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  • What is "top new free" on GooglePlay

    - by Lumis
    On Android Market i.e. GooglePlay, there used to be a page with the latest new games. So every game had a chance to get noticed and make its way up especially if it was good. But now I see "top new free" page and no more the latest apps. I don't understand how can be "top new" Anybody knows how this works? If there are no more pages with the very latest uploaded games then the new apps will be barely seen to exist even if they are excellent, and new programmers have very little chance of getting noticed. Any good advice how to promote a new Android app these days?

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  • Tile transitions - external vs internal

    - by omgnoseat
    I've been looking at a couple of games and noticed that the transitions between tiles are handled somewhat different. I was wondering which methods are to be used in different situations and why. I'm currently using internal edges in a top-down game, and it's working out so far. But I don't want to run into problems later on, and have to redo the whole tileset. I noticed that platforming games mostly use the internal edges, and top-down games mostly use external and hybrid transitions. I can see how these tiles are used to create "depth" in top-down games, where the player apears to be standing in front of a wall for example. But it seems unlikely that such a small feature decides the entire method for tile transitions. You could always alter the bounding box to create the same effect.

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  • Selecting objects on a 2D map

    - by Dave
    I have a object selection function by checking the mouse click and getting the relevant object. How ever there is a rare situation where if one object is partially behind the other then both objects are in the given area so im wondering how I can make the game know which one was selected, as currently my method does not know. This is my function that works it out: function getobj(e){ mx = e.pageX - curleft; //mouse click x my = e.pageY - curtop; //mouse click y function searchSprites(sprites, x, y) { var matches = [], i = 0, data = null; for (i = 0; i < spritea.length; ++i) { data = spritea[i].data; if (x > data[0] && y > data[1] && x < data[2] && y < data[3]) { var imageData = ctx2.getImageData(x, y, 1, 1); if(imageData.data[3] !== 0){ return [spritea[i].id]; i = spritea.length; } } } } res = searchSprites(spritea, mx, my); bid = res[0]; if(bid === '1'){ alert('You selected the skyscraper in front!'); }else if(bid === '3'){ alert('You selected the skyscraper behind!'); } } Image of the map: It keeps telling me I clicked the skyscraper behind which is not necessarily what the user is trying to do. How can I improve the accuracy of this ?

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  • Targeting a vehicle with complex movement?

    - by e100
    Targeting a vehicle with known constant velocity is simple, and collision is guaranteed. Imprecise AI can be modeled by adding a small error factor. But how would one go about targeting a vehicle whose movements are more complex? Perhaps it's evading the AI or another game object. I've been thinking about how I'd do it myself in a FPS (in which bullets have finite speed) and think there might need to be at least couple of targeting modes based on the target's movement in the previous second or so: If it's near linear (peak acceleration in a certain range) target with the linear model If it's highly irregular (perhaps size of bounding box of recent positions could be used?) , target at an average For now I can assume 2d space, AI is stationary and projectile moves linearly.

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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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  • Should I use XNA (C#) or Java to create a basic game engine?

    - by Xboxking
    My project is to design and build a game engine (in just about 3 months). I've been looking at two options for this game engine, either make it with XNA (and C#) or Java. My experience with XNA/C# is zero to none, however I have been a Java programmer for around 4 years. I've had a little play around with both but I am still not sure what would be best to use (i.e. what would turn out better with my experience). XNA is obviously for making games and I would presume making a game engine would be slightly easier in this - however that said, there are numerous libraries available in Java that could be used for a game engine (such as lwjgl). What would be my best option and ideally produce the best results out of both XNA or Java? For your information, the game engine at the moment is a 2D one and is not too advanced (although I plan to extend it in the future). Thanks in advance for all answers!

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  • Shared pointers causing weird behaviour

    - by Setzer22
    I have the following code in SFML 2.1 Class ResourceManager: shared_ptr<Sprite> ResourceManager::getSprite(string name) { shared_ptr<Texture> texture(new Texture); if(!texture->loadFromFile(resPath+spritesPath+name)) throw new NotSuchFileException(); shared_ptr<Sprite> sprite(new Sprite(*texture)); return sprite; } Main method: (I'll omit most of the irrelevant code shared_ptr<Sprite> sprite = ResourceManager::getSprite("sprite.png"); ... while(renderWindow.isOpen()) renderWindow.draw(*sprite); Oddly enough this makes my sprite render completely white, but if I do this instead: shared_ptr<Sprite> ResourceManager::getSprite(string name) { Texture* texture = new Texture; // <------- From shared pointer to pointer if(!texture->loadFromFile(resPath+spritesPath+name)) throw new NotSuchFileException(); shared_ptr<Sprite> sprite(new Sprite(*texture)); return sprite; } It works perfectly. So what's happening here? I assumed the shared pointer would work just as a pointer. Could it be that it's getting deleted? My main method is keeping a reference to it so I don't really understand what's going on here :S EDIT: I'm perfectly aware deleting the sprite won't delete the texture and this is generating a memory leak I'd have to handle, that's why I'm trying to use smart pointers on the first place...

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  • How to pause and unpause the Particular action of a sprite?

    - by user1609578
    My game has a sprite representing a character. When the character picks up an item, the sprite should stop moving for a period of time. I use CCbezier to make the sprite move, like this: sprite->runaction(x) Now I want the sprite to stop its current action (moving) and later resume it. I can make the sprite stop by using: sprite->stopaction(x) but if I do that, I can't resume the movement. How can I do that?

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  • Rotating object around moving object/player in 2D

    - by Boston
    I am trying to implement a camera which rotates around the world around the player. I have found many solutions online to the task of rotating an object about the origin, or about an arbitrary point. The procedure seems to be to translate the point to be rotated about to the origin, perform the rotation, translate back, then draw. I have gotten this working for rotation around the origin as well as for a fixed point. Rotation of objects around the player works as well, provided the player does not move. However, if the objects are rotated around the player by some non-zero degree, if the player moves after the rotation it causes the rotated objects to move as well. I probably have done a poor job explaining this so here's an image: http://i.imgur.com/1n63iWR.gif And here's the code for the behavior: renderx = (Ox - Px)*cos(camAngle) - (Oy - Py)*sin(camAngle) + Px; rendery = (Ox - Px)*sin(camAngle) + (Oy - Py)*cos(camAngle) + Py; Where (Ox,Oy) is the actual position of the object to be rotated and (Px,Py) is the actual position of the player. Any ideas? I am using C++ with SDL2.0.

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  • What is the correct install process to setup Node.js with Windows Azure Emulator

    - by PazoozaTest Pazman
    This question is related to this question: Node.js running under IIS Express Keeps Crashing to which I need help with reinstalling and getting node.js up and running in windows emulator working. Hello I am reinstalling my machine: Toshiha Laptop 2 GB Ram 32 bit processor What is the correct procedure from start to finish to get node.js development working, so far nothing has worked and the emulator (IIS Express) worker processor keeps crashing. No matter how many instances they all end up crashing. Up until two weeks ago my node development was working fine, but I had to do a reinstall, and since then I haven't been doing any node.js development on windows emulator because the latest June 2012 Azure SDK for Node.js is buggy. These are the steps I have taken: 1) Reformat HD 2) Insert Windows 7 N SP1 CD 3) Reboot machine into CD installation 4) Follow and wait until Windows 7 installed 5) Run Add/Remove programs + enable IIS + IIS management tools 6) Run Windows Update (installed about 53 updates) 7) Go here http://www.windowsazure.com/en-us/develop/nodejs/ 8) Click Windows Installer June 2012 and install Windows Azure SDK for Node.js - June 2012 9) Run Azure Powershell 10) Navigate to c:\node\testSite\webrole1 11) launch site: start-azureemulator -launch 12) Play around on website (then crash!) Problem signature: Problem Event Name: APPCRASH Application Name: iisexpress.exe Application Version: 8.0.8298.0 Application Timestamp: 4f620349 Fault Module Name: iiscore.dll Fault Module Version: 8.0.8298.0 Fault Module Timestamp: 4f63b65c Exception Code: c0000005 Exception Offset: 00021767 OS Version: 6.1.7601.2.1.0.256.28 Locale ID: 1033 Additional Information 1: f66d Additional Information 2: f66d807b515d6b2dc6f28f66db769a01 Additional Information 3: 7b2f Additional Information 4: 7b2f6797d07ebc2c23f2b227e779722e Am I missing a step in my resintall process? Do I have all the required files to do node.js windows azure emulator development? Why is IIS Express crashing all the time? Can I still do node.js windows azure emulator development without using IIS Express and use my local Windows 7 N (SP1) IIS 7.x that comes shipped?

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  • Cocos2D Terminal Application

    - by Hasyimi Bahrudin
    Is it possible to create a terminal application which uses cocos2d? I've tried to make one using cocos2d 2.x, but it requires a MacGLView to be initialized. I need it so that I could program a terminal application that generates a screenshot given a TMX file and an optional preferred width or height parameter (for resizing). Then I can automate the generation of map previews for my game, instead of manually taking screenshots. It's not practical to load the actual TMX and resize it inside the game (what I'm currently doing), because each TMX file has 7 layers, my tile sheet is huge, and I have lots of levels.

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  • How do I render an entire frame to a Texture2D?

    - by redcodefinal
    I asked a question here: C# XNA Make rendered screen a texture2d But, I ended up not getting the exact result I was looking for since I didn't ask the question right. In a game I am writing, I render an extremely large city out of objects, this can cause lag when moving the camera to view things that are off screen. I need a way to render then ENTIRE city, even the stuff that is off screen, and make it into a Texture2D. The answer I chose for the last one didn't work entirely right because it only gets what is on screen, not what is off.

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  • What kind of math should I be expecting in advanced programming?

    - by I_Question_Things_Deeply
    And I don't mean just space shooters and such, because in non-3D environments it's obvious that not much beyond elementary math is needed to implement. Most of the programming in 2D games is mostly going to involve basic arithmetic, algorithms for enemy AI and dimensional worlds, rotation, and maybe some Algebra as well depending on how you want to design. But I ask because I'm not really gifted with math at all. I get frustrated and worn out just by doing Pre-Algebra, so Algebra 2 and Calculus would likely be futile for me. I guess I'm not so "right-brained" when it comes down to pure numbers and math formulas, but the bad part is that I'm no art-expert either. What do you people here suppose I should do? Go along avoiding as much of the extremely difficult maths I can't fathom, or try to ease into more complex math as I excel at programming?

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  • How can I plot a radius of all reachable points with pathfinding for a Mob (XNA)?

    - by PugWrath
    I am designing a tactical turn based game. The maps are 2d, but do have varying level-layers and blocking objects/terrain. I'm looking for an algorithm for pathfinding which will allow me to show an opaque shape representing all of the possible max-distance pixels that a mob can move to, knowing the mob's max pixel distance. Any thoughts on this, or do I just need to write a good pathfinding algorithm and use it to find the cutoff points for any direction in which an obstacle exists?

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  • Problems with 3D transformation - (SharpDX)

    - by Morphex
    First of all , I have been trying to get this right for a couple of day already, I have read so much info and still fail miserably to understand this. So I am going to tell you that even though I have done fairly amount of research myself, I failed to implement it. I must say miserably I am trying to create a generic camera class for a game engine of sorts - for research purposes only - the thing is I have no idea how to go about it. I have read about quaternions and matrices, but when it comes to the actual implementation I suck at it. Sharpdx has already Matrices and QUaternions implemented. SO no big deal on the map behind it. How in the world would I go about creating a camera? I have seen so many camera examples and still can't make one that works as expected. I would like to implement diferent types too (Orbital, 6DoF, FPS). So what is need for a camera? UP, Forward and Right vectors I read they are needed, also a quaternion for rotations, and View and Projection matrices. I understand that a FPS camera for instance only rotates around the World Y and the Right Axis of the camera. the 6DoF rotates always around their own axis, and the orbital is just translating for set distance and making it look always at a fixed target point. The concepts are there, now implementing this is not trivial for me. Can anyone point me on what am I missing, what I got wrong? I would really enjoy if you could give a tutorial, some piece of code, or just plain explanation of the concepts. Thank you for readin, a frustrated coder.

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  • Amazing Jutsu (Technique)

    - by Wian_Kiya
    Hy..I'm newbie here.. Please does anyone knows, how to create such a character(sprites) to have a different Style Technique and different kind of movement, so he/she can alternate many technique to defeat his/her opponent... I wanna make my 2d character his/her power had a technique like rasengan, I mean for the first the jutsu its just spining around above his/her hand and then going bigger and much bigger so can create a massive giant ball/light/swords or etc blow up when he/she use that technique to defeat his/her opponent? the e.g of game like Disgaea, Final Fantasy, Suikoden, and another RPG, MMORPG game How the coding is to combine the sprite with his/her different style of technique, and what should I do? Please your guide, thank's a lot... ^_^

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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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  • SDL beginner: create Rectangle surface filled with color

    - by user3689
    im learning SDL , i like to create Rectangle surface with color that is not image . here is my code that compiles fine but dosnt work : im passing the function this params: SDL_Surface* m_screen = SDL_SetVideoMode(SCREEN_WIDTH,SCREEN_HEIGHT,SCREEN_BPP,SDL_SWSURFACE); SDL_FillRect(m_screen,&m_screen->clip_rect,SDL_MapRGB(m_screen->format,0xFF, 0xFF, 0xFF)); ... Button button(m_screen,0,0,50,50,255,0,0) ... ... Button::Button(SDL_Surface* screen,int x,int y,int w,int h,int R, int G, int B) { SDL_Rect box; SDL_Surface * ButtonSurface; ButtonSurface = NULL ; Uint32 rmask, gmask, bmask, amask; #if SDL_BYTEORDER == SDL_BIG_ENDIAN rmask = 0xff000000; gmask = 0x00ff0000; bmask = 0x0000ff00; amask = 0x000000ff; #else rmask = 0x000000ff; gmask = 0x0000ff00; bmask = 0x00ff0000; amask = 0xff000000; #endif box.x = x; box.y = y; box.w = w; box.h = h; ButtonSurface = SDL_CreateRGBSurface(SDL_SWSURFACE, box.w,box.h, 32, rmask, gmask, bmask, amask); if(ButtonSurface == NULL) { LOG_MSG("Button::Button Button failed"); } SDL_FillRect(screen,&box,SDL_MapRGB ( ButtonSurface->format, R, G, B )); //ut.ApplySurface(0,0,ButtonSurface,screen); SDL_BlitSurface(ButtonSurface,NULL,screen,&box); } what im doing here wrong ?

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  • How to move the rigidbody at the position of the mouse on release

    - by Edvin
    I'm making a "Can Knockdown" game and I need the rigidbody to move where the player released the mouse(OnMouseUp). Momentarily the Ball moves OnMouseUp because of rigidbody.AddForce(force * factor); and It moves toward the mousePosition but doesn't end up where the mousePosition is. Here's what I have so far in the script. var factor = 20.0; var minSwipeDistY : float; private var startTime : float; private var startPos : Vector3; function OnMouseDown(){ startTime = Time.time; startPos = Input.mousePosition; startPos.z = transform.position.z - Camera.main.transform.position.z; startPos = Camera.main.ScreenToWorldPoint(startPos); } function OnMouseUp(){ var endPos = Input.mousePosition; endPos.z = transform.position.z - Camera.main.transform.position.z; endPos = Camera.main.ScreenToWorldPoint(endPos); var force = endPos - startPos; force.z = force.magnitude; force /= (Time.time - startTime); rigidbody.AddForce(force * factor); }

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  • rigidbody2d.Addforce( ) behaves wieirdly unity 4.3 [on hold]

    - by Lilz Votca Love
    So guys ive edited the question and here is what my problem is i have a player which has a rigidbody2d attached to it.my player is able to doublejump in the air nicely and stick to walls when colliding with them and slowly slides to the ground.All movement is handle through physics and no transform manipulations.here i did something similar to this in the FixedUpdate of my player. void FixedUpdate() { if(wall && Input.GetButtonDown("Jump")) { if(facingright)//player is facing the left side of the wall { rigidbody2D.Addforce(new vector2(-1f,2f)*jumpforce); /*Now the player should jump backwards following this directional vector and should follow a smooth curve which in this part works well*/ } else { rigidbody2D.Addforce(new vector2(1f,2f)*jumpforce); /*Now this is where everything gets complicated as you should have noticed this is the same directional vector only the opposite x axis value and the same amount of force is used but it behaves like the red curve in the picture below*/ } } } bad behaviour and vector in red .I tested the same thing(both addforce methods) for a simple jump and they exactly behave like mentionned above in the picture.so here is my problem.Jumping diagonally forward with rigidbody2d.addforce() do not have the same impact,do not follow the same curve as jumping the opposite direction with the same exact amount of force.if i could fix this or get past this i could implement a walljump system like a ninja jumping in zigzag between two opposite wall to climb them.Any ideas or alternatives?

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  • How to build a "traffic AI"?

    - by Lunikon
    A project I am working on right now features a lot of "traffic" in the sense of cars moving along roads, aircraft moving aroun an apron etc. As of now the available paths are precalculated, so nodes are generated automatically for crossings which themselves are interconnected by edges. When a character/agent spawns into the world it starts at some node and finds a path to a target node by means of a simply A* algorithm. The agent follows the path and ultimately reaches its destination. No problem so far. Now I need to enable the agents to avoid collisions and to handle complex traffic situations. Since I'm new to the field of AI I looked up several papers/articles on steering behavior but found them to be too low-level. My problem consists less of the actual collision avoidance (which is rather simple in this case because the agents follow strictly defined paths) but of situations like one agent leaving a dead-end while another one wants to enter exactly the same one. Or two agents meeting at a bottleneck which only allows one agent to pass at a time but both need to pass it (according to the optimal route found before) and they need to find a way to let the other one pass first. So basically the main aspect of the problem would be predicting traffic movement to avoid dead-locks. Difficult to describe, but I guess you get what I mean. Do you have any recommendations for me on where to start looking? Any papers, sample projects or similar things that could get me started? I appreciate your help!

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  • Are there any resources for motion-planning puzzle design?

    - by Salano Software
    Some background: I'm poking at a set of puzzles along the lines of Rush Hour/Sokoban/etc; for want of a better description, call them 'motion planning' puzzles - the player has to figure out the correct sequence of moves to achieve a particular configuration. (It's the sort of puzzle that's generically PSPACE-complete if that actually helps anyone's mental image). While I have a few straightforward 'building blocks' that I can use for puzzle crafting and I have a few basic examples put together, I'm trying to figure out how to avoid too much sameness over a large swath of these kinds of puzzles, and I'm also trying to figure out how to make puzzles that have more of a feel of logical solution than trial-and-error. Does anyone know of good resources out there for designing instances of this sort of puzzle once the core puzzle rules are in place? Most of what I've found on puzzle design only covers creating the puzzle rules, not building interesting puzzles out of a set of rules.

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  • Framework to implement an in game gui editor

    - by momboco
    I need to do an in game gui editor. The game engine has his own widgets elements and I don't want a gui library that substitute it. The most difficult task is the implementation of the functionality that makes usable to artists and designers. Positioning Resize Alignment between some elements Multiselection Relationship between children and parents Add guides Magnet to place elements quickly Use of layers Undo / Redo ... I'm searching a framework or something like, with these functionalities implemented. And a form of append my own engine to make use of it. It would be ideally a mixing between a tool like Photoshop and libRocket ( engine rendering independent ).

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  • Multiply mode in SpriteBatch

    - by ashes999
    I have a "lighting" texture (black background with white or colours for lights) that I want to draw as a multiplcation operation. SpriteBatch.Begin can specify BlendState.Additive, but there's no BlendState.Multiplicative. I also tried the solution in this answer, but it didn't work -- even when I (incorrectly?) changed the code to work with XNA 4 style ColorDestinationBlend, I ended up with the final solution being inverted (black area where the light is, everything else is visible). I initially thought of a shader, but I couldn't get shaders to work with MonoGame, so I'm falling back to SpriteBatch.

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  • Help to understand directions of sprites in XNA

    - by 3Dkreativ
    If I want to move a sprite to the right and upwards in a 45 degree angle I use Vector2 direction = new Vector2(1,-1); And if the sprite should move straight to right Vector2 direction = new Vector2(1,0); But how would I do if I want another directions, lets say somewhere between this values? I have tested with some other values, but then the sprite either moves to fast and or in another direction than I expected!? I suspect it's about normalize!? Another thing I have problem with to understand. I'm doing a simple asteroids game as a task in a class in C# and XNA. When the asteroids hit the window borders, I want them to bounce back in a random direction, but I can't do this before I understand how directions and Vector2 works. Help is preciated! Thanks!

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