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  • Objects disappear when zoomed out in Unity

    - by Starkers
    Ignore the palm trees here. I have some oak-like trees when I'm zoomed in: They disappear when I zoom out: Is this normal? Is this something to do with draw distance? How can I change this so my trees don't disappear? The reason I ask is because my installation had a weird terrain glitch. If this isn't normal I'm going to reinstall right away because I'm always thinking 'is that a feature? Or a glitch'?

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  • Turn-Based RPG Battle Instance Layout For Larger Groups

    - by SoulBeaver
    What a title, eh? I'm currently designing a videogame; a turn-based RPG like Final Fantasy (because everybody knows Final Fantasy). It's a 2D sprite game. These are my ideas for combat: -The player has a group of 15 members (main character included) -During battle, five of the group are designated as active, and appear in the battle. -These five may be switched out at leisure, or when one of the five die. -At any time, the Waiting members can cast buffs, be healed by the active members, or perform special attacks. -Battles should contain 10+ monsters at least. I'm aiming for 20, but I'm not sure if that's possible yet. -Battles should feel larger than normal due to the interaction of Waiting members, active members and the increased amount of monsters per battle. -The player has two rows in which to put the Active members: front and back. -Depending on the implementation, I might allow comboing of player attacks and skills. These are just design ideas, so beware! I have not been able to test this out yet- I have no idea yet if any of these ideas bunched together will make for a compelling game. What sounds good on paper doesn't necessarily have to be good in practice! What I'm asking now is how to create the layout for this. My starting point are the battles in Final Fantasy VI, with up to 5-6 monsters on the left and the characters on the right- monsters on both sides if it's a pincer attack. However, this view would not work feasible with my goal of 20 monsters and 5 characters. All the monsters on the left would appear cluttered unless I scale them far far back. If I create a pincer-like map, then there would be no real pincer-attack possible. If I space the monsters out I force the player to scroll the screen- a game mechanic I've come across and not enjoyed imho. My question is: does anybody have any layouts or guides for designing battle maps in turn-based RPGs, especially with a larger number of enemies taken into consideration? How should it look? I am not asking for specific combat mechanics, just the layout for the moment.

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  • Maya is lagging in a specific way...?

    - by Aerovistae
    My Maya installation worked perfectly. It is not my computer. Something caused it to stop working overnight, somehow. When I try to drag a vertex or something like that, it moves the vertex, but then I have to click like 3 times somewhere outside the mesh before the actual mesh will catch up and follow the vertex. Until I do that, it just stays as it was, with a floating vertex somewhere inside it or outside it. It makes modeling borderline impossible and completely infuriating. What ought to be happening is what we're all used to-- as I move the vertex, the mesh follows it actively, so I can see what it looks like at every given moment until I release the vertex in its new position. Other weird thing: this only applies to complex meshes, like a couple thousand faces. A simple cube works fine. What gives?? Anybody?

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  • How to move an object along a circumference of another object?

    - by Lumis
    I am so out of math that it hurts, but for some of you this should be a piece of cake. I want to move an object around another along its ages or circumference on a simple circular path. At the moment my game algorithm knows how to move and position a sprite just at the edge of an obstacle and now it waits for the next point to move depending on various conditions. So the mathematical problem here is how to get (aX, aY) and (bX, bY) positions, when I know the Centre (cX, cY), the object position (oX, oY) and the distance required to move (d)

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  • How can I do fast Triangle/Square vs Triangle collision detection?

    - by Ólafur Waage
    I have a game world where the objects are in a grid based environment with the following restrictions. All of the triangles are 45-90-45 triangles that are unit length. They can only rotate 90°. The squares are of unit length and can not rotate (not that it matters) I have the Square vs Square detection down and it is very very solid and very fast (max vs min on x and y values) Wondering if there are any tricks I can employ since I have these restrictions on the triangles?

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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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  • 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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  • Normal vector of a face loaded from an FBX model during collision?

    - by Corey Ogburn
    I'm loading a simple 6 sided cube from a UV-mapped FBX model and I'm using a BoundingBox to test for collisions. Once I determine there's a collision, I want to use the normal vector of the collided surface to correct the movement of whatever collided with the cube. I suppose this is a two-part question: 1) How can I determine which face of the cube was collided with in a collision? 2) How can I get the normal vector of that surface?

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  • Level Representation in a 2D Game

    - by meszar.imola
    I would like to create a 2D game, where a character should move on a stage/level. My stage would be static, constructed some little cubes, similar to the well-known Mario game: some of the elements should represent an element of the way where the character can step, but if the element is missing, the character should fall. My problem is, how to represent this programmatically? My first thought was to represent the stage with a vector, which should contain boolean elements, depending on the state of the element on the stage - if it's missing or not. But this means, I have to verify at my character's x or y position change if it has a stage element under or not (if not, to simulate the falling of the character) - I think it is not the best practice, it's not the beautiful solution. Can you help me with some advice, how to represent the stage?

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  • How to end game properly in unity? [duplicate]

    - by user3889649
    This question already has an answer here: Why do I seem to lose control of my computer when full screen Unity game loses focus? 1 answer I have made a game in unity free. The game is functioning properly but if your computer receives any kind of notification, the game minimizes automatically and stops to work completely. Along with that, my computer freezes completely and I need to restart each time. Is there any solution to this problem in unity ?

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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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  • Grid Based Lighting in XNA/Monogame

    - by sm81095
    I know that questions like this have been asked many times, but I have not found one exactly like this yes. I have implemented a top-down grid based world in Monogame, and am starting on the lighting system soon. How I want to do lighting is to have a grid that is 4 times wider and higher, basically splitting each world tile into a 4x4 system of "subtiles". I would like to use a flow like system to spread light across the tiles by reducing the light by a small amount each time. This is kind of the effect I was going for: http://i.imgur.com/rv8LCxZ.png The black grid lines are the light grid, and the red lines are the actual tile grid, and the light drop-off is very exaggerated. I plan to render the world by drawing the unlit grid to a separate RenderTarget2D, then rendering the lighting grid to a separate target and overlaying the two. Basically, my questions are: What would be the algorithm for a flow style lighting system like this? Would there be a more efficient way of rendering this? How would I handle the darkening of the light with colors, reducing the RGB values in each grid, or reducing the alpha in each grid, assuming that I render the light map over the grid using blending? Even assuming the former are possible, what BlendState would I use for that?

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  • Is it possible to give an animated GIF a transparent background?

    - by Phil
    I'm making a Fire Emblem-esque game. There are very cute 2D frames I made for each character, and, like a game like Fire Emblem, I want these characters to animate constantly. To circumvent the graphics programming involved I came up with a novel idea! I would make each character an animated gif, and only in special conditions ever halt their constant movement - in that case just change what image is being displayed. Simple enough. But I have a dilemma - I want the background of my .gifs to be transparent (so that the "grass" behind each character naturally shows, as per the screenshot - which has them as still images with transparent backgrounds). I know how to make a background transparent in numerous tools (GIMP, Photoshop). But it seems every .gif creator replaces the transparent background with something and I can't edit it back to transparent. Is it possible to have a .gif with a transparent "background"? Perhaps my knowledge of file formats is limiting me here.

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  • Cocos2d: Adding a CCSequence to a CCArray

    - by Axort
    I have a problem with an action performed by a sprite. I have one CCSequence in a CCArray and I have an scheduled method (is called every 5 seconds) that make the sprite run the action. The action is performed correctly only the first time (the first 5 seconds), after that, the action do whatever it wants lol. Here is the code: In .h - @interface PowerUpLayer : CCLayer { PowerUp *powerUp; CCArray *trajectories; } @property (nonatomic, retain) CCArray *trajectories; In .mm - @implementation PowerUpLayer @synthesize trajectories; -(id)init { if((self = [super init])) { [self createTrajectories]; self.isTouchEnabled = YES; [self schedule:@selector(spawn:) interval:5]; } return self; } -(void)createTrajectories { self.trajectories = [CCArray arrayWithCapacity:1]; //Wave trajectory ccBezierConfig firstWave, secondWave; firstWave.controlPoint_1 = CGPointMake([[CCDirector sharedDirector] winSize].width + 30, [[CCDirector sharedDirector] winSize].height / 2);//powerUp.sprite.position.x, powerUp.sprite.position.y); firstWave.controlPoint_2 = CGPointMake([[CCDirector sharedDirector] winSize].width - ([[CCDirector sharedDirector] winSize].width / 4), 0); firstWave.endPosition = CGPointMake([[CCDirector sharedDirector] winSize].width / 2, [[CCDirector sharedDirector] winSize].height / 2); secondWave.controlPoint_1 = CGPointMake([[CCDirector sharedDirector] winSize].width / 2, [[CCDirector sharedDirector] winSize].height / 2); secondWave.controlPoint_2 = CGPointMake([[CCDirector sharedDirector] winSize].width / 4, [[CCDirector sharedDirector] winSize].height); secondWave.endPosition = CGPointMake(-30, [[CCDirector sharedDirector] winSize].height / 2); id bezierWave1 = [CCBezierTo actionWithDuration:1 bezier:firstWave]; id bezierWave2 = [CCBezierTo actionWithDuration:1 bezier:secondWave]; id waveTrajectory = [CCSequence actions:bezierWave1, bezierWave2, [CCCallFuncN actionWithTarget:self selector:@selector(setInvisible:)], nil]; [self.trajectories addObject:waveTrajectory]; //[powerUp.sprite runAction:bezierForward]; // [CCMoveBy actionWithDuration:3 position:CGPointMake(-[[CCDirector sharedDirector] winSize].width - powerUp.sprite.contentSize.width, 0)] //[powerUp.sprite runAction:[CCSequence actions:bezierWave1, bezierWave2, [CCCallFuncN actionWithTarget:self selector:@selector(setInvisible:)], nil]]; } -(void)setInvisible:(id)sender { if(powerUp != nil) { [self removeChild:sender cleanup:YES]; powerUp = nil; } } This is the scheduled method: -(void)spawn:(ccTime)dt { if(powerUp == nil) { powerUp = [[PowerUp alloc] initWithType:0]; powerUp.sprite.position = CGPointMake([[CCDirector sharedDirector] winSize].width + powerUp.sprite.contentSize.width, [[CCDirector sharedDirector] winSize].height / 2); [self addChild:powerUp.sprite z:-1]; [powerUp.sprite runAction:((CCSequence *)[self.trajectories objectAtIndex:0])]; } } I don't know what is happening; I never modify the content of the CCSequence after the first time. Thanks!

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  • OpenGL ES 2.0 gluUnProject

    - by secheung
    I've spent more time than I should trying to get my ray picking program working. I'm pretty convinced my math is solid with respect to line plane intersection, but I believe the problem lies with the changing of the mouse screen touch into 3D world space. Heres my code: public void passTouchEvents(MotionEvent e){ int[] viewport = {0,0,viewportWidth,viewportHeight}; float x = e.getX(), y = viewportHeight - e.getY(); float[] pos1 = new float[4]; float[] pos2 = new float[4]; GLU.gluUnProject( x, y, 0.0f, mViewMatrix, 0, mProjectionMatrix, 0, viewport, 0, pos1, 0); GLU.gluUnProject( x, y, 1.0f, mViewMatrix, 0, mProjectionMatrix, 0, viewport, 0, pos2, 0); } Just as a reference I've tried transforming the coordinates 0,0,0 and got an offset. It would be appreciated if you would answer using OpenGL ES 2.0 code.

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  • Cutting out smaller rectangles from a larger rectangle

    - by Mauro Destro
    The world is initially a rectangle. The player can move on the world border and then "cut" the world via orthogonal paths (not oblique). When the player reaches the border again I have a list of path segments they just made. I'm trying to calculate and compare the two areas created by the path cut and select the smaller one to remove it from world. After the first iteration, the world is no longer a rectangle and player must move on border of this new shape. How can I do this? Is it possible to have a non rectangular path? How can I move the player character only on path? EDIT Here you see an example of what I'm trying to achieve: Initial screen layout. Character moves inside the world and than reaches the border again. Segment of the border present in the smaller area is deleted and last path becomes part of the world border. Character moves again inside the world. Segments of border present in the smaller area are deleted etc.

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  • Given a start and end point, how can I constrain the end point so the resulting line segment is horizontal, vertical, or 45 degrees?

    - by GloryFish
    I have a grid of letters. The player clicks on a letter and drags out a selection. Using Bresenham's Algorithm I can create a line of highlighted letters representing the player's selection. However, what I really want is to have the line segment be constrained to 45 degree angles (as is common for crossword-style games). So, given a start point and an end point, how can I find the line that passes through the start point and is closest to the end point? Bonus: To make things super sweet I'd like to get a list of points in the grid that the line passes through, and for super MEGA bonus points, I'd like to get them in order of selection (i.e. from start point to end point).

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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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  • 3d Picking under reticle

    - by Wolftousen
    i'm currently trying to work out some 3d picking code that I started years ago, but then lost interested the assignment was completed (this part wasn't actually part of the assignment). I am not using the mouse coords for picking, i'm just using the position in 3d space and a ray directly out from there. A small hitch though is that I want to use a cone and not a ray. Here are the variables i'm using: float iReticleSlope = 95/3000; //inverse reticle slope float baseReticle = 1; //radius of the reticle at z = 0 float maxRange = 3000; //max range to target Quaternion orientation; //the cameras orientation Vector3d position; //the cameras position Then I loop through each object in the world: Vector3d transformed; //object position after transformations float d, r; //holder variables for(i = 0; i < objects.length; i++) { transformed = position - objects[i].position; //transform the position relative to camera orientation.multiply(transformed); //orient the object relative to the camera if(transformed.z < 0) { d = sqrt(transformed[0] * transformed[0] + transformed[1] * transformed[1]); r = -transformed[2] * iReticleSlope + objects[i].radius; if(d < r && -transformed[2] - objects[i].radius <= maxRange) { //the object is under the reticle } else { //the object is not under the reticle } } else { //the object is not under the reticle } } Now this all works fine and dandy until the window ratio doesn't match the resolution ratio. Is there any simple way to account for that

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  • Transform 3d viewport vector to 2d vector

    - by learning_sam
    I am playing around with 3d transformations and came along an issue. I have a 3d vector already within the viewport and need to transform it to a 2d vector. (let's say my screen is 10x10) Does that just straight works like regualar transformation or is something different here? i.e.: I have the vector a = (2, 1, 0) within the viewport and want the 2d vector. Does that works like this and if yes how do I handle the "0" within the 3rd component?

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  • Material usage, one per model or per object?

    - by WSkid
    Is it better (memory, time (of developer), space) to use single model that is unwrapped and uses a single material or to break a model down into appropriate bits, each with their own smaller texture/material? Or does it depend on the target platform as to what is acceptable - ie PC vs tablet? An example: Say you have a typical house with a tiled roof. Model it, make sure everything is attached, unwrap the walls/roof so in your UV template the walls and roof would be in one texture file, side-by-side in say a 512x512 file. Model the roof/walls as separate objects, unwrap them individually and have two UV templates. You could then have a 256x256 file for each one.

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  • Best system for creating a 2d racing track

    - by tesselode
    I am working a 2D racing game and I'm trying to figure out what is the best way to define the track. At the very least, I need to be able to create a closed circuit with any amount of turns at any angle, and I need vehicles to collide with the edges of the track. I also want the following things to be true if possible (but they are optional): The code is simple and free of funky workarounds and extras I can define all of the parts of the track (such as turns) relative to the previous parts I can predict the exact position of the road at a certain point (that way I can easily and cleanly make closed circuits) Here are my options: Use a set of points. This is my current system. I have a set of turns and width changes that the track is supposed to make over time. I have a point which I transform according to these instructions, and I place a point every 5 steps or so, depending on how precise I want the track to be. These points make up the track. The main problem with this is the discrepancy between the collisions and the way the track is drawn. I won't get into too much detail, but the picture below shows what is happening (although it is exaggerated a bit). The blue lines are what is drawn, the red lines are what the vehicle collides with. I could work around this, but I'd rather avoid funky workaround code. Beizer curves. These seem cool, but my first impression of them is that they'll be a little daunting to learn and are probably too complicated for my needs. Some other kind of curve? I have heard of some other kinds of curves; maybe those are more applicable. Use Box2D or another physics engine. Instead of defining the center of the track, I could use a physics engine to define shapes that make up the road. The downside to this, however, is that I have to put in a little more work to place the checkpoints. Something completely different. Basically, what is the simplest system for generating a race track that would allow me to create closed circuits cleanly, handle collisions, and not have a ton of weird code?

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  • Creating new games on Android and/or iPhone

    - by James Clifton
    I have a succesfull facebook poker game that is running very nicely, now some people have asked if I can port this to other platforms - mainly mobile devices (and I have been asked to make a tablet version, do I really need a seperate version?) I am currently a PHP programmer (and game designer) and I simply dont' have the time to learn Android and other languages - so I have decided to pay third parties to program them (if viable). The information I need to know is what programming language is needed for the following four devices - Android mobile phone, iPhone, iPad and tablets? Can they all run off a central sql database? If they can't then i'm not interested :( Do any of these run FLASH? Have I covered all my main bases here? For example if a person programs for a ANDROID mobile phone is that to much differant to an ANDROID tablet? They will have slightly differant graphics (because the tablet has a greater screen area might as well use it) but do they need to be started from scratch? Same goes for iPhone/iPad, do they really need to be programmed differantly if the only differance is the graphics?

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  • Where does the light come from, using Maya/Panda3D?

    - by Aerovistae
    Total noob to Maya. Total noob to Panda3D. Planning on becoming really good at both as soon as I have free time to do so, but right now I have an assignment due in a few hours which requires this: (The part which confuses me is bolded.) Model and texture a vehicle and two different obstacles Build a scene graph in Panda with a plane, the vehicle, several copies of each of the obstacles, and (at least) a direction light Program vehicle movement, constrained to a plane (no terrain) Working headlights Vehicle collides with obstacles How do I attach a light source to a model? I'm assuming this is done in Panda3D but I'm sufficiently new to this that I wouldn't be astonished to hear it's part of the model.

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  • Extracting Frustum Planes (Hartmann & Gribbs method)

    - by DAVco
    I have been grappling with the Hartmann/Gribbs method of extracting the Frustum planes for some time now, with little success. There doesn't appear to be a "definitive" topic or tutorial which combines all the necessary information, so perhaps this can be it First of all, I am attempting to do this in C# (For Playstation Mobile), using OpenGL style Column-Major matrices in a Right-Handed coordinate system but obviously the math will work in any language. My projection matrix has a Near plane at 1.0, Far plane at 1000, FOV of 45.0 and Aspect of 1.7647. I want to get my planes in World-Space, so I build my frustum from the View-Projection Matrix (that's projectionMatrix * viewMatrix). The view Matrix is the inverse of the camera's World-Transform. The problem is; regardless of what I tweak, I can't seem to get a correct frustum. I think that I may be missing something obvious. Focusing on the Near and Far planes for the moment (since they have the most obvious normals when correct), when my camera is positioned looking down the negative z-axis, I get two planes facing in the same direction, rather than opposite directions. If i strafe my camera left and right (while still looking along the z axis) the x value of the normal vector changes. Obviously, something is fundamentally wrong here; I just can't figure out what - maybe someone here can?

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