Search Results

Search found 38203 results on 1529 pages for 'library development'.

Page 567/1529 | < Previous Page | 563 564 565 566 567 568 569 570 571 572 573 574  | Next Page >

  • How do I implement movement in a WPF Adventure game?

    - by ZeroPhase
    I'm working on making a short WPF adventure game. The only major hurdle I have right now is how to animate objects on the screen correctly. I've experimented with DoubleAnimation and ThicknessAnimation both enable movement of the character, but the speed is a bit erratic. The objects I'm trying to move around are labels in a grid, I'm checking the mouse's position in terms of the canvas I have the grid in. Does anyone have any suggestions for coding the movement, while still allowing mouse clicks to pick up items when needed? It would be nice if I could continue using the Visual Studio GUI Editor. By the way, I'm fine with scrapping labels in a grid for a more ideal object to manipulate. Here's my movement code: ThicknessAnimation ta = new ThicknessAnimation(); The event handling movement: private void Hansel_MouseLeftButtonDown(object sender, MouseButtonEventArgs e) { ta.FillBehavior = FillBehavior.HoldEnd; ta.From = Hansel.Margin; double newX = Mouse.GetPosition(PlayArea).X; double newY = Mouse.GetPosition(PlayArea).Y; if (newX < Convert.ToDouble(Hansel.Margin.Left)) { //newX = -1 * newX; ta.To = new Thickness(0, newY, newX, 0); } else if (newY < Convert.ToDouble(Hansel.Margin.Top)) { newY = -1 * newY; } else { ta.To = new Thickness(newX, newY, 0, 0); } ta.Duration = new Duration(TimeSpan.FromSeconds(2)); Hansel.BeginAnimation(Grid.MarginProperty, ta); } ScreenShot with annotations: http://i1118.photobucket.com/albums/k608/sealclubberr/clickToMove_zps9d4a33cc.png ScreenShot with example movement: http://i1118.photobucket.com/albums/k608/sealclubberr/clickToMove_zps51f2359f.jpg

    Read the article

  • Artist, Looking to lean how to program games, where do I start? [on hold]

    - by Christopher Hindson
    I have bean an artist for many years now I am very comfortable with using Photoshop and Flash but I want to learn how to but together my own games, I bean doing my own research into this and at the moment I am at little bit stuck on witch direction to go down. So my question is witch programming language should I learn? I have already bean looking into this what i understand is that Gamemaker with its built in language (GML) is one of the most friendly to people who are new to the game making world. I have played around with this program and was pretty happy with it but I want more also you can use Unity with language such as C and javascript and then games built with Java witch looks interesting. One more thing before you send your answer in at this moment in time I would only be able to make 2D game but 3D isn't out of the picture.

    Read the article

  • Simple collision detection for pong

    - by Dave Voyles
    I'm making a simple pong game, and things are great so far, but I have an odd bug which causes my ball (well, it's a box really) to get stuck on occasion when detecting collision against the ceiling or floor. It looks as though it is trying to update too frequently to get out of the collision check. Basically the box slides against the top or bottom of the screen from one paddle to the other, and quickly bounces on and off the wall while doing so, but only bounces a few pixels from the wall. What can I do to avoid this problem? It seems to occur at random. Below is my collision detection for the wall, as well as my update method for the ball. public void UpdatePosition() { size.X = (int)position.X; size.Y = (int)position.Y; position.X += speed * (float)Math.Cos(direction); position.Y += speed * (float)Math.Sin(direction); CheckWallHit(); } // Checks for collision with the ceiling or floor. // 2*Math.pi = 360 degrees // TODO: Change collision so that ball bounces from wall after getting caught private void CheckWallHit() { while (direction > 2 * Math.PI) { direction -= 2 * Math.PI; } while (direction < 0) { direction += 2 * Math.PI; } if (position.Y <= 0 || (position.Y > resetPos.Y * 2 - size.Height)) { direction = 2 * Math.PI - direction; } }

    Read the article

  • Best way to prevent UIPanGestureRecognizer from firing when moving sprites in cocos2d

    - by cjroebuck
    Im using UIPanGestureRecognizer in my cocos2d game to do drag and drop of sprites. I have a row of sprites and when I drag a sprite on top of another one, the sprite underneath it and any other sprites between should shift left or right out of the way to allow space to drop the currently selected sprite. This is working ok, however, if I am too quick at dragging the sprite around the screen, this triggers another round of the UIPanGestureRecognizer's callback method, and screws up the logic, as the sprites are in-between shifting. I need a way to freeze the callback from firing, whilst the other sprites are shifting, then once they have finished moving, re-enable the callback to fire. Whats the best way to do this?

    Read the article

  • Assigning valid moves on board game

    - by Kunal4536
    I am making a board game in unity 4.3 2d similar to checkers. I have added an empty object to all the points where player can move and added a box collider to each empty object.I attached a click to move script to each player token. Now I want to assign valid moves. e.g. as shown in picture... Players can only move on vertex of each square.Player can only move to adjacent vertex.Thus it can only move from red spot to yellow and cannot move to blue spot.There is another condition which is : if there is the token of another player at the yellow spot then the player cannot move to that spot. Instead it will have to go from red to green spot. How can I find the valid moves of the player by scripting. I have another problem with click to move. When I click all the objects move to that position.But I only want to move a single token. So what can i add to script to select a specific object and then click to move the specific object.Here is my script for click to move. var obj:Transform; private var hitPoint : Vector3; private var move: boolean = false; private var startTime:float; var speed = 1; function Update () { if(Input.GetKeyDown(KeyCode.Mouse0)) { var hit : RaycastHit; // no point storing this really var ray = Camera.main.ScreenPointToRay (Input.mousePosition); if (Physics.Raycast (ray, hit, 10000)) { hitPoint = hit.point; move = true; startTime = Time.time; } } if(move) { obj.position = Vector3.Lerp(obj.position, hitPoint, Time.deltaTime * speed); if(obj.position == hitPoint) { move = false; } } }`

    Read the article

  • Saving an interface instance into a Bundle

    - by user22241
    All I've have an interface that allows me to switch between different scenes in my Android game. When the home key is pressed, I am saving all of my states (score, sprite positions etc) into a Bundle. When re-launching, I am restoring all my states and all is OK - however, I can't figure out how to save my 'Scene', thus when I return, it always starts at the default screen which is the 'Main Menu'. How would I go about saving my 'Scene' (into a Bundle)? Code import android.view.MotionEvent; public interface Scene{ void render(); void updateLogic(); boolean onTouchEvent(MotionEvent event); } I assume the interface is the relevant piece of code which is why I've posted that snippet. I set my scene like so: ('options' is an object of my Options class which extends MainMenu (Another custom class) which, in turn implements the interface 'Scene') SceneManager.getInstance().setCurrentScene(options); //Current scene is optionscreen

    Read the article

  • OpenGl / C++ and some strange light problem on half board

    - by mlodziaszka
    I have some problem with lights in my opengl "game". I have board with is square (-50,50), (50, 50), (50, -50), (-50,-50) x and z since y doesn't matter at all. I tried to make something like flashlight its moving and rotating with camera (me), but when i try to rotate more then 90 degree to left or right it just give diffrend light: http://imageshack.us/photo/my-images/688/lightij.jpg/ (left is spotlight, right point light) There is also a point light in the middle, but its working strange(not like a pointlight) it shines only on half of the board from (-50,50), (50, 50), (50, 0), (-50,-0) x and y: Link to my repo where u can find game exe in download and full code in source: https://bitbucket.org/mlodziaszka/my_game All more fragments of light: float gl_amb[] = { 0.2f, 0.2f, 0.2f, 1.0f }; glLightModelfv(GL_LIGHT_MODEL_AMBIENT, gl_amb); glEnable(GL_LIGHTING); // Wlaczenie oswietlenia glShadeModel(GL_SMOOTH); // Wybor techniki cieniowania glEnable(GL_LIGHT0); // Wlaczenie 0-go zrodla swiatla glEnable(GL_LIGHT1); Cubes parametri: float m1_amb[] = { 1.0f, 0.0f, 0.0f, 1.0f }; float m1_dif[] = { 1.0f, 0.0f, 0.0f, 1.0f }; float m1_spe[] = { 1.0f, 0.0f, 0.0f, 1.0f }; glMaterialfv(GL_FRONT, GL_AMBIENT, m1_amb); glMaterialfv(GL_FRONT, GL_DIFFUSE, m1_dif); glMaterialfv(GL_FRONT, GL_SPECULAR, m1_spe); glMaterialf(GL_FRONT, GL_SHININESS, 50.0f); Texture parametri: float m1_amb[] = { 1.0f, 1.0f, 1.0f, 1.0f }; float m1_dif[] = { 1.0f, 1.0f, 1.0f, 1.0f }; float m1_spe[] = { 1.0f, 1.0f, 1.0f, 1.0f }; glMaterialfv(GL_FRONT, GL_AMBIENT, m1_amb); glMaterialfv(GL_FRONT, GL_DIFFUSE, m1_dif); glMaterialfv(GL_FRONT, GL_SPECULAR, m1_spe); glMaterialf(GL_FRONT, GL_SHININESS, 0.0f); glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); Light0: //with some magic sn't working anyway float l0_amb[] = { 0.2f, 0.2f, 0.2f, 1.0f }; float l0_dif[] = { 1.0f, 1.0f, 1.0f, 1.0f }; float l0_spe[] = { 1.0f, 1.0f, 1.0f, 1.0f }; float l0_pos[] = { g_Camera.m_vPosition.x, g_Camera.m_vPosition.y, g_Camera.m_vPosition.z, 1.0f }; float temp = 0.0f, temp2 = 0.0f, temp3 = 0.0f; if(g_Camera.m_vView.z < g_Camera.m_vPosition.z) { temp = g_Camera.m_vView.x - g_Camera.m_vPosition.x; temp2 = g_Camera.m_vView.z - g_Camera.m_vPosition.z; } else { temp = g_Camera.m_vView.x - g_Camera.m_vPosition.x; temp2 = g_Camera.m_vView.z - g_Camera.m_vPosition.z; } float l0_pos1[] = {temp, 0.0f, temp2}; //float l0_pos1[] = {-1.0f, 0.0f, -1.0f}; glLightfv(GL_LIGHT0, GL_AMBIENT, l0_amb); glLightfv(GL_LIGHT0, GL_DIFFUSE, l0_dif); glLightfv(GL_LIGHT0, GL_SPECULAR, l0_spe); glLightfv(GL_LIGHT0, GL_POSITION, l0_pos); glLightf (GL_LIGHT0, GL_SPOT_CUTOFF, 15.0f); glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, l0_pos1); Light1: float l1_amb[] = { 0.2f, 0.2f, 0.2f, 1.0f }; float l1_dif[] = { 1.0f, 1.0f, 1.0f, 1.0f }; float l1_spe[] = { 1.0f, 1.0f, 1.0f, 1.0f }; float l1_pos[] = { 0.0f, 0.0f, 0.0f, 1.0f }; glLightfv(GL_LIGHT1, GL_AMBIENT, l1_amb); glLightfv(GL_LIGHT1, GL_DIFFUSE, l1_dif); glLightfv(GL_LIGHT1, GL_SPECULAR, l1_spe); glLightfv(GL_LIGHT1, GL_POSITION, l1_pos); I know that way I made this very old, but for now i want to keep this like that. I wouldbe realy gratefull if someone can tell me what is wrong with my lights xD full code: link up ^^

    Read the article

  • How to get the Exact Collision Point and ignore the collision (from 2 "ghost bodies")

    - by Moritz
    I have a very basic problem with Box2D. For a arenatype game where you can throw scriptable "missiles" at other players I decided to use Box2D for the collision detection between the players and the missiles. Players and missiles have their own circular shape with a specific size (varying). But I don´t want to use dynamic bodies because the missiles need to move themselve in any way they want to (defined in the script) and shouldnt be resolved unless the script wants it. The behavior I look for is as following (for each time step): velocity of missiles is set by the specific missile script each missile is moved according to that velocity if a collision accurs now, I want to get the exact position of impact, and now I need a mechanism to decide if the missile should just ignore the collision (for example collision between two fireballs which shouldnt interact) or take it (so they are resolved and dont overlap anymore) So is there a way in Box2D to create Ghost bodies and listen to collisions from them, then deciding if they should ignore the collision or should take them and resolve their position? I hope I was clear enough and would be happy about any help!

    Read the article

  • Basic procedural generated content works, but how could I do the same in reverse?

    - by andrew
    My 2D world is made up of blocks. At the moment, I create a block and assign it a number between 1 and 4. The number assigned to the nth block is always the same (i.e if the player walks backwards or restarts the game.) and is generated in the function below. As shown here by this animation, the colours represent the number. function generate_data(n) math.randomseed(n) -- resets the random so that the 'random' number for n is always the same math.random() -- fixes lua random bug local no = math.random(4) --print(no, n) return no end Now I want to limit the next block's number - a block of 1 will always have a block 2 after it, while block 2 will either have a block 1,2 or 3 after it, etc. Before, all the blocks data was randomly generated, initially, and then saved. This data was then loaded and used instead of being randomly called. While working this way, I could specify what the next block would be easily and it would be saved for consistency. I have now removed this saving/loading in favour of procedural generation as I realised that save whiles would get very big after travelling. Back to the present. While travelling forward (to the right), it is easy to limit what the next blocks number will be. I can generate it at the same time as the other data. The problem is when travelling backwards (to the left) I can not think of a way to load the previous block so that it is always the same. Does anyone have any ideas on how I could sort this out?

    Read the article

  • XNA Skinned Model - Keyframe.Bone out of range exception

    - by idlackage
    I'm getting an IndexOutOfRangeException on this line of AnimationPlayer.cs: boneTransforms[keyframe.Bone] = keyframe.Transform; I don't get what it's really referring to. The error happens when keyframe.Bone is 14, but I have no idea what that's supposed to mean. The 14th bone of my model? What would that even be? I read this thread, but nothing there seemed to work. I don't have many bones, stray edges/verts, unassigned verts, unparented/non-root bones, or bones with dots in the name. What else can I be missing? Thank you for any help!

    Read the article

  • Bounding volume hierarchy - linked nodes (linear model)

    - by teodron
    The scenario A chain of points: (Pi)i=0,N where Pi is linked to its direct neighbours (Pi-1 and Pi+1). The goal: perform efficient collision detection between any two, non-adjacent links: (PiPi+1) vs. (PjPj+1). The question: it's highly recommended in all works treating this subject of collision detection to use a broad phase and to implement it via a bounding volume hierarchy. For a chain made out of Pi nodes, it can look like this: I imagine the big blue sphere to contain all links, the green half of them, the reds a quarter and so on (the picture is not accurate, but it's there to help understand the question). What I do not understand is: How can such a hierarchy speed up computations between segments collision pairs if one has to update it for a deformable linear object such as a chain/wire/etc. each frame? More clearly, what is the actual principle of collision detection broad phases in this particular case/ how can it work when the actual computation of bounding spheres is in itself a time consuming task and has to be done (since the geometry changes) in each frame update? I think I am missing a key point - if we look at the picture where the chain is in a spiral pose, we see that most spheres are already contained within half of others or do intersect them.. it's odd if this is the way it should work.

    Read the article

  • Importing FBX with multiple meshes in UDK

    - by andresp
    I need to import into UDK a several amount of FBX models (representing buildings) which are composed by various submeshes (walls, windows, roof...). I need to keep the individual meshes (can't use the merge option) but I also need to work with the building as a whole. Do you know if this is possible? How? Also, is there a way to keep the textures assignment for the FBX models after importing them to Unreal? Doing the process manually (importing model, importing texture, assign to the material, assign the material to each mesh and submesh) for 100 or 200 models (to import an entire city from City Engine), isn't viable.

    Read the article

  • Change alpha to a Frame in libgdx

    - by Rudy_TM
    I have this batch.draw(currentFrame, x, y, this.parent.originX, this.parent.originY, this.parent.width, this.parent.height, this.scaleX, this.scaleY,this.rotation); I want to apply the alpha that it gets from the method, but theres is not overload from the SpriteBatch class that takes the alpha value, is there some wey to apply it? (i did it this way, because this are animation, and i wanted to control them) in my static ones i apply sprite.draw(SpriteBatch, alpha) Thanks

    Read the article

  • Skip the first RenderTarget when writing to MRT with Opaque blending

    - by cubrman
    I am writing to three rendertargets and whant to know how to tell a GPU not to write to the first RT. When you write a shader you can simply output less data than you have RTs (like output a single float4 when writing to three RTs) and only the first RTs will be affected, but you cannot specify to output this data anywhere else but to COLOR0, then 1, etc. Is there a way to write to several RTs but skip the first target? If I output zeroes, the data in the target will become zeroes, but I need it to remain untuched in the first target and only change in the specified ones. The reason I need this is to prevent data loss when calling SetRendertarget() with DiscardContents RTs. I write to all the RTs at one point and I need to write to only the specified ones afterwards. It must be the first texture as I have a depth buffer linked to it (XNA 4.0). Thanks.

    Read the article

  • OUYA and Unity set up problems

    - by Atkobeau
    I'm having trouble with the Unity / OUYA plugin. I'm using Unity 4 with the latest update on a Windows 7 machine. When I open the starter kit and try to compile the plugin I get the following error: Picked up _JAVA_OPTIONS: -Xmx512M And if I try to Build and Run I get this error: Error building Player: ArgumentException: Illegal characters in path. I'm stumped, I've gone through lots of forum posts here and on stackoverflow and I can't seem to resolve it. My environment variables look like this: PATH - C:\Users\dave\Documents\adt-bundle-windows-x86_64-20130219\sdk\tools; C:\Users\dave\Documents\adt-bundle-windows-x86_64-20130219\sdk\platform-tools\ JAVA_HOME - C:\Program Files (x86)\Java\jdk1.6.0_45\ Everything in the OUYA Panel is white Any ideas?

    Read the article

  • Models with more than one mesh in JMonkeyEngine

    - by Andrea Tucci
    I’m a new jmonkey engine developer and I’m beginning to import models. I tried to import simple models and no problems appeared, but when I export some obj models having more than one mesh in the OgreXML format, Blender saves multiple meshes with their own materials (e.g. one mesh for face, another for body etc). Can I export all the meshes in one? I’ve tried to join all the meshes to a major one with blender (face joins body), but when I export the model and then create the Spatial in jme(loading the path of the “merged” mesh), all the meshes that are joined to the major doesn’t have their materials! I give a more clear example: I have an .obj model with 3 meshes and I export it. I have : mesh1.mesh.xml , mesh2.mesh.xml , mesh3.mesh.xml and their materials mesh1.material, mesh2.material mesh3.material so I import the folder in Assets/Models/Test and now I have to create something like: Spatial head = assetManager.loadModel( [path] ); Spatial face = assetManager.loadModel( [path] ) one for each mesh and than attach them to a common node. I think there is a way to merge those mesh maintaining their materials! What do you think? Thanks

    Read the article

  • Rotate canvas along its center based on user touch - Android

    - by Ganapathy
    I want to rotate the canvas circularly on its center axis based on user touch. i want to rotate based on center but its rotating based on top left corner . so i am able to see only 1/4 for rotation of image. any idea.. Like a old phone dialer . I have tried like as follows onDraw(Canvas canvas){ canvas.save(); // do my rotation canvas.rotate(rotation,0,0); canvas.drawBitmap( ((BitmapDrawable)d).getBitmap(),0,0,p ); canvas.restore(); } @Override public boolean onTouchEvent(MotionEvent e) { float x = e.getX(); float y = e.getY(); updateRotation(x,y); mPreviousX = x; mPreviousY = y; invalidate(); } private void updateRotation(float x, float y) { double r = Math.atan2(x - centerX, centerY - y); rotation = (int) Math.toDegrees(r); }

    Read the article

  • PokeMMO. How they do it?

    - by RufioLJ
    Well PokeMMO is a JAVA game project which basically is the original FireRed title for the GBA made online. They know this type of projects don't last long because of the copyrighted material used, but they somehow made their client extract resources from ROMS. So they don't offer any copyrighted material on their download. I wonder what technique they could be using for this? All I know is that they use LWJGL.

    Read the article

  • How can I easily create cloud texture maps?

    - by EdwardTeach
    I am making 3d planets in my game; these will be viewed as "globes". Some of them will need cloud layers. I looked at various Blender tutorials for creating "earth", and for their cloud layers they use earth cloud maps from NASA. However I will be creating a fictional universe with many procedurally-generated planets. So I would like to use many variations. I'm hoping there's a way to procedurally generate cloud maps such as the NASA link. I will also need to create gas giants, so I will also need other kinds of cloud texture maps. If that is too difficult, I could fall back to creating several variations of cloud maps. For example, 3 for earth-like, 3 for gas giants, etc. So how do I statically create or programmatically generate such cloud maps?

    Read the article

  • circle - rectangle collision in 2D, most efficient way

    - by john smith
    Suppose I have a circle intersecting a rectangle, what is ideally the least cpu intensive way between the two? method A calculate rectangle boundaries loop through all points of the circle and, for each of those, check if inside the rect. method B calculate rectangle boundaries check where the center of the circle is, compared to the rectangle make 9 switch/case statements for the following positions: top, bottom, left, right top left, top right, bottom left, bottom right inside rectangle check only one distance using the circle's radius depending on where the circle happens t be. I know there are other ways that are definitely better than these two, and if could point me a link to them, would be great but, exactly between those two, which one would you consider to be better, regarding both performance and quality/precision? Thanks in advance.

    Read the article

  • Slick2d Spritesheet showing whole image

    - by BotskoNet
    I'm trying to show a single subimage from a sprite sheet. Using slick2d SpriteSheet class, all it's doing is showing me the entire image, but scaled down to fit the cell dimensions. The image is 96x192 and should have cells of 32x32. The code: SpriteSheet spriteSheet = new SpriteSheet("images/"+file, 32, 32 ); System.out.println("Horiz Count: " + spriteSheet.getHorizontalCount()); System.out.println("Vert Count: " + spriteSheet.getVerticalCount()); System.out.println("Height: " + spriteSheet.getHeight()); System.out.println("Width: " + spriteSheet.getWidth()); System.out.println("Texture Width: " + spriteSheet.getTextureWidth()); System.out.println("Texture Height: " + spriteSheet.getTextureHeight()); Prints: Horiz Count: 3 Vert Count: 6 Height: 192 Width: 96 Texture Width: 0.75 Texture Height: 0.75 Not sure what the texture dimensions refer to, but the rest is entirely accurate. However, when I draw the icon, the entire sprite image shows scaled down to 32x32: Image image = spriteSheet.getSprite(1, 0); // a test image.bind(); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0,0); GL11.glVertex2f(x,y); GL11.glTexCoord2f(1,0); GL11.glVertex2f(x+image.getWidth(),y); GL11.glTexCoord2f(1,1); GL11.glVertex2f(x+image.getWidth(),y+image.getHeight()); GL11.glTexCoord2f(0,1); GL11.glVertex2f(x,y+image.getHeight()); GL11.glEnd(); GL11.glDisable(GL11.GL_BLEND);

    Read the article

  • XNA texture stretching at extreme coordinates

    - by Shaun Hamman
    I was toying around with infinitely scrolling 2D textures using the XNA framework and came across a rather strange observation. Using the basic draw code: spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointWrap, null, null); spriteBatch.Draw(texture, Vector2.Zero, sourceRect, Color.White, 0.0f, Vector2.Zero, 2.0f, SpriteEffects.None, 1.0f); spriteBatch.End(); with a small 32x32 texture and a sourceRect defined as: sourceRect = new Rectangle(0, 0, Window.ClientBounds.Width, Window.ClientBounds.Height); I was able to scroll the texture across the window infinitely by changing the X and Y coordinates of the sourceRect. Playing with different coordinate locations, I noticed that if I made either of the coordinates too large, the texture no longer drew and was instead replaced by either a flat color or alternating bands of color. Tracing the coordinates back down, I found the following at around (0, -16,777,000): As you can see, the texture in the top half of the image is stretched vertically. My question is why is this occurring? Certainly I can do things like bind the x/y position to some low multiple of 32 to give the same effect without this occurring, so fixing it isn't an issue, but I'm curious about why this happens. My initial thought was perhaps it was overflowing the coordinate value or some such thing, but looking at a data type size chart, the next closest below is an unsigned short with a range of about 32,000, and above is an unsigned int with a range of around 2,000,000,000 so that isn't likely the cause.

    Read the article

  • What can make a peaceful game successful?

    - by Miro
    Today, the most successful games are action games like FPS, RPG, MMORPG... I'd like to make peaceful game, but I don't know how to attract people. I can make good graphics, but that's not the main thing that makes people like game more that couple of minutes. The content is important. In game styles mentioned in beginning are main content fight, kill others, make from yourself predator/the most powerful creature/player in the game. But what content can attract people in peaceful game?

    Read the article

  • Interactive Fiction engine and Tech Support - has anyone done this? [on hold]

    - by Larry G. Wapnitsky
    I've always been a big fan of Interactive Fiction and have been wanting to try my hand at it for a while. I have a need to create a decision tree for my tech support group (L1-L3) and feel as though presenting a decision tree in the form of an IF game would be rather interesting and helpful. I plan on using Inform7, but am curious if anyone has done anything like this in the past. If so, can you present examples, links to examples, opinions? Thanks, Larry

    Read the article

  • JBox2D Polygon Collisions Acting Strange

    - by andy
    I have been playing around with JBox2D and Slick2D and made a little demo with a ground object, a box object, and two different polygons. The problem I am facing is that the collision-detection for the polygons seems to be off (see picture below), but the box's collision works fine. My Code: Main Class package main; import org.jbox2d.common.Vec2; import org.jbox2d.dynamics.BodyType; import org.jbox2d.dynamics.World; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.SlickException; import org.newdawn.slick.state.BasicGameState; import org.newdawn.slick.state.StateBasedGame; import shapes.Box; import shapes.Polygon; public class State1 extends BasicGameState{ World world; int velocityIterations; int positionIterations; float pixelsPerMeter; int state; Box ground; Box box1; Polygon poly1; Polygon poly2; Renderer renderer; public State1(int state) { this.state = state; } @Override public void init(GameContainer gc, StateBasedGame game) throws SlickException { velocityIterations = 10; positionIterations = 10; pixelsPerMeter = 1f; world = new World(new Vec2(0.f, -9.8f)); renderer = new Renderer(gc, gc.getGraphics(), pixelsPerMeter, world); box1 = new Box(-100f, 200f, 40, 50, BodyType.DYNAMIC, world); ground = new Box(-14, -275, 50, 900, BodyType.STATIC, world); poly1 = new Polygon(50f, 10f, new Vec2[] { new Vec2(-6f, -14f), new Vec2(0f, -20f), new Vec2(6f, -14f), new Vec2(10f, 10f), new Vec2(-10f, 10f) }, BodyType.DYNAMIC, world); poly2 = new Polygon(0f, 10f, new Vec2[] { new Vec2(10f, 0f), new Vec2(20f, 0f), new Vec2(30f, 10f), new Vec2(30f, 20f), new Vec2(20f, 30f), new Vec2(10f, 30f), new Vec2(0f, 20f), new Vec2(0f, 10f) }, BodyType.DYNAMIC, world); } @Override public void update(GameContainer gc, StateBasedGame game, int delta) throws SlickException { world.step((float)delta / 180f, velocityIterations, positionIterations); } @Override public void render(GameContainer gc, StateBasedGame game, Graphics g) throws SlickException { renderer.render(); } @Override public int getID() { return this.state; } } Polygon Class package shapes; import org.jbox2d.collision.shapes.PolygonShape; import org.jbox2d.common.Vec2; import org.jbox2d.dynamics.Body; import org.jbox2d.dynamics.BodyDef; import org.jbox2d.dynamics.BodyType; import org.jbox2d.dynamics.FixtureDef; import org.jbox2d.dynamics.World; import org.newdawn.slick.Color; public class Polygon { public float x, y; public Color color; public BodyType bodyType; org.newdawn.slick.geom.Polygon poly; BodyDef def; PolygonShape ps; FixtureDef fd; Body body; World world; Vec2[] verts; public Polygon(float x, float y, Vec2[] verts, BodyType bodyType, World world) { this.verts = verts; this.x = x; this.y = y; this.bodyType = bodyType; this.world = world; init(); } public void init() { def = new BodyDef(); def.type = bodyType; def.position.set(x, y); ps = new PolygonShape(); ps.set(verts, verts.length); fd = new FixtureDef(); fd.shape = ps; fd.density = 2.0f; fd.friction = 0.7f; fd.restitution = 0.5f; body = world.createBody(def); body.createFixture(fd); } } Rendering Class package main; import org.jbox2d.collision.shapes.PolygonShape; import org.jbox2d.collision.shapes.ShapeType; import org.jbox2d.common.MathUtils; import org.jbox2d.common.Vec2; import org.jbox2d.dynamics.Body; import org.jbox2d.dynamics.Fixture; import org.jbox2d.dynamics.World; import org.newdawn.slick.Color; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.geom.Polygon; import org.newdawn.slick.geom.Transform; public class Renderer { World world; float pixelsPerMeter; GameContainer gc; Graphics g; public Renderer(GameContainer gc, Graphics g, float ppm, World world) { this.world = world; this.pixelsPerMeter = ppm; this.g = g; this.gc = gc; } public void render() { Body current = world.getBodyList(); Vec2 center = current.getLocalCenter(); while(current != null) { Vec2 pos = current.getPosition(); g.pushTransform(); g.translate(pos.x * pixelsPerMeter + (0.5f * gc.getWidth()), -pos.y * pixelsPerMeter + (0.5f * gc.getHeight())); Fixture f = current.getFixtureList(); while(f != null) { ShapeType type = f.getType(); g.setColor(getColor(current)); switch(type) { case POLYGON: { PolygonShape shape = (PolygonShape)f.getShape(); Vec2[] verts = shape.getVertices(); int count = shape.getVertexCount(); Polygon p = new Polygon(); for(int i = 0; i < count; i++) { p.addPoint(verts[i].x, verts[i].y); } p.setCenterX(center.x); p.setCenterY(center.y); p = (Polygon)p.transform(Transform.createRotateTransform(current.getAngle() + MathUtils.PI, center.x, center.y)); p = (Polygon)p.transform(Transform.createScaleTransform(pixelsPerMeter, pixelsPerMeter)); g.draw(p); break; } case CIRCLE: { f.getShape(); } default: } f = f.getNext(); } g.popTransform(); current = current.getNext(); } } public Color getColor(Body b) { Color c = new Color(1f, 1f, 1f); switch(b.m_type) { case DYNAMIC: if(b.isActive()) { c = new Color(255, 123, 0); } else { c = new Color(99, 99, 99); } break; case KINEMATIC: break; case STATIC: c = new Color(111, 111, 111); break; default: break; } return c; } } Any help with fixing the collisions would be greatly appreciated, and if you need any other code snippets I would be happy to provide them.

    Read the article

< Previous Page | 563 564 565 566 567 568 569 570 571 572 573 574  | Next Page >