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  • Few specific questions on how games are developed

    - by russ
    When it comes to programming games from the old school sega games like sonic to indie games or angry birds or even to more advance games like Diablo, how exactly is level design done? As in, are the levels sometimes designed straight out of code in an IDE? Or do they create a visual level design editor where things can be placed at the click of a mouse button? I'm imagining old school games or very simple ones like indies are done via code, where extremely complicated ones require a visual editor. Is this correct? Also, when it comes to libraries like SDL or XNA, how often are these used rather than just utilizing OpenGL or DirectX? What about creating your own game engine vs utilizing one already made? Do most use already built engines? This question is directed toward the whole gaming spectrum of indie/big game development. Thanks.

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  • Cross platform mobile development VS Native Mobile Development: Present And Future.

    - by MobileDev123
    I just completed one year in Smart phone development, working on BlackBerry and Android and also developed one application exclusively targeted to nokia feature phones. And just a month ago I come to know about Titanium Appcelerator tool that enables cross platform development, but there are some developers who complain about it's sub-par functionalities. Even a little bit experience of mine says that developing in native environment rather than these cross platform tools will give you more advantages by giving a developer a chance to add more features with better performance. Do you have same experience? Or you find such cross development tools really useful regarding to advance functionality and performance? As porting (or co developing) same application to different mobile platform is common thing nowadays, what do you think will these cross platform tools evolve and force developers to get a hands on approach on them or majority will stick to the native development environment?

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  • Any good web frameworks for asynchronous multiplayer games?

    - by Steven Stadnicki
    I'm trying to craft a site for web-based (original) board games, and my client (currently written in Actionscript, but that's highly fungible) works fine - I can play solitaire games in the client - but it has nothing to connect to. What I'm looking for is a server framework for handling accounts/authentication and game tracking: something that would let players log in, show them a list of their current games, let them invite friends to new games, let them make moves in the games they have open, etc. I'm flexible on language; obviously I'm going to have to write a lot of server code to handle the actual game logic, but that should be straightforward enough. I'm more concerned with how to handle the user (and game) DBs, though suggestions for a good server framework for communicating with the DBs (and serving up, most likely, JSON for client communications) are also welcome. Right now my leaning is towards Ruby (probably with Rails) but as far as I can determine it would be a pretty good chunk of effort to set up the necessary databases, so having something even higher-level would be really useful to me.

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  • Looking for games in environments similar to a pinball table

    - by chaosTechnician
    I'm on a team of students working on a third-person adventure game that takes place inside a pinball machine (like, small scale, on the surface, avoiding pinballs, etc). One of my responsibilities on the project is to find games that are similar to this concept in appearance and/or gameplay for reference. So, does anyone know of games (other than pinball) that takes place in a pinball-like environment? Or, adventure games that take place in small, cramped environments with multiple paths around the world? Or games in which the player is often bombarded with balls (or other similar unintelligent obstacles)? Or games that take place on a small scale?

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  • Google I/O 2010 - Writing real-time games for Android redux

    Google I/O 2010 - Writing real-time games for Android redux Google I/O 2010 - Writing real-time games for Android redux Android 201 Chris Pruett This session is a crash course in Android game development: everything you need to know to get started writing 2D and 3D games, as well as tips, tricks, and benchmarks to help your code reach optimal performance. In addition, we'll discuss hot topics related to game development, including hardware differences across devices, using C++ to write Android games, and the traits of the most popular games on Market. For all I/O 2010 sessions, please go to code.google.com From: GoogleDevelopers Views: 10 0 ratings Time: 58:57 More in Science & Technology

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  • Unity in C# for Platform Specific Implementations

    - by DxCK
    My program has heavy interaction with the operating system through Win32API functions. now i want to migrate my program to run under Mono under Linux (No wine), and this requires different implementations to the interaction with the operating system. I started designing a code that can have different implementation for difference platform and is extensible for new future platforms. public interface ISomeInterface { void SomePlatformSpecificOperation(); } [PlatformSpecific(PlatformID.Unix)] public class SomeImplementation : ISomeInterface { #region ISomeInterface Members public void SomePlatformSpecificOperation() { Console.WriteLine("From SomeImplementation"); } #endregion } public class PlatformSpecificAttribute : Attribute { private PlatformID _platform; public PlatformSpecificAttribute(PlatformID platform) { _platform = platform; } public PlatformID Platform { get { return _platform; } } } public static class PlatformSpecificUtils { public static IEnumerable<Type> GetImplementationTypes<T>() { foreach (Assembly assembly in AppDomain.CurrentDomain.GetAssemblies()) { foreach (Type type in assembly.GetTypes()) { if (typeof(T).IsAssignableFrom(type) && type != typeof(T) && IsPlatformMatch(type)) { yield return type; } } } } private static bool IsPlatformMatch(Type type) { return GetPlatforms(type).Any(platform => platform == Environment.OSVersion.Platform); } private static IEnumerable<PlatformID> GetPlatforms(Type type) { return type.GetCustomAttributes(typeof(PlatformSpecificAttribute), false) .Select(obj => ((PlatformSpecificAttribute)obj).Platform); } } class Program { static void Main(string[] args) { Type first = PlatformSpecificUtils.GetImplementationTypes<ISomeInterface>().FirstOrDefault(); } } I see two problems with this design: I can't force the implementations of ISomeInterface to have a PlatformSpecificAttribute. Multiple implementations can be marked with the same PlatformID, and i dont know witch to use in the Main. Using the first one is ummm ugly. How to solve those problems? Can you suggest another design?

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  • Smithsonian Showcases Video Game History with The Art of Video Games [Video]

    - by Jason Fitzpatrick
    The Art of Video Games is the Smithsonian’s look at the history of video games; check out this video trailer to see what the exhibition is all about and hear from some notable folks. From the Smithsonian listing for the exhibition: The Art of Video Games is one of the first exhibitions to explore the forty-year evolution of video games as an artistic medium, with a focus on striking visual effects and the creative use of new technologies. It features some of the most influential artists and designers during five eras of game technology, from early pioneers to contemporary designers. The exhibition focuses on the interplay of graphics, technology and storytelling through some of the best games for twenty gaming systems ranging from the Atari VCS to the PlayStation 3. The exhibit will be at the Smithsonian until the end of September and will then begin touring the country. Hit up the link below for more information. The Art of Video Games Tour [via Neatorama] How To Properly Scan a Photograph (And Get An Even Better Image) The HTG Guide to Hiding Your Data in a TrueCrypt Hidden Volume Make Your Own Windows 8 Start Button with Zero Memory Usage

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  • Refernce platform specific System.Data.SQLite

    - by Dmitriy Nagirnyak
    Hi, I am using SQLite for the unit testing and might use it as a database for local development/staging. The System.Data.SQLite has basically 2 versions: x86 and x64. Correct one should be used for the specific platform. I have 64 bit Win7, other guys in the team might use 32-bit OSs. The server's platform is not known at this stage. If I use 32-bit version of the assembly on 64-bit platform I get BadImageFormatException: Could not load file or assembly 'System.Data.SQLite'. I believe similar will happen trying to use 64-bit assembly on 32-bit platform. So my question is what is the best way to reference the SQLite assembly so that it does not depend on the platform and people can just use it? It is ok to use 32-bit version of assembly on a 64-bit platform (Maybe there is a switch for that somewhere?). Thanks, Dmitriy.

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  • Reference platform specific System.Data.SQLite

    - by Dmitriy Nagirnyak
    I am using SQLite for the unit testing and might use it as a database for local development/staging. The System.Data.SQLite has basically 2 versions: x86 and x64. Correct one should be used for the specific platform. I have 64 bit Win7, other guys in the team might use 32-bit OSs. The server's platform is not known at this stage. If I use 32-bit version of the assembly on 64-bit platform I get BadImageFormatException: Could not load file or assembly 'System.Data.SQLite'. I believe similar will happen trying to use 64-bit assembly on 32-bit platform. So my question is what is the best way to reference the SQLite assembly so that it does not depend on the platform and people can just use it? It is ok to use 32-bit version of assembly on a 64-bit platform (Maybe there is a switch for that somewhere?).

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  • Selling your iphone games. [closed]

    - by Artemix
    Hi. So, long story short, some days ago I pusblished an iPhone game, I think the game wasnt that bad tbh, and still I got only 10 sells at $0.99. Are they any publishers, sponsors, or distributors to make your game "visible" on the app store market?, or the only thing you need is to have an amazing game and thats all? Somehow I think that even if you have an awesome game if you dont do that "marketing magic" correctly you will not exist in the store. Now Im making a second game, completly different, and I want to know how to do things right. If anyone knows something about this topic, let me know. Thx in advance.

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  • Games + Closed Lid = Hibernation

    - by Isaac Rabinovitch
    I have an ASUS N53S that I mainly bought for its RAM capacity. (I run a lot of VMs.) But as a bonus, it came with a fancy ATI video card. So I decided to install GTA 4 and plug it into a big monitor and settle down for some casual mayhem. But after about 5 minutes, it goes into hibernation! What gives? Since I was using an external monitor and didn't need the keyboard (using an XBox controller) I closed the lid on the laptop. Gaming is compute-intensive, so my GPU and CPU were both working hard and generating heat. Closing the lid interfered with cooling. Since I have the laptop configured to hibernate when I press the power button, the heat-triggered shutdown caused hibernation.

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  • Representing Mauritius in the 2013 Bench Games

    Only by chance I came across an interesting option for professionals and enthusiasts in IT, and quite honestly I can't even remember where I caught attention of Brainbench and their 2013 Bench Games event. But having access to 600+ free exams in a friendly international intellectual competition doesn't happen to be available every day. So, it was actually a no-brainer to sign up and browse through the various categories. Most interestingly, Brainbench is not only IT-related. They offer a vast variety of fields in their Test Center, like Languages and Communication, Office Skills, Management, Aptitude, etc., and it can be a little bit messy about how things are organised. Anyway, while browsing through their test offers I added a couple of exams to 'My Plan' which I would give a shot afterwards. Self-assessments Actually, I took the tests based on two major aspects: 'Fun Factor' and 'How good would I be in general'... Usually, you have to pay for any kind of exams and given this unique chance by Brainbench to simply train this kind of tests was already worth the time. Frankly speaking, the tests are very close to the ones you would be asked to do at Prometric or Pearson Vue, ie. Microsoft exams, etc. Go through a set of multiple choice questions in a given time frame. Most of the tests I did during the Bench Games were based on 40 questions, each with a maximum of 3 minutes to answer. Ergo, one test in maximum 2 hours - that sounds feasible, doesn't it? The Measure of Achievement While the 2013 Bench Games are considered a worldwide friendly competition of knowledge I was really eager to get other Mauritians attracted. Using various social media networks and community activities it all looked quite well at the beginning. Mauritius was listed on rank #19 of Most Certified Citizens and rank #10 of Most Master Level Certified Nation - not bad, not bad... Until... the next update of the Bench Games Leaderboard. The downwards trend seemed to be unstoppable and I couldn't understand why my results didn't show up on the Individual Leader Board. First of all, I passed exams that were not even listed and second, I had better results on some exams listed. After some further information from the organiser it turned out that my test transcript wasn't available to the public. Only then results are considered and counted in the competition. During that time, I actually managed to hold 3 test results on the Individuals... Other participants were merciless, eh, more successful than me, produced better test results than I did. But still I managed to stay on the final score board: An 'exotic' combination of exam, test result, country and person itself Representing Mauritius and the Visual FoxPro community in that fun event. And although I mainly develop in Visual FoxPro 9.0 SP2 and C# using .NET Framework from 2.0 to 4.5 since a couple of years I still managed to pass on Master Level. Hm, actually my Microsoft Certified Programmer (MCP) exams are dated back in June 2004 - more than 9 years ago... Look who got lucky... As described above I did a couple of exams as time allowed and without any preparations, but still I received the following mail notification: "Thank you for recently participating in our Bench Games event.  We wanted to inform you that you obtained a top score on our test(s) during this event, and as a result, will receive a free annual Brainbench subscription.  Your annual subscription will give you access to all our tests just like Bench Games, but for an entire year plus additional benefits!" -- Leader Board Notification from Brainbench Even fun activities get rewarded sometimes. Thanks to @Brainbench_com for the free annual subscription based on my passed 2013 Bench Games Master Level exam. It would be interesting to know about the total figures, especially to see how many citizens of Mauritius took part in this year's Bench Games. Anyway, I'm looking forward to be able to participate in other challenges like this in the future.

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  • How to Force Graphics Options in PC Games with NVIDIA, AMD, or Intel Graphics

    - by Chris Hoffman
    PC games usually have built-in graphics options you can change. But you’re not limited to the options built into games — the graphics control panels bundled with graphics drivers allow you to tweak options from outside PC games. For example, these tools allow you to force-enabling antialiasing to make old games look better, even if they don’t normally support it. You can also reduce graphics quality to get more performance on slow hardware. If You Don’t See These Options If you don’t have the NVIDIA Control Panel, AMD Catalyst Control Center, or Intel Graphics and Media Control Panel installed, you may need to install the appropriate graphics driver package for your hardware from the hardware manufacturer’s website. The drivers provided via Windows Update don’t include additional software like the NVIDIA Control Panel or AMD Catalyst Control Center. Drivers provided via Windows Update are also more out of date. If you’re playing PC games, you’ll want to have the latest graphics drivers installed on your system. NVIDIA Control Panel The NVIDIA Control Panel allows you to change these options if your computer has NVIDIA graphics hardware. To launch it, right-click your desktop background and select NVIDIA Control Panel. You can also find this tool by performing a Start menu (or Start screen) search for NVIDIA Control Panel or by right-clicking the NVIDIA icon in your system tray and selecting Open NVIDIA Control Panel. To quickly set a system-wide preference, you could use the Adjust image settings with preview option. For example, if you have old hardware that struggles to play the games you want to play, you may want to select “Use my preference emphasizing” and move the slider all the way to “Performance.” This trades graphics quality for an increased frame rate. By default, the “Use the advanced 3D image settings” option is selected. You can select Manage 3D settings and change advanced settings for all programs on your computer or just for specific games. NVIDIA keeps a database of the optimal settings for various games, but you’re free to tweak individual settings here. Just mouse-over an option for an explanation of what it does. If you have a laptop with NVIDIA Optimus technology — that is, both NVIDIA and Intel graphics — this is the same place you can choose which applications will use the NVIDIA hardware and which will use the Intel hardware. AMD Catalyst Control Center AMD’s Catalyst Control Center allows you to change these options on AMD graphics hardware. To open it, right-click your desktop background and select Catalyst Control Center. You can also right-click the Catalyst icon in your system tray and select Catalyst Control Center or perform a Start menu (or Start screen) search for Catalyst Control Center. Click the Gaming category at the left side of the Catalyst Control Center window and select 3D Application Settings to access the graphics settings you can change. The System Settings tab allows you to configure these options globally, for all games. Mouse over any option to see an explanation of what it does. You can also set per-application 3D settings and tweak your settings on a per-game basis. Click the Add option and browse to a game’s .exe file to change its options. Intel Graphics and Media Control Panel Intel integrated graphics is nowhere near as powerful as dedicated graphics hardware from NVIDIA and AMD, but it’s improving and comes included with most computers. Intel doesn’t provide anywhere near as many options in its graphics control panel, but you can still tweak some common settings. To open the Intel graphics control panel, locate the Intel graphics icon in your system tray, right-click it, and select Graphics Properties. You can also right-click the desktop and select Graphics Properties. Select either Basic Mode or Advanced Mode. When the Intel Graphics and Media Control Panel appears, select the 3D option. You’ll be able to set your Performance or Quality setting by moving the slider around or click the Custom Settings check box and customize your Anisotropic Filtering and Vertical Sync preference. Different Intel graphics hardware may have different options here. We also wouldn’t be surprised to see more advanced options appear in the future if Intel is serious about competing in the PC graphics market, as they say they are. These options are primarily useful to PC gamers, so don’t worry about them — or bother downloading updated graphics drivers — if you’re not a PC gamer and don’t use any intensive 3D applications on your computer. Image Credit: Dave Dugdale on Flickr     

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  • Webcast Q&A: Cisco's Platform Approach to Identity Management

    - by Tanu Sood
    Thanks to all who attended the live webcast we hosted on Cisco: Best Practices for a Platform Approach on Wed, March 14th. Those of you who couldn’t join us, the webcast replay is now available. Many thanks to our guest speaker, Ranjan Jain, Security Architect at Cisco for walking us through Cisco’s drivers and rationale for the platform approach, the implementation strategy, results, roadmap and recommendations. We greatly appreciate the insight he shared with us all on the deployment synergies with a platform approach to Identity Management. A forward looking organization, Cisco also has plans for secure cloud and mobile access enablement so it was interesting to learn how the Platform approach to Identity Management today is laying down the foundation for those future initiatives. While we tackled a good few questions during the webcast, we have captured the responses to those that we weren’t able to get to: Q.Can you provide insight into how you approached developing profiles for each user groupA. At Cisco, the user profile was already available to IT before the platform consolidation started. There is a dedicated business team that manages the user profiles. Q. What is the current version of Oracle Identity Manager in the market?A. Oracle Identity Manager 11gR1 is the latest version of our industry leading user provisioning/identity administration solution. Q. Is data resource segmentation part of the overall strategy at Cisco?A. It is but it is managed by the business teams and not at the IT level. Q. Does Cisco also have an Active Directoy LDAP? Do they sync AD from OID or do the provision to AD as another resource?[A. Yes, we do. AD is provisioned using in-house tools and not via Oracle Identity Manager (OIM). Q. If we already have a point IDM solution in place (SSO), can the platform approach still work?A. Yes, the platform approach calls for a seamless, standardized framework for identity management to support the enterprise’s entire infrastructure, both on-premise or in the cloud. Oracle Identity Management solutions are standards based so they can easily integrate and interoperate with existing Oracle or non-Oracle solutions. Hope you enjoyed the webcast and we look forward to having you join us for the next webcast in our Customers Talk: Identity as a Platform webcast series:ING: Scaling Role Management and Access Certification to Thousands of ApplicationsWednesday, April 11th at 10 am PST/ 1 pm ESTRegister Today We are also hosting a live event series in collaboration with the Aberdeen Group. To hear first-hand, the insights from the recently released Aberdeen Report and to discuss the merits of the Platform approach, do join us at this event. You can also connect with Oracle Identity Management SMEs and get your questions answered live. Aberdeen Group Live Event Series: IAM Integrated - Analyzing the "Platform" vs. "Point Solution" ApproachNorth America, April 10 - May 22Register for an event near you And here’s the slide deck from our Cisco webcast:   Oracle_Cisco identity platform approach_webcast View more presentations from OracleIDM

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  • Can I set command line executed games to open in a window instead of fullscreen?

    - by ajwhitaker822
    I really enjoy some of the free Linux games and just downloaded Cave Story, one of my all-time favorites. However, I can only play the game in full screen, 800X600 Resolution. I was wondering if I could run this program in a window instead of full screen. Is there a command or Unity plugin to do this? Also, would the same work to run SuperTux in a window as well? I'm running 12.04 if that makes any difference. Thanks for your help.

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  • Openmatics Revolutionizes Fleet Management with Standards-Based Vehicle Telematics Platform

    - by Michael Snow
    Openmatics s.r.o. was founded in 2010 as a subsidiary of ZF Friedrichshafen AG, a global player in driveline and chassis technology. Oracle Customer:  Openmatics s.r.o.Location:  Pilsen, Czech RepublicIndustry:  AutomotiveEmployees:  70 Its goal was to develop and operate a flexible, open telematics platform for automotive applications, which is independent from vehicle and component suppliers—recognizing that the fragmented telematics market was not meeting today’s fleet management needs. Openmatics provides a rich product portfolio, and customers can extend the platform, as required, to meet their needs. Partners and third-parties can develop their own applications using the Openmatics’ software development kit and can sell them via the Openmatics app shop.ZF Friedrichshafen AG is a global player in driveline and chassis technology. With 121 production companies and 650 service partners in 26 countries, ZF is among the top 10 largest automotive suppliers worldwide. Founded in 1915 to develop and produce transmissions for airships and vehicles, the group’s product offerings now include transmissions and steering systems as well as chassis components and complete axle systems and modules.  A word from Openmatics s.r.o.  “Oracle WebCenter Portal, together with the underlying Oracle Application Development Framework, provided the fundamental infrastructure for the Openmatics platform. Fleet managers can now reduce fuel consumption and operating costs, and more efficiently manage vehicle usage, maintenance, and safety. The standards-based platform allows third-party suppliers to deploy their own vehicle telematics services as Openmatics apps and creates a de facto standard for the automotive industry, independent from a single manufacturer or service provider.” – Gero Strobel, Head of Development, Openmatics s.r.o. Challenges Create an industry standard for vehicle telematics by establishing a customizable platform that enables access to telematics information, such as current and past fuel consumption, through a web browser to better meet automotive market and customer needs Reduce fleet-management costs by eliminating the need to invest in isolated telematics hardware and software solutions per vehicle brand and vehicle component manufacturer Establish an open platform where third-party providers—such as original equipment manufacturers (OEM), insurers, fleet operators, and individual developers—can deploy their own vehicle telematics services Allow users to purchase targeted telematics services as single apps to reduce costs and ensure rapid growth of telematics services available on the platform Enable users to configure their telematics apps with ease to make sure the platform meets individual fleet management requirements, such as analyzing past and current fuel consumption of a truck fleet Solutions Deployed Oracle WebCenter Portal as a foundation for Openmatics, a standards-based automotive telematics platform that provides next-generation fleet management with unified digital communication from and to vehicles on the move Used Oracle Application Development Framework as the development framework for Oracle WebCenter Portal’s components and services, providing developers with ready-to-use software development kits with application programming interfaces, design templates, and visual tools that accelerated time to market Used Oracle Enterprise Pack for Eclipse to simplify telematics application development in Java Enabled fleet monitoring by recording vehicle data—such as fuel consumption information—through onboard units, delivering the information to Oracle Database, and making it accessible through a customizable app portfolio on any web browser Stored vehicle telematics data—sent as encrypted information—in Oracle Database, ensuring data integrity and immediate availability for the platform’s telematics applications Enabled a wide range of telematics services suppliers, from vehicle component manufacturers to fleet application developers, to offer vehicle telematics services on the Openmatics platform, ensuring platform independence from OEMs Provided Openmatics customers with the means to individually select the automotive telematics services that are relevant to their business requirements, eliminating the need to pay for superfluous information and reducing fleet management costs Oracle Products & Services Oracle Application Development Framework Oracle WebCenter Portal Oracle SOA Suite Oracle Enterprise Pack for Eclipse Oracle Database Oracle Consulting &amp;amp;amp;amp;amp;amp;amp;&amp;amp;amp;amp;amp;lt;span id=&amp;amp;amp;amp;amp;quot;XinhaEditingPostion&amp;amp;amp;amp;amp;quot;&amp;amp;amp;amp;amp;gt;&amp;amp;amp;amp;amp;lt;/span&amp;amp;amp;amp;amp;gt;amp;&amp;amp;amp;amp;amp;amp;lt;span id=&amp;amp;amp;amp;amp;amp;quot;XinhaEditingPostion&amp;amp;amp;amp;amp;amp;quot;&amp;amp;amp;amp;amp;amp;gt;&amp;amp;amp;amp;amp;amp;lt;/span&amp;amp;amp;amp;amp;amp;gt;lt;p&amp;amp;amp;amp;amp;amp;amp;amp;gt; &amp;amp;amp;amp;amp;amp;amp;amp;lt;/p&amp;amp;amp;amp;amp;amp;amp;amp;gt;

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  • Developing cross platform mobile application

    - by sohilv
    More and more mobile platforms are being launched and sdk's are available to developers. There are various mobile platform are available, Android,iOS,Moblin,Windows mobile 7,RIM,symbian,bada,maemo etc. And making of corss platform application is headache for developers. I am searching common thing across the platforms which will help to developers who want to port application to all platforms.Like what is the diff screen resolution, input methods, open gl support etc. please share details that you know for the any of platform . or is there possibilities , by writing code in html (widget type of thing) and load it into native application. I know about the android , in which we can add the web view into application. by calling setContentView(view) Please share the class details where we can add the html view into native application of different type of platforms that you know. Purpose of this thread is share common details across developers. marking as community wiki. Cross platform tools & library XMLVM and iSpectrum (cross compile Java code from an Android app or creating one from scratch Phone Gap (cross platform mobile apps) Titanium (to build native mobile and desktop apps with web technologies) Mono Touch ( C# for iphone ) rhomobile - http://rhomobile.com/ samples are here: http://github.com/rhomobile/rhodes-system-api-samples Sencha Touch - Sencha Touch is a HTML5 mobile app framework that allows you to develop web apps that look and feel native on Apple iOS and Google Android touchscreen devices. http://www.sencha.com/products/touch/ Corona - Iphone/Ipad / Android application cross platform library . Too awesome. http://anscamobile.com/corona/ A guide to port existing Android app to Windows Phone 7 http://windowsphone.interoperabilitybridges.com/articles/windows-phone-7-guide-for-iphone-application-developers

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  • Friday Fun: Games that Look Like Productivity Apps

    - by Mysticgeek
    We’ve been showing you fun flash games to play during company time on a Friday afternoon. Hopefully while playing them, you haven’t received a “talking to”. Today we show you some cool games to play that look like productivity apps, so the boss will be none the wiser. The website cantyouseeimbusy.com has developed some very neat little games that look like productivity apps like Word and Excel. These apps look exactly like some project you would be working on, but are really neat little games. Here we take a look at three cool ones on the site called Breakdown, Leadership, and Cost Cutter. Leadership Leadership is a cool game that looks like something you would be working in Excel and is a spin off of the classic game Moon Lander. You navigate your ship through a variety of challenging line graphs. Breakdown This one is a knock off of the classic game Break Out. Use your mouse to scroll the racket at the bottom and bounce the ball off of the text in the document. Press the space bar to pause the game and the elements will disappear…good for when the boss comes around. Cost Cutter This one is a puzzle game where it looks like your working on some bar charts in Excel. You need to click combinations of two or more blocks that are the same color. Again, hit the spacebar and the game elements will disappear. If you’re looking for a way to goof off with some simple games without the boss knowing, these will definitely do the trick. Another cool game along these lines is Excit! which we covered previously. Play Cost Cutter, Breakdown, and Leadership at cantyouseeimbusy.com Similar Articles Productive Geek Tips Friday Fun: Get Your Mario OnFriday Fun: Bricks Breaking & Cube CrashFriday Fun: Fancy Pants AdventuresFriday Fun: GemCraft is a Totally Addictive Tower Defense GameFriday Fun: Five More Time Wasting Online Games TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 PCmover Professional Download Microsoft Office Help tab The Growth of Citibank Quickly Switch between Tabs in IE Windows Media Player 12: Tweak Video & Sound with Playback Enhancements Own a cell phone, or does a cell phone own you? Make your Joomla & Drupal Sites Mobile with OSMOBI

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  • Google Games Chat, Episode 2

    Google Games Chat, Episode 2 This is part two of the Google Games Chat series. Episode 1 ended abruptly, but if you want a sneak preview, check it out here: www.youtube.com Yeah! The Google Games Chat is back! Join the Google games crew as we talk about interesting industry trends, discuss challenges facing today's game developers, answer your hard hitting questions, and figure out why our first video never made it onto YouTube. Ask us questions in the Google Moderator section below, or else this might just be another 45 minutes of awkward silence. From: GoogleDevelopers Views: 2140 43 ratings Time: 47:53 More in Science & Technology

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  • How are events in games handled?

    - by Alex
    In may games that I have played, I have seen events being triggered, such as when you walk into a certain land area while holding a specific object, it will trigger a special creature to spawn. I was wondering, how do games deal with events such as this? Not in a specific game, but in general among games. The first thought I had was that each place has a hard-coded set of events that it will call when something happens there. However, that would be too inefficient to maintain, as when something new is added, that would require modification of every part of the game that would potentially cause the event to be called. Next up, I had the idea of maybe how GUI programming works. In all of the GUI programming I've done, you create a component and a callback function, or a listener. Then, when the user interacts when the button, the callback function is called, allowing you to do something with it. So, I was thinking that in terms of a game, when a land area gets loaded the game loops over a list of all events, creating instances of them and calling public methods to bind them to the current scene. The events themselves then handle what scene it is, and if it is a scene that pertains to the event, will call the public method of the scene to bind the event to an action. Then, when the action takes place, the scene would call all events that are bound to that action. However, I'm sure that's not how games would operate either, as that would require a lot of creating of events all the time. So how to video games handle events, are either of those methods correct, or is it something completely different?

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  • How to take first step for making 2d games in Xcode [on hold]

    - by josh
    I have 2 years experience in Xcode in business and socials Apps. Now I am going into 2d game development so I want to know that how to take first step for making 2d games in Xcode either using external framework or its native iOS games. Looking for game like angry bird. What are the key points I should keep in mind before jumping into 2d games development. Any suggestion or related helping materials share with me. Thanks.

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  • Ways to earn money through Flash games

    - by Maged
    If you like developing flash games just for fun, why not make money through them? There are different ways you can monetize your flash game: In Game Ads: Some common examples: Mochi Ads gamejacket ad4game CPMStar InviziAds You can make money by helping online gaming companies test and evaluate new games. Many of those companies are seeking feedback and reviews of their newest games. Find a sponsor and license your game. One of the quickest yet hardest ways to make money from the flash games you create is to find a website who is willing to sponsor them. With a single sponsorship, an individual can make anywhere from $1000-$7000 for a game. What are the best ads from these sites? If the game will be in social websites like Facebook and MySpace, will it still be useful to try other sites? Are there any other ways to earn money from a Flash game?

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  • What are the most common AI systems implemented in Tower Defense Games

    - by the_Dan
    I'm currently in the middle of researching on the various types of AI techniques used in tower defense type games. If someone could be help me in understanding the different types of techniques and their associated advantages. Using Google I already found several techniques. Random Map traversal Path finding e.g. Cost based Traversing Algorithms i.e. A* I have already found a great answer to this type of question with the below link, but I feel that this answer is tailored to FPS. If anyone could add to this and make it specific to tower defense games then I would be truly great-full. How is AI most commonly implemented in popular games? Example of such games would be: Radiant Defense Plant Vs Zombies - Not truly Intelligent, but there must be an AI system used right? Field Runners Edit: After further research I found an interesting book that may be useful: http://www.amazon.com/dp/0123747317/?tag=stackoverfl08-20

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  • Games development with a game loop that's abstracted away

    - by Davy8
    Most game development happens with a main game loop. Are there any good articles/blog posts/discussions about games without a game loop? I imagine they'd mostly be web games, but I'd be interested in hearing otherwise. (As a side note, I think it's really interesting that the concept is almost exclusively used in gaming as far as I'm aware, perhaps that may be another question.) Edit: I realize there's probably a redraw loop somewhere. I guess what I really mean is a loop that is hidden to you. Frames are something you as the developer are not concerned with as you're working on a higher level of abstraction. E.g. someLootItem.moveTo(inventory, someAnimatationType) and that will move from the loot box to your inventory using the specified animation type without the game developer having to worry about the implementation details of that animation. Maybe that's how "real" games end up working, but from reading most tutorials they seem to imply a much more granular level of control is used, but that might just be an artifact of being a tutorial. Edit2: I think most people are misunderstanding what I'm trying to ask, likely because I'm having trouble describing exactly what I'm trying to ask. After some more thinking perhaps what I'm referring to is more along the lines of what I believe is referred to as "scripting" where you're working at a very high level and having some game engine take care of the low level details. For example, take custom maps in Starcraft II or Warcraft III. Many of the "maps" have gameplay that deviates enough from the primary game that they could be considered a separate game written on the same engine. What I'm referring to then is along those lines. I may be wrong because I only dabbed in the Warcraft III editor, but as far as I remember no where in the map editor do you control the game loop, and yet you can create many different games out of it. In my mind, these are games in their own right. If you're playing DotA you don't say you're playing Warcraft III, you say you're playing DotA because that's the actual game you're playing. Such a system may impose limitations that don't exist if you're creating a game from scratch, but it greatly reduces development time because much of the "hard" work has already been done for you. Hopefully that clarifies what I'm asking. Another example of what is I mean, is when you write a web app, of course it communicates through sockets and TCP. But does the average web developer doesn't explicitly write code for connecting sockets. They just need to know about receiving a request and sending a response. There are unique scenarios where you do occasionally need to use raw sockets, but it's generally rare in web development. In a similar fashion, it's very possible to write a game without directly using the game loop, even though one is used behind the scenes. Probably not a AAA title, but there must be hundreds of smaller scale games that can and possibly are written this way. Are there any good resources on writing these "simpler" games?

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