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  • Tips for creating great game trailers

    - by Venesectrix
    Impressive trailers for your game can really help show players how awesome your game is, but I'm having trouble finding tips that describe how to create a great trailer. I would like to learn about the best way to decide trailer length, structure, music/sound, and content. Basically, what parts of my game do I show in a trailer, how should the scenes be organized, and how would you do the sound? Any advice on things to avoid would be great as well; for example, I read that splicing some video, switching to a screen with text, switching back to video, etc., probably isn't the best way to do it. Thanks!

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  • Considerations Before Hiring Logo Design Services

    These days, hiring a logo design service is not easy. Just enter a keyword "logo design" in a search engine and you will see thousands of result pages full of online logo design services. Certainly, ... [Author: Gisselle Gloria - Web Design and Development - October 05, 2009]

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  • Collision Detection in Java for a game

    - by gordsmash
    Im making a game in Java with a few other people but we are stuck on one part of it, making the collision detection. The game is an RPG and I know how to do the collision detection with the characters using Rectangles, but what I dont know how to do is the collision detection for the maps. What I mean by that is like so the character cant walk over trees or water and that stuff but using rectangles doesnt seem like the best option here. Well to explain what the game maps are gonna look like, here is an example http://i980.photobucket.com/albums/ae287/gordsmash/7-8.jpg Now I could use rectangles to get bounds and stop the player from walking over the trees and water but that would take a lot of them. But is there another easier way to prevent the player from walking over the trees and obstacles besides using Rectangles?

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  • 2.5D action RPG game

    - by Phorden
    I want to make a 2.5D action RPG game in the next say five years. I need to learn a language first and I have started with C#. I haven't gotten too far into learning it and I would like advice on the best way to approach making a game like this in the long run. Work with XNA studios or stop and learn C++ and UDK? Or maybe there is another good way to approach this. I want to learn programming, so just using a visual editor without learning to code is not the way I want to go. I also don't want to write my game engine from scratch. I'm all ears for advice.

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  • Ios Game with many animated Nodes,performance issues

    - by user31929
    I'm working in a large map upside-down game(not tiled map),the map i use is a city. I have to insert many node to create the "life of the city",something like people that cross the streets,cars,etc... Some of this characters are involved in physics and game logic but others are only graphic characters. For what i know the only way i can achive this result is to create each character node with or without physic body and animate each character with a texture atlas. In this way i think that i'll have many performance problems, (the characters will be something like 100/150) even if i'll apply all the performance tips that i know... My question is: with large numbers of characters there another programming pattern that i must follow ? What is the approch of game like simcity,simpsons tapped out for ios,etc... that have so many animation at the same time?

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  • car crash android game

    - by Axarydax
    I'd like to make a simple 2d car crashing game, where the player would drive his car into moving traffic and try to cause as much damage as possible in each level (some Burnout games had a mode like this). The physics part of the game is the most important, I can worry about graphics later. Would engine like emini or box2d work for this kind of game? Would Android devices have enough power to handle this? For example if there were about 20 cars colliding, along with some buildings, it would be nice if I could get 20 fps.

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  • Obtaining In game Warcraft III data to program standalone AI

    - by Slav
    I am implementing common purpose behavioral algorithm and would like to test it under my lovely Warcraft III game and watch how it will fight against real players. The problem is how to obtain information about in game state (units, structures, environment, etc. ). Algorithm needs access to hard drive and possibly distributed computing, that's why JASS (WC3 Editor language) usage doesn't solve the issue. Direct 3D hooking is an approach, but it wasn't done for WC3 yet and significant drawback is inability to watch online at how AI performs since it uses the viewport to issue commands. How in game data can be obtained to a different process in a fastest and easiest way? Thank you.

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  • Beginning Game Development on iPhone/iPad [closed]

    - by Ilya Knaup
    I'm willing to begin learning iPhone Game development. The problem is that I've found many resources for older models of iPad and iPhone. As you know now both have retina displays and amazingly fast graphics processors (Older resources don't take advantage of it). So I'm here to ask you for help on how to kickoff the development. Any recent tools, libraries, standards etc. Is there anything you can recommend? Ideally game should work on both iPad and iPhone, Retina and non Retina. It's going be a 2d / cartoon graphics based game with intense touching (So detecting touches quiet fast is a must have). Any advice, everything you that could help us started is very much appreciated.

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  • 2D Pixel/sprite game in unity? [on hold]

    - by acidzombie24
    Hi I'm an absolute newbie in unity. In the past I was told unity is terrible for 2d games so I look away after looking at it for a few days. I don't remember if this was right before unity4 came out or after. I hear unity is fairly good at 2d now. I tried googling for tutorials but I'm doing it wrong. I could not find a good tetris or tic tac toe tutorial. What assets/tutorials do I want for a 2D game? Side question is what tutorials are good if I want to make a fire emblem/advance wars type game (HUD heavy grid base game)

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  • Saving and Loading the Game (Automatically or Manually) via Internal Storage Only (Tablet PC Issues)

    - by David Dimalanta
    Here is my question. When making a game app for Android, I considered first the device. It's no problem to save progress everything (from levels to records) on a smartphone because it has an SD Card slot. Exception to this, the tablet PC, it can really nothing but on internal only storage. For example, I'm using this tutorial for audio spectrum (see http://www.youtube.com/watch?v=5cN1VzZXcdo) that involves copying from internal to external in order to detect frequency. It works on the desktop but not on the Android device (Tablets only [i.e. Google Nexus Tablet]). Is there a way to optimize save/load game problems due to internal/external device issues? Plus, additionally, what's the reason why my device won't work on tablets, except the desktop, while testing the audio spectrum code and why? Also, is it the same with saving/loading game?

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  • Reuseable Platform For Custom Board Game

    - by George Bailey
    Is there a generic platform to allow me to customize the rules to a board game. The board game uses a square grid, similar to Checkers or Chess. I was hoping to take some of the work out of creating this computer opponent, by reusing what is already written. I would think that there would be a pre-written routine for deciding which moves would lead to the best outcome, and all that I would need to program is the pieces, legal moves, what layout constitutes a win/lose or draw, and perhaps some kind of scoring for value of pieces. I have seen chess programs that appear to use a recursive routine, so they think anywhere from 2 to 20 moves ahead to create varying degrees of difficulty. I have noticed this on chess.com. The game I am programming will not be as complex. Is there a platform designed to be re-used for different grid/piece based games. JavaScript would be preferable, but Java or Perl would be acceptable.

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  • rts libgdx design?

    - by user36531
    I am attempting to create a simple rts multi-player strategy game using libgdx. I am stumped at the moment. I want the underlying game world to run at all times and be aware of where all items are on the map.. so if player A logs in and moves unit to some location on the grid and logs off, that unit info is still there and can be accessed again by player A when they log back on to move somewhere else (if it didnt get attacked during the playerA was logged off). How can i do this? Do i create a main game world on the server and when players connect make client just sequentially request whats in each visible tile? Is there an easier way to get this done? Or go SQL route? Whats better?

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  • To start with Multiplayer game development

    - by jeyanthinath
    Me and my friend are planned to develop a Multiplayer game , I can have no (lack of) knowledge about the gaming .. But there are many tutorials and e books available for game development !! But for Multiplayer gaming i am in need better knowledge I cant understand what is going on there and i visit the blogs and other questions sections and i hear the something about networking concepts such as Packets,data transfer ,client-server communication , peer-peer I am tired of being to those posts and reading what that i don't know .. Tell me how to deal with this situation and overcame the problem to learn something about networking concepts and game development techinques related to multiplayer gaming

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  • Game Clock Precision

    - by Philip
    I'm reading a fantastic article about game timer precision and here is a quote about 2/3 of the way into the article: If you start your game clock at about 4 billion (more precisely 2^32, or any large power of two) then your exponent, and hence your precision, will remain constant for the next ~4 billion seconds, or ~136 years. He doesn't give a concrete example of this though. Does this mean I would want to add 2^32 to the game clock value that I store at the beginning of each frame? Or is there a way to actually set the clock in Windows so that the numbers start at 2^32?

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  • Naming the Weapons and Designing Weapons Based in Real-life During Game Development [duplicate]

    - by David Dimalanta
    This question already has an answer here: Do you need a license for weapon models? 6 answers Is it legit or copyright safe if I name the actual name of the gun model such as AK-47, M16, Remington 870, and so on? I'm on the works for making a simple 2D 3rd-person shooter game. One of the examples is the Counter Strike and the game listed the name of weapons based on the real life models and so developers decided to created this named it for the weapon designs. If not, should I make either falsify the name of weapons (e.g. 9mm instead of Glock 17 from a Syphon Filter game) or make fictional weapons like the ones developed behind Halo games?

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  • cross resolution level design advice [on hold]

    - by Mike
    I was looking for some beginner advice regarding level design across multiple resolutions. I believe the answer is likely "it depends", but any input from anyone with real experience is very appreciated. Basically, I am building a 2D Super Metroid type game. If rooms/levels are to be a tiled grid, what are some general best practices for designing rooms when taking into account different resolutions? Since more or less tiles could fit vertically on a single screen depending on the resolution, is it better to design towards possibly having more of the room visible depending on the screen (with a bare minimum needed for gameplay), or should I fix the design at a certain tile height and scale the graphics?

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  • Updating scene graph in multithreaded game

    - by user782220
    In a game with a render thread and a game logic thread the game logic thread needs to update the scene graph used by the render thread. I've read about ideas such as a queue of updates. Can someone describe to a newbie at scene graphs what kind of interface the scene graph exports. Presumably it would be rather complicated. So then how does a queue of updates get implemented in C++ in a way that can handle the complexity of the interface of the scene graph while also being type safe and efficient. Again I'm a newbie at scene graphs and C++.

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  • building a game for different resoulution phones

    - by Jason
    Hi, I am starting some tests for building a game on the android program. So far everything is working and seems nice. However I do not understand how to make sure my game looks correct on all phones as the all will have slightly different screen ratios (and even very different on some odd phones) What I am doing right now is making a view frustrum ( could also be ortho ) which I set to go from -ratio to +ratio ( as I have seen on many examples) however this causes my test shape to be stretched and sometimes cut off by the edge of the screen. I am tilting my phone to landscape to do my tests ( a bit extreame) but it should still render correctly if I have dome things right. Should I be scaling by some ratio before drawing or something? An example would be greatly apriciated PS I am doing a 2d game

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  • Component-based design: handling objects interaction

    - by Milo
    I'm not sure how exactly objects do things to other objects in a component based design. Say I have an Obj class. I do: Obj obj; obj.add(new Position()); obj.add(new Physics()); How could I then have another object not only move the ball but have those physics applied. I'm not looking for implementation details but rather abstractly how objects communicate. In an entity based design, you might just have: obj1.emitForceOn(obj2,5.0,0.0,0.0); Any article or explanation to get a better grasp on a component driven design and how to do basic things would be really helpful.

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  • Design virtual resolution for 2D development in Unity

    - by djzmo
    I came to Unity with Cocos2D experience in mind. In Cocos2D, I can choose a "virtual" screen resolution size to rely on the entire game during development and the game will automatically adapt to different screen sizes in various devices. Now that I'm migrating to Unity and has access to 4.3 beta which has a native 2D workflow, is there a similar mechanism that will automate this? After playing around a bit with Unity, I also found out that Unity uses a neutral coordinate unit that can translate to pixels flexibly (CMIIW). But when developing a 2D game, I need them in pixels. Thank you.

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  • Any legal issue in developing app similar to others?

    - by demotics2002
    There is a game I want to develop for mobile devices e.g. cellphone/tablet. I have been looking for this game and couldn't find it so I decide to just do it on my own. But I'm worried that there will be legal issues. I'm sorry but I do not know what is the process in doing this. I noticed for example the game Bejeweled Blitz. If I develop something similar, do I have to contact the developer and ask for permission if I develop a game with similar rules but use shapes rather than jewels? The original game exists only on Windows for free. If I develop the game, exactly similar rules but different display, am I allowed to sell it? Thanks...

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  • Embed IF text parser in another game?

    - by DragonFax
    Are there any existing interactive fiction text parsing engines that I can embed in another game or application? I'm looking to use something as a library. I can pass it the available objects and verbs from my own side. It will parse the sentences from the user and give me back some sort of structure/AST describing what the user asked for. Then my own code can then act upon that request. I don't need something SIRI level. The simple sentences and actions that current IF games support is fine. But I'm not looking to write a whole text/sentence parser myself. This isn't an If game and I can't write it entirely in an interactive-fiction language like inform 7. Unfortunatly, I can't seem to find any examples of anyone using the text parsing capabilities of these engines without writing the entire game in that engine's language.

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  • How to design a leaderboard?

    - by PeterK
    This sounds like an easy thing but when i considering the following Many players Some have played many games and some just started Different type of statistics ...on what information should the actual ranking be based on. I am planning to display the board in a UITableView so there is limited space available per player. However, I am not bound to the UITableView if there is a better solution. This is a quiz game and the information i am currently capturing per player is: #games played totally #games played per game type (current version have only one game type) #questions answered #correct answers Maybe i should include additional information. I have been thinking about having a leaderboard property page where the player can decide on what basis the leaderboard should display information but would like to avoid the complexity in that. However, if that is needed i will do it. Anyone that can give me some advice on how to design the presentation of this would be highly appreciated?

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  • Develop 3d game for iphone & android in single code

    - by lajpat
    I have to make a 3d game on the lines of this app 3D Chess I want to make this app for both android & iphone by writing a single code. Of course little native code will be required to be done. I want to ensure that entire logic & animation code is written only once. What software does one suggest to achieve this since I am not a tight schedule. I came across Corona but I am not sure if such game can be made using it. Others I found Unity & Shiva. I am not experience in 3D game so please if someone can help Thanks Lajpat

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  • How to teach game programming at school ?

    - by jokoon
    I'm in this private school right now, and apart from my progressive stoppage of anti-depressants, I'm having an hard time focusing on what the school wants me to do. The school has a professional contract for a game we have to do with Unity. I don't really learn anything new while using unity, so I don't like using it. We recently learned how to use DirectX, and we have to do some sort of Gradius-precursor clone (Parsec) with directX, in 3D: this annoys me, and I'm currently learning to use Ogre3D by myself by making some game. The teacher is an engineer, and all of us won't be engineers. How would you teach game programming ?

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