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  • How can you represent equip-able items in a 2d game?

    - by ThePlan
    I've been working on an item system for a post-apocalyptic RPG, with diablo as inspiration, and it would be awesome if I could visually represent an item that can be equipped on the player sprite. I was thinking you could have a player sprite with certain animations, then the equipped item would be drawn as if it was on the player with the same animations, so it syncs with the player animations but that couldn't work very smoothly, I imagine there's a better system. How can you graphically represent an item worn on the player, which moves like he does, and looks as if he's wearing it? I'm not asking you how to do it in framework X or platform X (altho if you REALLY need it, I'm using Allegro 5 with codeblocks on win XP) but instead I'm asking you how to generally program such an idea.

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  • Android Game Development problem whith size and speed

    - by Charlton Santana
    I have been coding speed for an object. I have made it so the object will move from one end of the screen to another at a speed depending on the screen size, at the monemt I have made it so it will take one second to pass the screen. So i have worked out the speed in code but when I go to assign the speed it tells me to force close and i do not understand why. Here is the code: MainGame Code: @Override protected void onDraw(Canvas canvas) { setBlockSpeed(getWidth()); } private int blockSpeed; private void setBlockSpeed(int screenWidth){ Log.d(TAG, "screenWidth " + screenWidth); blockSpeed = screenWidth / 100; // 100 is the FPS.. i want it to take 1 second to pass the screen Math.round(blockSpeed); // to make it a whole number block.speed = blockSpeed; // if i dont put blockSpeed and put eg 8 it still tells me to force close } Block.java Code: public int speed; public void draw(Canvas canvas) { canvas.drawBitmap(bitmap, x - (bitmap.getWidth() / 2), y - (bitmap.getHeight() / 2), null); if(dontmove == 0){ this.x -= speed; } }

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  • Rotate Rigged and Animated Scene?

    - by Nick
    I have a rigged and animated mesh that I need to import into Unity. We several characters that all use the same script, and access their bones to do procedural animations as well. The problem is that the new model I was given is facing the wrong way. Instead of facing forward, the model is facing the right.. Is there any way to rotate the model with it's animations without screwing it up, so that it will import properly in unity facing forward? Because of the way it was done, selecting everything in the scene and just rotating it by 90 degrees ruins some of the animations, so I need a program that can fix this.

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  • Actionscript - Dropping Multiple Objects Using an Array?

    - by Eratosthenes
    I'm trying to get these fireBalls to drop more often, im not sure if im using Math.random correctly also, for some reason I'm getting a null reference because I think the fireBalls array waits for one to leave the stage before dropping another one? this is the relevant code: var sun:Sun=new Sun var fireBalls:Array=new Array() var left:Boolean; function onEnterFrame(event:Event){ if (left) { sun.x = sun.x - 15; }else{ sun.x = sun.x + 15; } if (fireBalls.length>0&&fireBalls[0].y>stage.stageHeight){ // Fireballs exit stage removeChild(fireBalls[0]); fireBalls.shift(); } for (var j:int=0; j<fireBalls.length; j++){ fireBalls[j].y=fireBalls[j].y+15; if (fireBalls[j].y>stage.stageHeight-fireBall.width/2){ } } if (Math.random()<.2){ // Fireballs shooting from Sun var fireBall:FireBall=new FireBall; fireBall.x=sun.x; addChild(fireBall); fireBalls.push(fireBall); } }

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  • Breathing for game/movie characters

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

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  • Dropping multiple objects using an array in Actionscript?

    - by Eratosthenes
    I'm trying to get these fireBalls to drop more often, I'm not sure if I'm using Math.random correctly. Also, for some reason I'm getting a null reference because I think the fireBalls array waits for one to leave the stage before dropping another one? This is the relevant code: var sun:Sun=new Sun var fireBalls:Array=new Array() var left:Boolean; function onEnterFrame(event:Event){ if (left) { sun.x = sun.x - 15; }else{ sun.x = sun.x + 15; } if (fireBalls.length>0&&fireBalls[0].y>stage.stageHeight){ // Fireballs exit stage removeChild(fireBalls[0]); fireBalls.shift(); } for (var j:int=0; j<fireBalls.length; j++){ fireBalls[j].y=fireBalls[j].y+15; if (fireBalls[j].y>stage.stageHeight-fireBall.width/2){ } } if (Math.random()<.2){ // Fireballs shooting from Sun var fireBall:FireBall=new FireBall; fireBall.x=sun.x; addChild(fireBall); fireBalls.push(fireBall); } }

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  • Actionscript - Dropping Multiple Objects Using an Array? [closed]

    - by Eratosthenes
    Possible Duplicate: Actionscript - Dropping Multiple Objects Using an Array? I'm trying to get these fireBalls to drop more often, im not sure if im using Math.random correctly also, for some reason I'm getting a null reference because I think the fireBalls array waits for one to leave the stage before dropping another one? this is the relevant code: var sun:Sun=new Sun var fireBalls:Array=new Array() var left:Boolean; function onEnterFrame(event:Event){ if (left) { sun.x = sun.x - 15; }else{ sun.x = sun.x + 15; } if (fireBalls.length>0&&fireBalls[0].y>stage.stageHeight){ // Fireballs exit stage removeChild(fireBalls[0]); fireBalls.shift(); } for (var j:int=0; j<fireBalls.length; j++){ fireBalls[j].y=fireBalls[j].y+15; if (fireBalls[j].y>stage.stageHeight-fireBall.width/2){ } } if (Math.random()<.2){ // Fireballs shooting from Sun var fireBall:FireBall=new FireBall; fireBall.x=sun.x; addChild(fireBall); fireBalls.push(fireBall); } }

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  • How can I configure desktop notification display time in Google Chrome?

    - by netvope
    Recently Gmail introduced an HTML5-based desktop notification feature for Google Chrome users (see this). It's very useful, however, the notifications disappear too quickly (in about 5 seconds) and I couldn't find a way to change the display time. Ideally, I would like the notification to stay for a few minutes if there is no user activity (or about 15 seconds if there is user activity). Is that possible?

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  • Css3 Transition on background transparent not working in Chrome 5

    - by Ricardo Koch
    I`m trying to create an animation using CSS3 transition. The animation is a gradient background that should change his color (rgba). I used the webkit tag for the gradient and it`s working in Chrome 5.0.375.55. Looking into w3c site I see that "background-image - only gradients" is supported for the transition. (http://www.w3.org/TR/css3-transitions/) But I can only animate the background-color property with this version of chrome. With gradient the transition does not work. Does anyone managed to create an animation with background gradients?

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  • Does Flash/Flex gets Off?

    - by Praveen Chandrasekaran
    Does the the Flash/flex development die because of the HTML5? flash is the main need to play the multimedia activities on the browser. HTML5 includes this video playing option just with the tag. Everybody knows flash content takes time to load initially.So what about the Future of Flash and Flex development people?

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  • how to use the 'video' element on safari.

    - by zjm1126
    <video id="myVideo" src="2.mp4" controls="" tabindex="0">decoder not found</video> this code show ' decoder not found' on safari (my os is windows xp) why ? thanks and this html5 vedio can be show on firefox and chrome ,but not safari. http://shapeshed.com/examples/HTML5-video-element/ why ?

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  • Return color on hover

    - by alonblack
    Here i created 3 images that goes from color to grayscale and i want to show the color on hover what i'v done wrong? here is the fiddle link: http://jsfiddle.net/4tHWg/6/ css code: .box { float: left; position: relative; width: 14.285714286%; } .boxInner img { width: 100%; display: block; } .boxInner img:hover { -webkit-filter: grayscale(0%); } @-webkit-keyframes toGrayScale { to { -webkit-filter: grayscale(100%); } } .box:nth-child(1) img { -webkit-animation: toGrayScale 1s 0.5s forwards; } .box:nth-child(2) img { -webkit-animation: toGrayScale 2s 1s forwards; } .box:nth-child(3) img { -webkit-animation: toGrayScale 3s 1.5s forwards; }

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  • Video for HTML5 -- ffmpeg commands

    - by StackOverflowNewbie
    I'd like to allow my users to upload their videos (no clue what format they'll be) and convert them into the following formats: MP4 Ogg Webm I think it's those 3 formats I need in order to support HTML5, at least per http://mediaelementjs.com/. I've tried various commands that I found on the web. Some of them worked, some of them used old syntax, some of them worked only on my computer and not others, some of them gave conflicting information, etc. Are there any FFMPEG experts here that can provide the "proper" commands? I'm not particularly trying to achieve anything special. I just want to be able to convert the video into something playable on the web. Highest quality, smallest filesize, etc. are the basic goals. Something that works without a lot of special configurations would be ideal, too. I ran into a lot of "missing presets" problems.

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  • Animation or Video instead of Default.png (Iphone app)

    - by ludo
    hi, I saw in many application like Zara, Zara Home, D&G.. that instead of using the Default.png image for loading the application, they use a video instead. Did someone know how to do it? Did they manage to replace the Default image and put an animation instead or just load an animation in the ApplicationDidFinishLaunching Thanks,

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  • JQuery Animation Question

    - by Sarfraz
    Hello, I have created a jquery animation that can be seen by clicking the Preview button on top: http://jsbin.com/anayi3/edit I have used the slideDown animation method. The problem is that all items slide down together. I want to each number to display after short delay. It should not be much of problem for experienced jquery developers. How to do that? Thanks in advance.

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  • WPF Animation Duration

    - by Allen Ho
    I have a storyboard like the following Duration="0:0:1" Completed="DeviceExplorer_Completed" The animation for some reason does not appear to be working linearly. If I change the duration to something like Duration="0:0:0.8" and assign the stroyboard to a MouseEnter event of a button, the animation moves but does not complete for some reason, I move my mouse over the button a few times before it enetually completes... Any ideas why?

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  • Tell jQuery to ignore clicks during an animation sequence

    - by dclowd9901
    I'm in the midst of writing a slideShow app (click a button, and you slide through a list of images) for jQuery, but I've run into a little bug where it will respond to the click() request even while an animation is happening. I'm using the animate() function already, so that isn't staving off the additional animation requests. Any way to program around this?

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  • gif file animation is not working outside the Cycle plugin control

    - by Geetha
    Hi All, I am creating application using jquery in asp.net. I am displaying images(664 x 428) with (eg.) fade effect using cycle plugin and also a gif file outside the control. Problem: The gif file animation is working only if i pause the cycle effect the gif file animation is working. (Whatever effect it may be) Coding: $('#mainBanner').cycle({ fx: 'fade', continuous: true, speed: 7500, timeout: 55000, pause: 1, sync: 1 });

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  • Custom pin animation - MKMapView

    - by user128647
    I have used pin images in application instead of standard pin, now i want to give animation (dropping effect as it was with standard pins) to custom pins. How can i provide dropping animation effect to custom pin images????

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  • Animation using AniMate with Unity3D doesn't interact with physical objects

    - by Albz
    I'm designing a maze with Unity3D. The maze has a number of bifurcations and the player will stop before each bifurcation and simply choose left or right. Then an automatic animation will move the player through the next bifurcation till the end of the maze (or till a dead end). To animate the player I'm using AniMate and C# in my Unity project. Using AniMate I'm simply creating a point-to-point animation for each bifurcation (e.g. mage below: from the start/red arrow to point 5) My problem is that my animation script (associated to the "First Person Controller") is not working properly since physics is not respected (the player passes through walls). If in the same project I enable the standard character controls in Unity, then I can navigate in the maze with the physical contrains of walls etc... (i.e. I have colliders). This is an example of the code I'm using when I press left to pass from starting point, trough point 1 to point 2: void FixedUpdate () { if (Input.GetKey(KeyCode.LeftArrow)) { //To point 1 Hashtable props = new Hashtable(); props.Add("position", new Vector3(756f,112f,1124f)); props.Add("physics", true); Ani.Mate.To(transform, 2, props); //To point 2 Hashtable props2 = new Hashtable(); props2.Add("position", new Vector3(731f,112f,1124f)); props2.Add("physics", true); Ani.Mate.To(transform, 2, props2); } } What happens practically when I press the left arrow button is that the player moves directly to point 2 using a straight line passing through the wall. I tried to pass to AniMate "Physics = true" but it doesn't seem to help. Any idea on how to solve this issue? Alternatively... any hint on how to have a more optimized code and just use a series of vector3 coordinates (one for each point) to obtain the simple animation I want without having to declare new Hashtable(); etc... every time? I chose AniMate simply because 1. I'm a beginner with Unity 2. I don't need complex animations (e.g. I don't need to use iTween), just fixed animations along straight lines and I need something really simple and quick to implement in a script. However, if someone has an equally simple solution it will be welcome. thank you in advance for your help

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  • Flash Animation and Sound Loop

    - by Joseph
    ok so im having an issue with Flash CS5. I have a sound looping, and my animation is only 13 frames long, while the song is like a minute long, so each time the animation loops threw the default "Loop Playback" a new sound audio is played which os overlapping the previous over and over causing a massive echo effect. Whats the best way to loop both of them insync, or atleast copy and paste the animations frames and make it the length of the song?

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  • jqTouch - why does the transition has no animation?

    - by teepusink
    Hi, I'm using jqTouch. Trying to figure out why when the scene / div change, it just change abruptly without the slide animation? Here is the setting that I have now: var jQT = new $.jQTouch({ slideSelector: '.link', useAnimations: true }); Again the scene change works just fine, just that I don't see the slide animation. What am I missing? Thanks, Tee

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