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  • Touch Event Not Work With PinchZoom

    - by Siddharth
    I was implemented pinch zoom functionality for my tower of defense game. I manage different entity to display all the towers. From that entity game player select the tower and drag to the actual position where he want to plot the tower. I set the entity in HUD also, so user scroll and zoom the region, the tower become visible all the time. Basically I have created the different entity to show and hide towers only so I can manage it easily. My problem is when I have not perform the scroll and zoom the tower touch and the dragging easily done but when I zoom and scroll the scene at that time the tower touch event does not call so the player can not able to drag and drop it to actual position. So anybody please help me to come out of it.

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  • Windows Phone 7 Networked Game

    - by Craig
    Im creating a multiplayer asteroids type game for the Windows Phone 7, 2 players can challenge each other over who will get the highest score. On each players phone the opponent is displayed and both go about shooting asteroids and enemies. In an assignment I have due I would like to talk about the packet design, what would be the least amount of info that I can send over the connection? Instead of constantly having to send each players position, asteroid position, bullet position and enemy position etc. Or would all that data constantly need to be sent?

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  • RPG Equipped Item System

    - by Jimmt
    I'm making a 2d rpg with libgdx and java. I have an Inventory class with an Array of Items, and now I want to be able to equip items onto the player. Would it be more managable to do have every item have an "equipped" boolean flag have an "equipped" array in the player class have individual equipped fields in player class, e.g. private Item equippedWeapon; private Item equippedArmor; public void equipWeapon(Item weapon){ equippedWeapon = weapon; } Or just another way completely? Thanks.

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  • Implementing Explosions

    - by Xkynar
    I want to add explosions to my 2D game, but im having a hard time with the architecture. Several game elements might be responsible for explosions, like, lets say, explosive barrels and bullets (and there might be chain reactions with close barrels). The only options i can come up with are: 1 - Having an array of explosions and treat them as a game element as important as any other Pros: Having a single array which is updated and drawn with all the other game element arrays makes it more organized and simple to update, and the explosive barrels at a first glance would be easy to create, simply by passing the explosion array as a pointer to each explosive barrel constructor Cons: It might be hard for the bullets to add an explosion to the vector, since bullets are shot by a Weapon class which is located in every mob, so lets say, if i create a new enemy and add it to the enemy array, that enemy will have a weapon and functions to be able to use it, and if i want the weapon (rocket launcher in this case) to have access to the explosions array to be able to add a new one, id have to pass the explosion array as a pointer to the enemy, which would then pass it to the weapon, which would pass it to the bullets (ugly chain). Another problem I can think of is a little more weird: If im checking the collisions between explosions and barrels (so i create a chain reaction) and i detect an explosion colliding with a barrel, if i add a new explosion while im iterating the explosions java will trow an exception. So this is kinda annoying, i cant iterate through the explosions and add a new explosion, i must do it in another way... The other way which isnt really well thought yet is to just add an explosive component to every element that might explode so that when it dies, it explodes or something, but i dont have good ways on implementing this theory either Honestly i dont like either the solutions so id like to know how is it usually done by actual game developers, sorry if my problem seems trivial and dumb.

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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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  • 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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  • 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 derive force vectors from velocity vectors?

    - by PixelRouter
    I'm making a 2d shooter ala Geometry Wars. I've got my own simple physics at work driving the background grid and all my entities. To move anything in the world I apply a Vector2d force to it. The 'engine' calculates the resulting acceleration and therefore the velocity. I am trying to port some code I found which implements the classic 'Boids' flocking algorithm, but the code I have works by calculating the Boids' velocities directly, so If i use it as is, it bypasses my physics engine. How I can translate the velocity vectors into force vectors that I can apply to the Boids and which will result in the proper velocities via my physics engine.

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  • Confusing box2d forces

    - by Diken
    Hello Friends. This is my demo game screen-shoot. Here i am using three buttons. Right-bottom button is used for jump and left-bottom buttons used for move left and right. I have some questions 1) should i use linearImpuls for jump body?? 2) For move right and left which types of force i applied??? PLease tell me i am confusing to use linearImpuls, applyforce and linearVelocity. Thanks in advance

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  • which one is the safe site to buy cheap wildstar gold?

    - by user50866
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  • What precaution should I take to hire online freelancer designers? [on hold]

    - by tomDev
    For quite some time my company is super busy with our apps, and a few days ago someone contacted me by email offering his services to help me as a graphic designer. He has a fair price, a flickr portfolio (with great stuff but not popular at all), same on Twitter. I was really considering in hiring him for some specific service, but the question is... what precaution should I take when hiring someone I have no idea who is? I can't even be sure I have his real name and his real country. How do I make a contract? How do I pay? How do I know he will not sue us after the graphics reach the App Store asking for more money? And of course, how do I know he will actually do the service and not steal from some stock service? Am I a bit paranoiac or is this a common deal with graphics designers? PS: if someone asks I can provide his flickr, but I think this is a general question and not specific for this designer.

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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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  • I need help with 2D collision response (of stacking rotating polygons, with friction and gravity, for a game)

    - by Register Sole
    Hi I am looking for suggestions on how to write a collision response for game programming purpose (so not a scientific simulation). I am dealing with 2D polygons that are rotating, and I want them to be able to stack. I also want friction and gravity. I have a detection mechanism that returns the separating axis, how long the polygons are overlapping, and up to 2 points of contact. For the response, I am currently using an impulse-based response, which main idea is: find the separating axis, length of overlap, and the point of contact (if there are two, pick a random point between to simulate averaged force. i believe there are better ways than this) separate the object (modifying their positions, taking into account of their masses. i do not separate them completely though, to keep track that they are colliding to reduce jitter) calculate normal force based on the coefficient of restitution as if there is no friction. calculate friction, as if there is no normal force. I also assume that the direction of the friction is the same throughout the collision. apply the two forces (which result in a rather inaccurate result, since each force is calculated as if the other is not present. for non-rotating bodies though, this method is exact) I am aware that this method requires the coefficient of friction to be sufficiently small due to the assumption that the direction of friction stays the same in a collision. Also, the result is visually satisfying if gravity is not present. However, when there is gravity, objects on ground jitter and drift (even with zero coefficient of restitution)! It also happens for stacking objects. Larger coefficient of restitution and gravity increase the jittering. I hope you can help me with this. Some things i would like to know more about is how to handle collision with two point of contacts (how to end up having an object sitting still on the ground?), how to reduce, and prevent if possible, jitter and drift (do people use the most accurate method possible, or is there a trick to overcome this?), and how to handle multiple objects collision (for example, in the case of stacking objects, how do I check collisions between all of them and keep them all stable at every frame so they don't jitter?). A total reformulation of my algorithm is also welcomed, as long as it works. Another thing to note is that I am not making a Physics game, so I only need a visually satisfying response (though a realistic response is preferable, if it is not performance-heavy). But surely jittering and drifting objects on flat ground are not at all acceptable. In addition, I am a Physics student, so feel free to talk about impulse and whatever needed. Finally, I'm sorry for the long post. I tried to be as concise as I can. Thank you for reading it! EDIT It seems what I didn't manage to come up all this time is to separate resting contact as a class of its own and how to solve them. Currently reading the paper suggested by Jedediah. More suggestions on the topic are welcome :) CASE CLOSED After reading various papers referenced in the paper, successfully implemented simultaneous impulse method (referring to the original paper by Erin Catto, [Catt05]). Thanks maaaan!! The paper is wonderful. The current system is visibly much better than the previous. Still haven't separated resting contact as a class of its own though, which brings me to my next question. Love you all! Haha (sorry, I'm just so happy thanks to you).

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  • (Phaser) Preload Future States in Create?

    - by Brian
    I'm a first time user of Phaser, been trying to make a simple point and click type game. I'm trying to keep things very modular, so I'm defining a list of levels (states) in a JSON, and then every level has its own JSON containing the objects within that level. However, I'm encountering an issue in that, when changing states, I get a black flash while the assets for the next state load (this happens whether I iterate through the JSON list or define everything manually). From what I've read, all sprites should be loaded in the preload stage, however, by doing this I'm causing that tiny but noticeable black pause. I know one way would be to simply load every asset at the start of the game, but that seems incredibly inefficient (wouldn't that fill up the memory immensely?). I would rather load a state's assets from the "parent" state. However, in my quick test (which maybe I did wrong) it seems that game.load doesn't work properly if done within the create stage? What is the best approach to doing this?

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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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  • setting the position in different resolution

    - by Moaz
    I have a normal game window which is 640*480, and everything is fine, but when I try to maximize the window, the objects translate to different positions on the screen, for example If I have a circle which is drawn at the center in the normal window, when I try to maximize it, it shifts away from the center of the screen. How do I adjust it so it draws at the center in both normal window and maximized window ?

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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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  • Why doesn't this ContentLoader project (VS2010 e) recognize Microsoft.Build.dll?

    - by IAbstract
    I am working with an XNA content loader sample. In the references for the project (VS 2010 Express) there are: Microsoft.Build Microsoft.Build.Framework //as well as the standard XNA framework and graphics references To emulate this project, I am trying to first add a reference to Microsoft.Build.dll. But Visual Studio warns me that it cannot load the .dll. I looked at MSDN and the document referenced Microsoft.Build.Evaluation. This is suppose to be available in the Microsoft.Build.dll and then I'll have access to the Project class. Has anyone had any experience with this?

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  • Vectors with Circles Physics -java

    - by Joe Hearty
    This is a problem I've been having, When making a set number of filled circles at random locations on a JPanel and applying a gravity (a negative change in the y), each of the circles collide. I want them to have collision detection and push in the opposite direction using vectors but i don't know how to apply that to my scenario could someone help? public void drawballs(Graphics g){ g.setColor (Color.white); //displays circles for(int i = 0; i<xlocationofcircles.length-1; i++){ g.fillOval( (int) xlocationofcircles[i], (int) (ylocationofcircles[i]) ,16 ,16 ); ylocationofcircles[i]+=.2; //gravity if(ylocationofcircles[i] > 550) //stops gravity at bottom of screen ylocationofcircles[i]-=.2; //Check distance between circles(i think..) float distance =(xlocationofcircles[i+1]-xlocationofcircles[i]) + (ylocationofcircles[i+1]-xlocationofcircles[i]) ; if( Math.sqrt(distance) <16)

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  • Deleting a game object

    - by Balls
    I tried doing this but it cause an access violation. void GameObjectFactory::Update() { for( std::list<GameObject*>::iterator it=gameObjectList.begin() ..... (*it)->Update(); } void Bomb::Update() { if( time == 2.0f ) { gameObjectFactory->Remove( this ); } } void GameObjectFactory::Remove( ... ) { gameObjectList.remove( ... ); } My thoughts would be to mark the object to be dead then let the factory handle it the on next frame for deletion. Is it the best and fastest way? What do you think?

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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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  • Random generation of interesting puzzle levels?

    - by monsterfarm
    I'm making a Sokoban-like game i.e. there's a grid that has some crates on it you can push and you have to get the crates on crosses to win the level (although I'm going to add some extra elements to it). Are there any general algorithms or reading material I can look at for how I could go about generating interesting (as in, not trivial to solve) levels for this style of game? I'm aware that random level generators exist for Sokoban but I'm having trouble finding the algorithm descriptions. I'm interested in making a game where the machine can generate lots of levels for me, sorted by difficulty. I'm even willing to constrain the rules of the game to make the level generation easier (e.g. I'll probably limit the grid size to about 7x7). I suspect there are some general ways to do level generation here as I've seen e.g. Traffic Jam-like games (where you have to move blocks around the free some block) with 1000s of levels where each one has a unique solution. One idea I had was to generate a random map in its final state (i.e. where all crates are on top of their crosses) and then the computer would pull (instead of push) these crates around to create a level. The nice property here is that we know the level is solvable. However, I'd need some heuristics to ensure the level was interesting.

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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 do I convert mouse co-ordinates in Slick2d java?

    - by Trycon
    I'm really new in Java and I really want to how do I convert the mouse clicks to co-ordinates in game. My game moves its images so that the camera could stay with the character. I follwed thenewboston tutorials. I have been modifying new codes for smoother gameplay. I have been searching the web for tutorials. This is one of the codes: PosGameX=MouseX+0; PosGameY=MouseY+0; I have not try this code but, I really think this would not work. The website I have visited, I think, is not good for coding. My gameplay is that when the mouse clicks on a position. It would try to get the co-ordinates(Mouse) and convert it to game co-ordinates. And I really want to know how do I make my mouse clicks to game co-ordinates? FOR MORE INFO: Searches: How Do I translate game co-ordinates? How Do I translate mouse to game co-ordinates? AND PLEASE! Do not give me algebra. I have really forgotten those.

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  • Installing Windows Platform SDK Problem [on hold]

    - by user1879097
    I cannot seem to install the windows platform sdk when i have visual studio 2010 installed,i followed the error code the sdk was getting and it said i need to unistall the 2010 redistribute runtimes,i did that and it has still not fixed the problem,this is very anoying as i have tried different things and been at it for atleast 5 hours now,did anyone else get this problem and know a work around? This is the order i tried install vs 2010, remove redis runtimes, install platform sdk (failed), install redis x86/x64, install service pack 1 for vs Thanks

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