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  • How to prevent showing outside of world game in Cocos2D-x

    - by HRZ
    I'm trying to make a tower defense game and it can zoom in/out and scrolling over my world map. How to scroll over the game and how to restrict it not to show outside of my map(black area). At below I scroll over the map by using CCCamera but I don't know how I can restrict it. CCPoint tap = touch->getLocation(); CCPoint prev_tap = touch->getPreviousLocation(); CCPoint sub_point = tap - prev_tap; float xNewPos, yNewPos; float xEyePos, yEyePos, zEyePos; float cameraPosX, cameraPosY, cameraPosZ; // First we get the current camera position. GameLayer->getCamera()->getCenterXYZ(&cameraPosX, &cameraPosY, &cameraPosZ); GameLayer->getCamera()->getEyeXYZ(&xEyePos, &yEyePos, &zEyePos); // Calculate the new position xNewPos = cameraPosX - sub_point.x; yNewPos = cameraPosY - sub_point.y; GameLayer->getCamera()->setCenterXYZ(xNewPos, yNewPos, cameraPosZ); GameLayer->getCamera()->setEyeXYZ(xNewPos, yNewPos, zEyePos); And for zooming I used such code: GameLayer->setScale(GameLayer->getScale() + 0.002); //zooming in

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  • How game characters are made?

    - by Ahmed
    I'm new here. I would like to know how game characters are made that are movable? What kind of software and engines are used for these characters? I will be working with my friends on our final year project. Our game will be FPS and I have to draw some animations for FPS view and other enemy character that can be programmed easily to make a good game. Sorry if my questions seems dumb, but if you need more explanation i'm always here to discuss Thanks in advance

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  • Weird appearance for a 3D XNA ground

    - by Belos
    I wanted to add a ground so I can know the position of a helicopter in the world. But the ground appeared in a weird way: http://i.stack.imgur.com/yTSuW.jpg The ground had the following texture: http://i.stack.imgur.com/pdpxB.png EDIT: Sorry, I forgot to post the code: public class ImportModel { public Vector3 Position { get; set; } public Vector3 Rotation { get; set; } public Vector3 Scale { get; set; } Model Model; Matrix[] modeltransforms; GraphicsDevice GraphicDevice; ContentManager Content; BoundingSphere sphere; bool boundingimplemented = false; public ImportModel(string model, GraphicsDevice gd, ContentManager cm, Vector3 position, Vector3 rot, Vector3 sca) { GraphicDevice = gd; Content = cm; Position = position; Rotation = rot; Scale = sca; Model = Content.Load<Model>(model); modeltransforms = new Matrix[Model.Bones.Count]; Model.CopyAbsoluteBoneTransformsTo(modeltransforms); } public void Draw(Camera camera) { Matrix baseworld = Matrix.CreateScale(Scale) * Matrix.CreateFromYawPitchRoll(Rotation.Y, Rotation.X, Rotation.Z) * Matrix.CreateTranslation(Position); foreach (ModelMesh mesh in Model.Meshes) { Matrix localworld = modeltransforms[mesh.ParentBone.Index] * baseworld; foreach (ModelMeshPart meshpart in mesh.MeshParts) { BasicEffect effect = (BasicEffect)meshpart.Effect; effect.World = localworld; effect.View = camera.View; effect.Projection = camera.Projection; effect.EnableDefaultLighting(); } mesh.Draw(); } } public BoundingSphere BoundingSphere { get { if (!boundingimplemented) { foreach (ModelMesh mesh in Model.Meshes) { BoundingSphere transformed = mesh.BoundingSphere.Transform( modeltransforms[mesh.ParentBone.Index]); sphere = BoundingSphere.CreateMerged(sphere, transformed); } Matrix worldTransform = Matrix.CreateScale(Scale) * Matrix.CreateTranslation(Position); BoundingSphere transforme = sphere; transforme = transforme.Transform(worldTransform); return transforme; } else { Matrix worldTransform = Matrix.CreateScale(Scale) * Matrix.CreateTranslation(Position); BoundingSphere transformed = sphere; transformed = transformed.Transform(worldTransform); return transformed; } } } } Then I call the class from the Game1 class: ImportModel ground = new ImportModel("ground", GraphicsDevice, Content, Vector3.Zero, Vector3.Zero, new Vector3(20f)); EDIT2:This is how the scene looks from top: i.stack.imgur.com/Hs983.jpg

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  • Farseer Physics: Ways to create a Body?

    - by EdgarT
    I want to create something similar to this using farsser and Kinect: https://vimeo.com/33500649 This is my implementation until now: http://www.youtube.com/watch?v=GlIvJRhco4U I have the outline vertices and the triangulation of the user. And following the Texture to Polygonmsample i used this line to create the shape, where farseerObject is a list of vertices of the triangles: _compound = BodyFactory.CreateCompoundPolygon(World, farseerObject, 1f, BodyType.Dynamic); But I have to update the body each frame (like 30 fps) and this is very slow. I get just 2 or 3 fps. There's another (faster) way to create the Body from a list of triangles or the contour vertices?

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  • Calculating the correct particle angle in an outwards explosion

    - by Sun
    I'm creating a simple particle explosion but am stuck in finding the correct angle to rotate my particle. The effect I'm going for is similar to this: Where each particle is going outwards from the point of origin and at the correct angle. This is what I currently have: As you can see, each particle is facing the same angle, but I'm having a little difficulty figuring out the correct angle. I have the vector for the point of emission and the new vector for each particle, how can I use this to calculate the angle? Some code for reference: private Particle CreateParticle() { ... Vector2 velocity = new Vector2(2.0f * (float)(random.NextDouble() * 2 - 1), 2.0f * (float)(random.NextDouble() * 2 - 1)); direction = velocity - ParticleLocation; float angle = (float)Math.Atan2(direction.Y, direction.X); ... return new Particle(texture, position, velocity, angle, angularVelocity, color, size, ttl, EmitterLocation); } I am then using the angle created as so in my particles Draw method: spriteBatch.Draw(Texture, Position, null, Color, Angle, origin, Size, SpriteEffects.None, 0f);

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  • using lua in kobold2d to control parameters

    - by nycynik
    Is there a tutorial on using LUA in Kobold2d? I want to know if its possible to use it to control the game behavior (like max speed decrease of timer, and bonus points) by uploading a new script to the app. I found this link in the FAQ: http://www.kobold2d.com/pages/viewpage.action?pageId=917888 but it does not mention if I can replace the lua script from within the game, and reload it, is that possible? Should i just have a parameter file instead that i can download and replace?

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  • Cube chunk via list ToArray()

    - by Christian Frantz
    I've created a list of vertices that I call for each cube made in my array "cubes". When each cube is create, SetUpVertices is called which is a method that stores the 8 vertices of my cube. At the end of my list creation, I create a vertex buffer, and set the data of the list that contains vertices of all 25 cubes to that vertex buffer, effectively creating a "chunk" of cubes. The problem is that Invalid Operation Exception "The array is not the correct size for the amount of data requested." at the line vertices.ToArray(). I don't have an array for this, as the amount of cubes will be changing and arrays aren't dynamic. What could be the cause of this? for (int x = 0; x < 5; x++) { for (int z = 0; z < 5; z++) { SetUpVertices(); cubes.Add(new Cube(device, new Vector3(x, map[x, z], z), color)); } } vertexBuffer = new VertexBuffer(device, typeof(VertexPositionColor), 8, BufferUsage.WriteOnly); vertexBuffer.SetData<VertexPositionColor>(vertices.ToArray());

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  • OpenGL doesn't draw (3.3+) [on hold]

    - by Dhiego Magalhães
    Brief: I've been following this tutorial about OpenGL for 2 days, and I still can't have a triangle drawn, so I'm asking for help here. The tutorial is turned to OpenGL version 3.3 programing, using vertex arrays, buffers, etc. The libraries are: GLFW3 and GLEW, and I setted them by myself. The screen keeps black all the time. Full code: link here (It's just like a Hello World opengl program) Further Details: I get no errors at all. I downloaded a software to test my video card, and it supports OpenGL 4.1+ Standard OpenGL code for drawing (from earlier version) such as this one works normally. I'm using Microsoft Visual Studio 10.0 I presume all the OpenGL implementation was dune right: I added Additional Dependences to the linker as glew32.lib, opengl32.lib, glfw3.lib. The glew.dll was placed at SysWOW64 - because I'm running window 64bits, and glew is 32. Notes: I've been working hard to find out what this is, but I can't find. I would appreciate if anyone could test this code for me, so I can know if I implemented something wrong, and that its not my code.

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  • Is it safe to set FPS rate to a constant?

    - by Ozan
    I learned from game class that in update function, every movements must be time dependent for the sake of linearity in movement. We made a simple game. Every move like going left, right or jump is written time dependent. But, in some other computers, our game is worked very differently. For example, our character jumps higher than it should be. I guess this is because each computer has different FPS rate according to its specification. My question is that what should we do to make this game work in same way in every computer? Setting FPS rate to a constant is a solution?

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  • Some help understanding and modifying a 2D shader

    - by electroflame
    I have a similar question as the one posed here, except that I don't wish to use a 1D Color Palette. I simply wish to have it display 1 color of my choosing (red, for example). I plan to use this as a "shield" effect for a 2D ship. I also wish to understand how it works a little bit better, as I'll be the first to admit that shaders in general are not my strongest suit. I'm not asking for an overview of HLSL (as that is too broad of a subject), just an explanation of how this shader works, and the best way to implement it in a 2D game. Code examples would be ideal (even if they are theoretical) but if the answer is explained well enough, I might be able to manage with plain old text. This is also in XNA 4.0. Thanks in advance.

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  • HTML5 Canvas Converting between cartesian and isometric coordinates

    - by Amir
    I'm having issues wrapping my head around the Cartesian to Isometric coordinate conversion in HTML5 canvas. As I understand it, the process is two fold: (1) Scale down the y-axis by 0.5, i.e. ctx.scale(1,0.5); or ctx.setTransform(1,0,0,0.5,0,0); This supposedly produces the following matrix: [x; y] x [1, 0; 0, 0.5] (2) Rotate the context by 45 degrees, i.e. ctx.rotate(Math.PI/4); This should produce the following matrix: [x; y] x [cos(45), -sin(45); sin(45), cos(45)] This (somehow) results in the final matrix of ctx.setTransform(2,-1,1,0.5,0,0); which I cannot seem to understand... How is this matrix derived? I cannot seem to produce this matrix by multiplying the scaling and rotation matrices produced earlier... Also, if I write out the equation for the final transformation matrix, I get: newX = 2x + y newY = -x + y/2 But this doesn't seem to be correct. For example, the following code draws an isometric tile at cartesian coordinates (500, 100). ctx.setTransform(2,-1,1,0.5,0,0); ctx.fillRect(500, 100, width*2, height); When I check the result on the screen, the actual coordinates are (285, 215) which do not satisfy the equations I produced earlier... So what is going on here? I would be very grateful if you could: (1) Help me understand how the final isometric transformation matrix is derived; (2) Help me produce the correct equation for finding the on-screen coordinates of an isometric projection. Many thanks and kind regards

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  • Bounding Box Collision Glitching Problem (Pygame)

    - by Ericson Willians
    So far the "Bounding Box" method is the only one that I know. It's efficient enough to deal with simple games. Nevertheless, the game I'm developing is not that simple anymore and for that reason, I've made a simplified example of the problem. (It's worth noticing that I don't have rotating sprites on my game or anything like that. After showing the code, I'll explain better). Here's the whole code: from pygame import * DONE = False screen = display.set_mode((1024,768)) class Thing(): def __init__(self,x,y,w,h,s,c): self.x = x self.y = y self.w = w self.h = h self.s = s self.sur = Surface((64,48)) draw.rect(self.sur,c,(self.x,self.y,w,h),1) self.sur.fill(c) def draw(self): screen.blit(self.sur,(self.x,self.y)) def move(self,x): if key.get_pressed()[K_w] or key.get_pressed()[K_UP]: if x == 1: self.y -= self.s else: self.y += self.s if key.get_pressed()[K_s] or key.get_pressed()[K_DOWN]: if x == 1: self.y += self.s else: self.y -= self.s if key.get_pressed()[K_a] or key.get_pressed()[K_LEFT]: if x == 1: self.x -= self.s else: self.x += self.s if key.get_pressed()[K_d] or key.get_pressed()[K_RIGHT]: if x == 1: self.x += self.s else: self.x -= self.s def warp(self): if self.y < -48: self.y = 768 if self.y > 768 + 48: self.y = 0 if self.x < -64: self.x = 1024 + 64 if self.x > 1024 + 64: self.x = -64 r1 = Thing(0,0,64,48,1,(0,255,0)) r2 = Thing(6*64,6*48,64,48,1,(255,0,0)) while not DONE: screen.fill((0,0,0)) r2.draw() r1.draw() # If not intersecting, then moves, else, it moves in the opposite direction. if not ((((r1.x + r1.w) > (r2.x - r1.s)) and (r1.x < ((r2.x + r2.w) + r1.s))) and (((r1.y + r1.h) > (r2.y - r1.s)) and (r1.y < ((r2.y + r2.h) + r1.s)))): r1.move(1) else: r1.move(0) r1.warp() if key.get_pressed()[K_ESCAPE]: DONE = True for ev in event.get(): if ev.type == QUIT: DONE = True display.update() quit() The problem: In my actual game, the grid is fixed and each tile has 64 by 48 pixels. I know how to deal with collision perfectly if I moved by that size. Nevertheless, obviously, the player moves really fast. In the example, the collision is detected pretty well (Just as I see in many examples throughout the internet). The problem is that if I put the player to move WHEN IS NOT intersecting, then, when it touches the obstacle, it does not move anymore. Giving that problem, I began switching the directions, but then, when it touches and I press the opposite key, it "glitches through". My actual game has many walls, and the player will touch them many times, and I can't afford letting the player go through them. The code-problem illustrated: When the player goes towards the wall (Fine). When the player goes towards the wall and press the opposite direction. (It glitches through). Here is the logic I've designed before implementing it: I don't know any other method, and I really just want to have walls fixed in a grid, but move by 1 or 2 or 3 pixels (Slowly) and have perfect collision without glitching-possibilities. What do you suggest?

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  • How does this circle collision detection math work?

    - by Griffin
    I'm going through the wildbunny blog to learn about collision detection. I'm confused about how the vectors he's talking about come into play. Here's the part that confuses me: p = ||A-B|| – (r1+r2) The two spheres are penetrating by distance p. We would also like the penetration vector so that we can correct the penetration once we discover it. This is the vector that moves both circles to the point where they just touch, correcting the penetration. Importantly it is not only just a vector that does this, it is the only vector which corrects the penetration by moving the minimum amount. This is important because we only want to correct the error, not introduce more by moving too much when we correct, or too little. N = (A-B) / ||A-B|| P = N*p Here we have calculated the normalised vector N between the two centres and the penetration vector P by multiplying our unit direction by the penetration distance. I understand that p is the distance by which the circles penetrate, but I don't get what exactly N and P are. It seems to me N is just the coordinates of the 3rd point of the right trianlge formed by point A and B (A-B) then being divided by the hypotenuse of that triangle or distance between A and B (||A-B||). What's the significance of this? Also, what is the penetration vector used for? It seems to me like a movement that one of the circles would perform to get un-penetrated.

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  • unity player doesnt support my ubuntu so i cant play battalstar gallactica [closed]

    - by jrwhite3230
    ive been trying to install the unity player that supports battlestar gallactica online at big point.com /but then it is saying that my system (ubuntu) is not supported isnt there a patch by now because the game has been on for years now and there has been many people that i know running ubuntu who has the same difficulty ! also is there another program that would work with ubuntu and battlestar gallactica online?? there has to be a fix or ill just have to uninstall ubuntu/which is my next question how do i do that ??where is the control panel that allows you to uninstall programs within ubunty thank you very much for any support or advice [email protected]

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  • Is it possible to map mouse coordinates to isometric tiles with this coordinate system?

    - by plukich
    I'm trying to implement mouse interaction in a 2D isometric game, but I'm not sure if it's possible given the coordinate system used for tile maps in the game. I've read some helpful things like this. However, this game's coordinate system is "jagged" (for lack of a better word), and looks like this: Is it even possible to map mouse coordinates to this successfully, since the y-axis can't be drawn on this tile-map as a straight line? I've thought about doing odd-y-value translations and even-y-value translations with two different matrices, but that only makes sense going from tile to screen.

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  • Deleting a game object causing an access violation

    - 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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  • Making a clone of Starcraft legal?

    - by user782220
    My question is similar to a previous question. Consider the following clone of Starcraft: Change the artwork, sound, music, change the names of units. However, leave the unit hit points unchanged, unit damage unchanged, unit movement speed unchanged, change ability names but not ability effects. Is that considered illegal? In other words, is copying the unit hit points, damage, etc. considered illegal even if everything else is changed?

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  • Making a clone of a game legal?

    - by user782220
    My question is similar to a previous question. Consider the following clone of starcraft. Change the artwork, sound, music, change the names of units. However, leave the unit hitpoints unchanged, unit damage unchanged, unit movement speed unchanged, change ability names but not ability effects. Is that considered illegal? In other words is copying the unit hp, dmg, etc. considered illegal even if everything else is changed.

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  • Nice function for "rolling score up"?

    - by bobobobo
    I'm adding to the player's score, and I'm using a per-frame formula like: int score, displayedScore ;// score is ACTUAL score player has, // displayedScore is what is shown this frame to the player // (the creeping/"rolling" number) float disparity = score - displayedScore ; int d = disparity * .1f ; // add 1/10 of the difference, if( !d ) d = signum( disparity ) ; // last 10 go by 1's score += d ; Where inline int signum( float val ){ if( val > 0 ) return 1 ; else if( val < 0 ) return -1 ; else return 0 ; } So, it kind of works where it makes big changes rapidly, then it creeps in the last few one at a time. But I'm looking for better (or possibly well known?) score-creeping functions. Any one?

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  • Amazon GameCircle Integration

    - by user1095509
    I'm trying to integrate Amazon GameCircle and I have been able to successfully initialize GameCircle in my app, but the problem is when I click on the button that displays achievements, the GameCircle achievement list comes up but it says "You have unlocked 0 of 0 achievements". Same happens with leaderboards i.e there are no leaderboards for this app. I have created a Leaderboard and a few achievements on the online developer portal for Amazon but they don't show for some reason. Can someone help me with this. Any links/resources that help with integrating GameCircle will be appreciated. Thanks.

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  • Freelance composer seeking work! [closed]

    - by Ben Fowler
    Hey guys! I'm a freelance composer based in Victoria, Australia trying to break into the game industry to start my career! I've heard it said that having a plan B is planning for failure, so I've decided to go full on for what I want, so here I am! I have composed some music for other games, none of which have made it in yet (still hopeful :P) Any help on how I can break into to game industry as a composer would be MUCH appreciated!

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  • Separate collision mesh model?

    - by Menno Gouw
    I want to have another go at 3D within XNA. What I have seen from some other games that they just have a separate very low poly model "cage" around the environment model. However I can not find any reference to this. I have not that much experience with XNA 3D either. Is it possible to have this cage within each of my environmental models already? Lets just say I call the mesh within the .FBX wall and col_wall. How would I call to these different meshes within XNA? The player would just have a tight collision cube around. To make it a bit more efficient I will be making divide the map up by cubes and only calculate collision if the player is in it. Question two: I can't find anywhere to do cube vs mesh collision. Is there a method for this? Or perhaps it is possible to build my collision cage out of cubes in the 3D app and on loading of the models in XNA replace them directly by cubes? So I could just do box to box collision which should be very cheap and still give the player the ability to move over ledges on the static models.

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  • Is there any simple game that involves psychological factors?

    - by Roman
    I need to find a simple game in which several people need to interact with each other. The game should be simple for an analysis (it should be simple to describe what happens in the game, what players did). Because of the last reason, the video games are not appropriate for my purposes. I am thinking of a simple, schematic, strategic game where people can make a limited set of simple moves. Moreover, the moves of the game should be conditioned not only by a pure logic (like in chess or go). The behavior in the game should depend on psychological factors, on relations between people. In more details, I think it should be a cooperation game where people make their decisions based on mutual trust. It would be nice if players can express punishment and forgiveness in the game. Does anybody knows a game that is close to what I have described above? ADDED I need to add that I need a game where actions of players are simple and easy to formalize. Because of that I cannot use verbal games (where communication between players is important). By simple actions I understand, for example, moves on the board from one position to another one, or passing chips from one player to another one and so on.

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  • How can I create an orthographic display that handles different screen dimensions?

    - by Piku
    I'm trying to create an iPad/iPhone game using GLES2.0 that contains a 3D scene with a heads-up-display/GUI overlaid on the top. However, this problem would also apply if I were to port my game to a computer and run the game in a resizable window, or allow the user to change screen resolutions... When trying to make the 2D GUI/HUD work I've made the assumption that all I'm really doing is drawing a load of 2D textured 'quads' on the screen and am trying to treat the orthographic projection as an old-style 2D display with 0,0 in the upper left and screenWidth,ScreenHeight in the lower right. This causes me all sorts of confusion when I rotate my ipad into Landscape mode since I can't work out what to put into my projection and modelview matrices to turn everything around the right way. It also gets messy if I want to support the iPad's large screen, an iPhone or a Retina display since I have to then draw three sets of textures for everything and work out which ones to use. Should I be trying to map the 2D OpenGL co-ords 1:1 with the screen? While typing out this question it occurs to me that I could keep my origin in the centre, still running -1/+1 along the axes. This would let me scale my 2D content appropriately on the different screen sizes, but wouldn't I end up with the textures being scaled and possibly losing quality? I'm using OpenGLES 2.0 and have a matrix library that has equivalents to the GLES1.1 glOrthof() and glFrustrum() calls.

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  • Including Microsoft.XNA.Framework.Input.Touch in a project?

    - by steven_desu
    So after running through tutorials by both Microsoft and www.xnadevelopment.com I feel very confident in my ability to get to work on my first game using the XNA Framework. I've manipulated sprites, added audio, changed game states, and even went a step further to apply the knowledge I had and figure out how to make animations and basic 2-dimensional physics (including impulses, force, acceleration, and speed calculations) But then shortly into the project I hit a curious bump that I've been unable to figure out. In wanting to implement menus, pause screens, and several different aspects of play (a "pre-level" prep screen, the level itself, and a screen after the level to review how well you did) I took a look at Microsoft's Game State Management sample. I understood the concept, although it was admittedly quite a lot to take in. Not wanting to recreate the entire concept by scratch (after all- what purpose would that serve?) I tried copying and pasting the sample code into my own ScreenManager class (as well as InputState and GameScreen classes) to try and borrow their ingenuity. When I did this, however, my project stopped compiling. I was getting the following error: The type or namespace name 'Touch' does not exist in the namespace 'Microsoft.Xna.Framework.Input' (are you missing an assembly reference?) Having read through their sample code already, I realized that this namespace and every function and class within it could be safely ripped from the code without losing functionality. It's a namespace simply for integrating with touchscreen devices (presumably Windows Phone 7, but maybe also tablets). But then I began to wonder- how come Microsoft's sample compiled but mine didn't? I copied their code exactly so there must be a setting somewhere that I need to change in Visual Studio in order to correct this. I tried creating a new project as a Windows Phone 7 game rather than a Windows game, however that only forced it to compile to a Windows Phone emulator and denied me the ability to change the resolution and other features which I clearly had the power to do in the sample code. So my question is simple - how do I properly use the namespace Microsoft.XNA.Framework.Input.Touch?

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