?) Looking for guidance really.

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  • C++ unmanaged inside winform

    - by Gosso
    First: I am using C# and C++ on windows 7. I have created a basic rendering engine in c++ with directx 10. It works good as a stand alone application. But, when I sending the Form.Handle of a WinForm I want to render inside to the engine it crashes during D3D10CreateDeviceAndSwapChain with the following error: HRESULT: 0x887a0001 (2289696769) Name: DXGI_ERROR_INVALID_CALL I get the handle from the winform during loading of the form. unsafe { void *ptr=m_view.Handle.ToPointer(); uint v = (uint)ptr; lhandle = v.ToString(); };

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  • Collider2D and Rigidbody2D, how do they work?

    - by user42646
    I have been learning JavaScript and Unity for a week now. I learned how to make Cube as a Ground and another Cube as a player and I used this code to make the Player Cube move forward and backward and jumping var walkspeed: float = 5.0; var jumpheight: float = 250.0; var grounded = false; function Update() { rigidbody.freezeRotation = true; if (Input.GetKey("a")) transform.Translate(Vector3(-1, 0, 0) * Time.deltaTime * walkspeed); if (Input.GetKey("d")) transform.Translate(Vector3(1, 0, 0) * Time.deltaTime * walkspeed); if (Input.GetButton("Jump")) { Jump(); } } function OnCollisionEnter(hit: Collision) { grounded = true; } function Jump() { if (grounded == true) { rigidbody.AddForce(Vector3.up * jumpheight); grounded = false; } } I also learned how to make a character hit box. how to make a sprite and animation. pretty much the basic stuff. Couple of days ago I created simple ground in Photoshop and a simple character and imported them to Unity3D. Whenever I use my code above the character keeps falling from the scene. Like the character has nothing to stand on. After thinking about it it make sense because I really didn't make anything to make the player character understand that he should stand on something so I started reading about this issue and I realized that there is something called Collider2D and Rigidbody2D. Now I'm really stuck here I just don't know what to do. I applied the rigibody2d to my character picture and the Collider2D to the ground picture but whenever I play the project the gravity makes my character falls down. This is my question: How can I make the rigibody2d object realize that it shouldn't fall if there is a Collider2D object under it? So when I jump it's going to jump and the gravity going to bring it back to the ground.

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  • What are milestones for a game developer to gauge their progress?

    - by user16710
    I know actually completing a game is a massive milestone, a complete polished, holistic experience. Something that I've not yet been able to commit to. There are of course classes and degrees to earn in several fields that will help gain experience, but how would one judge their own progress and strive to progress further? The yellow brick road to "Rock Star Game Programmer" is very cloudy. At this point I think it may be closer to an ocean, drifting along until you wake up one day at your destination.

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  • Creating a game engine in C++ and Python - Where do I start? [closed]

    - by Peter
    Yes, you read correctly, how does humble ole Peter here make an engine using the 2 languages he's proficient in to an extent. I have more than enough time and wish not to use any 3rd party "stuffs" (engine parts like methods, classes etc etc, fully from scratch). If anyone could PLEASE explain how this is done then i will love you forever. Thanks for reading, hoping for some productive answers. Thankyou very much. EDIT: Re read what i've said for the 4th time, forgot to mention; 2D sprite based, with voxels and physics. :D

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  • What's the best way to handle slopes for a platfomer game using Box2D

    - by songokuhd
    I would like to know if there is any known solution for handling the player's movement on slopes using Box2D engine. I tried to do it using a circle as the player. Everything was fine until I tried to walk on slopes, the main problem is that due to gravity, the circle does not stop on the slope. Please if somebody has tried this before I'll appreciate it. If you have a better solution without the physics engine would be fine for me too. Thank you.

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  • 2d engine with WebGL

    - by Philipp
    I am currently developing a HTML5 canvas game with a sprite-based 2d engine. The engine is working well so far, but now I thought that I could maybe add some cool graphic effects when I would re-implement the whole engine with WebGL. The whole graphic engine would stay strictly two-dimensional (think of it as a 3d world where the z coordinate of all vertices is 0.0). What I hope to gain from this is the ability to use pixel shaders to create special effects. I also think that the performance could improve. What do you think about that plan?

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  • Breathing for game/movie characters

    - by dtldarek
    Breathing (the movement of chest and face features): I'd like to ask if it is hard to model and whether it is computationaly expensive. I recently noticed the great effect it has in Madagascar 3 movie, but (please, correct me if I am wrong) don't remember seeing it in any games (except maybe steam cloud in cold/winter setting) and very few animated movies does that to noticable degree (e.g. when it is necessary by the plot or situation). I'd greatly appreciate answers from both movie graphics and game graphics perspective.

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  • sprite animation in openGL

    - by Sid
    I am facing problems on implementing sprite animation in opneGL ES. i've googled it and the only thing i am getting is the Tutorial implementing via Canvas. i know the way but i am having problems in implementing it. What i need : A sprite animation on collision detection. What i did : Collision Detection function working properly. PS : everything is working fine but i want to implement the animation in OPENGL ONLY. Canvas won't work in my case.

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  • Best way to get elapsed time in miliseconds in windows

    - by XaitormanX
    I'm trying to do it using two FILETIMEs, casting them to ULONGLONGs, substracting the ULONGLONGs, and dividing the result by 10000. But it's pretty slow, and I want to know if there is a better way to do it.I use c++ with visual studio 2008 express edition. This is what I'm using: FILETIME filetime,filetime2; GetSystemTimeAsFileTime(&filetime); Sleep(100); GetSystemTimeAsFileTime(&filetime2); ULONGLONG time1,time2; time1 = (((ULONGLONG) filetime.dwHighDateTime) << 32) + filetime.dwLowDateTime; time2 = (((ULONGLONG) filetime2.dwHighDateTime) << 32) + filetime2.dwLowDateTime; printf("ELAPSED TIME IN MS:%d",(int)((time2-time1)/10000));

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  • How can I ensure reasonably spaced out enemies

    - by Samuraisoulification
    I have a simple javascript game and I'm initializing their positions on the y axis using random numbers. How can I ensure that they are reasonably spaced apart? My simple algorithm is: y = (Math.random()*1000%600); However I frequently get enemies almost directly on top of each other. This is a huge problem for the game, since it's a word game and the enemies have text on their center, that if overlapped makes them impossible to kill since you can't see the words. Any advice would be appreciated! I'm pretty new to making games in general so this has all been a learning experience for me!

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  • Java single Array best choice for accessing pixels for manipulation?

    - by Petrol
    I am just watching this tutorial https://www.youtube.com/watch?v=HwUnMy_pR6A and the guy (who seems to be pretty competent) is using a single array to store and access the pixels of his to-be-rendered image. I was wondering if this really is the best way to do this. The alternative of Multi-Array does have one pointer more, but Arrays do have an O(1) for accessing each index and calculating the index in a single array seems to take one addition and one multiplication operation per pixel. And if Multi-Arrays really are bad, can't you use something with Hashing to avoid those addition and multiplication operations? EDIT: here is his code... public class Screen { private int width, height; public int[] pixels; public Screen(int width, int height) { this.width = width; this.height = height; // creating array the size of one index/int for every pixel // single array has better performance than multi-array pixels = new int[width * height]; } public void render() { for (int y = 0; y < height; y++) { for (int x = 0; x < width; x++) { pixels[x + y * width] = 0xff00ff; } } } }

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  • Java - Finding distance between player and tile in array

    - by Corey
    What is the best way performance wise to do this? When I click a tile I want it to get the distance and if I am close enough I can interact with the tile. One way would be to find the tile by doing mouse / tile width when I click correct? But then how would I get that tiles position? I know how to find the distance I just don't know how to get a certain tiles position from the array when I click it

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  • How can I set the rotation of a shape to the same as my image?

    - by BleedObsidian
    The way you set rotations of images is different from setting shape rotations. So how can I make the shape have the same rotation as my image? This is how my image rotates: if(input.isKeyDown(Input.KEY_RIGHT)) { rotate += rotateSpeed * delta; image.rotate(rotate - image.getRotation()); } How can I get the same effect but with a shape? For example: How can I get that rectangle to be at the same rotation as the car?

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  • Getting current time in milliseconds

    - by user90293423
    How to get the current time in milliseconds? I'm working on a hacking simulation game and when ever someone connects to another computer/NPC, a login screen popups with a button on the side called BruteForce. When BruteForce is clicked, what i want the program to do is, calculate how many seconds cracking the password is going to take based on the player's CPU speed but that's the easy part. The hard part is i want to enter a character in the password's box every X milliseconds based on a TimeToCrack divided by PasswordLength formula. But since i don't know how to find how many milliseconds have elapsed since the second has passed, the program waits until the CurrentTime is higher than the TimeBeforeTheLoopStarted + HowLongItTakesToTypeaCharacter which is always going to be a second. How would you handle my problems? I've commented the game breaking part. std::vector<QString> hardware = user.getHardware(); QString CPU = hardware[0]; unsigned short Speed = 0; if(CPU == "OMG SingleCore 1.8GHZ"){ Speed = 2; } const short passwordLength = password.length(); /* It's equal to 16 */ int Time = passwordLength / Speed; double TypeSpeed = Time / passwordLength; time_t t = time(0); struct tm * now = localtime(&t); unsigned short EndTime = (now->tm_sec + Time) % 60; unsigned short CurrentTime = 0; short i = passwordLength - 1; do{ t = time(0); now = localtime(&t); CurrentTime = now->tm_sec; do{ t = time(0); now = localtime(&t); }while(now->tm_sec < CurrentTime + TypeSpeed); /* Highly flawed */ /* Do this while your integer value is under this double value */ QString tempPass = password; tempPass.chop(i); ui->lineEdit_2->setText(tempPass); i--; }while(CurrentTime != EndTime);

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  • Can XNA Content Pipeline split one content file into several .xnb?

    - by Zeta Two
    Let's say I have an xml file which looks like this <Weapons> <Weapon> <Name>Pistol</Name> ... </Weapon> <Weapon> <Name>MachineGun</Name> ... </Weapon> </Weapons> Would it be possible to use a custom importer/writer/reader to create two files, Pistol.xnb and MachineGun.xnb which I can load individually with Content.Load()? While writing this I realized I could just import a Weapon[] list and split them up with a helper, but I'm still wondering if this is possible?

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  • Libgdx change color of Texture at runtime [on hold]

    - by Springrbua
    i allready asked this on Stackoverflow, but i think this question may belong here. In a Libgdx game i have some Animations for my Player. All the Frames for this Animation are inside a TextureAtlas. The Player Textures show a human, with a white T-Shirt. The T-Shirt is the only white part of the Player. Now i want to be able to replace the white color with red for Player1, with green for Player2 and so on. How can i do that, without loosing the advantage of the TextureAtlas (Texture switching)? Ofc 1 way would be to store 4 versions of every Frame, for 4 different Players (colors). But there are games out there, where you can fully customize the Player, give him a blue hat, red pants and pink shirts and so on. How can this be done? Thanks a lot! EDIT: The question on Stackoverflow

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  • Fourth texture = segmentation fault

    - by Robin92
    I keep on getting segmentation fault each time I load fourth texture - what type of texture, I mean filename, does not matter. I checked value of GL_TEXTURES_STACK_SIZE which turned out to be 10 so quite more than 4, isn't it? Here're code fragments: funciton to load texture from png static GLuint gl_loadTexture(const char filename[]) { static int iTexNum = 1; GLuint texture = 0; img_s *img = NULL; img = img_loadPNG(filename); if (img) { glGenTextures(iTexNum++, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, img->iGlFormat, img->uiWidth, img->uiHeight, 0, img->iGlFormat, GL_UNSIGNED_BYTE, img->p_ubaData); img_free(img); //it may cause errors on windows } else printf("Error: loading texture '%s' failed!\n", filename); return texture; } actual loading static GLuint textures[4]; static void gl_init() { (...) //setting up OpenGL /* loading textures */ textures[0] = gl_loadTexture("images/background.png"); textures[1] = gl_loadTexture("images/spaceship.png"); textures[2] = gl_loadTexture("images/asteroid.png"); textures[3] = gl_loadTexture("images/asteroid2.png"); //this is causing SegFault no matter which file I load! } Any ideas? Problem is present on both Linux and Windows.

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  • How to reset a List c# and XNA [on hold]

    - by P3erfect
    I need to do a "retry" option when the player finishes the game.For doing this I thought to reset the lists of Monsters and other objects that moved at the first playing or which have been "killed".for example I have a list like that: //the enemy1 class is already done // in Game1 I declare it List<enemy1> enem1 = new List<enemy1>(); //Initialize method List<enemy1> enem1 = new List<enemy1>(); //LoadContent foreach (enemy1 enemy in enem1) { enemy.Load(Content); } enem1.Add(new enemy1(Content.Load<Texture2D>("enemy"), new Vector2(5900, 12600))); //Update foreach (enemy1 enemy in enem1) { enemy.Update(gameTime); } //after being shoted the enemies disappear and i remove them //if the monsters are shoted the bool "visible" goes from false to true for (int i = enem1.Count - 1; i >= 0; --i) { if (enem1[i].visible == true) enem1.RemoveAt(i); } //Draw foreach (enemy1 enemy in enem1) { if(enemy.visble==false) { enemy.Draw(spriteBatch, gameTime); } } //So my problem is to restart the game. I did this in Update method if(lost==false) { //update all the things... } if(lost==true)//this is if I die { //here I have to put the code that restore the list //I tried: foreach (enemy1 enemy in enem1) { enemy.visible=false; } player.life=3;//initializing the player,points,time player.position=initialPosition; points=0; time=0; }//the player works.. } } they should be drawn again but if I removed them they won't be drawn anymore.If I don't remove them ,instead, the enemies are in different places (because they follow me). Any suggestions to restore or reinitialize the list??

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  • I finished "Beginning Android Games", should I use its framework?

    - by orod
    I've worked through Mario Zechner's "Beginning Android Games" and have made my own pong and asteroids game using the framework used in the book. I have also downloaded the source code for Replica Island and am able to run that. I like Replica Island's framework over the one I made from reading the book. Some differences are that Replica Island uses different activities for each screen instead of Zechner's Screen class and that Replica Island can use a lot of textures and isn't limited to textures with dimensions of powers of 2. If I'm serious about writing games and apps for Android should I learn Replica Island's framework and use that instead of the one I made while reading Zechner's book?

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  • How do I get a collision event from a KActor subclass?

    - by Almo
    I have a subclass of KActor, and I want an event when it collides with things. event RigidBodyCollision seems to be what I want according to this http://wiki.beyondunreal.com/UE3:Actor_events_%28UDK%29#RigidBodyCollision Called when a PrimitiveComponent this Actor owns has: -bNotifyRigidBodyCollision set to true -ScriptRigidBodyCollisionThreshold greater than 0 -it is involved in a physics collision where the relative velocity exceeds ScriptRigidBodyCollisionThreshold As far as I can tell, I have these set up, and the event is not called for any collisions (KActor-KActor, KActor-world geometry, etc). Is there something else I need to do?

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