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  • Styles of games that work at low-resolution

    - by Brendan Long
    I'm taking a class on compilers, and the goal is to write a compiler for Meggy Jr devices (Arduino). The goal is just to make a simple compilers with loops and variables and stuff. Obviously, that's lame, so the "real goal" is to make an impressive game on the device. The problem is that it only has 64 pixels to work with (technically 72, but the top 8 are single-color and not part of the main display, so they're really only useful for displaying things like money). My problem is thinking of something to do on a device that small. It doesn't really matter if it's original, but it can't be something that's already available. My first idea was "snake", but that comes with the SDK. Same with a side-scrolling shooter. Remaining ideas include a tower defense game (hard to write, hard to control), an RPG (same), tetris (lame).. The problem is that all of the games I like require a high-resolution screen because they have a lot of text. Even a really simple game like nethack would be hard because each creature would be a single color. tl;dr What styles of games require a. No text; and b. Few enough objects that representing them each with a single color is acceptable? EDIT: To clarify, the display is 8x8 for a total of 64 pixels, not 64x64.

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  • Styles of games that work at low-resolution

    - by Brendan Long
    I'm taking a class on compilers, and the goal is to write a compiler for Meggy Jr devices (Arduino). The goal is just to make a simple compilers with loops and variables and stuff. Obviously, that's lame, so the "real goal" is to make an impressive game on the device. The problem is that it only has 64 pixels to work with (technically 72, but the top 8 are single-color and not part of the main display, so they're really only useful for displaying things like money). My problem is thinking of something to do on a device that small. It doesn't really matter if it's original, but it can't be something that's already available. My first idea was "snake", but that comes with the SDK. Same with a side-scrolling shooter. Remaining ideas include a tower defense game (hard to write, hard to control), an RPG (same), tetris (lame).. The problem is that all of the games I like require a high-resolution screen because they have a lot of text. Even a really simple game like nethack would be hard because each creature would be a single color. tl;dr What styles of games require a. No text; and b. Few enough objects that representing them each with a single color is acceptable?

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  • I'm using OpenAL, trying to load a .ogg file and having .dll troubles

    - by Brendan Webster
    I'm using OpenAL for my game's music, and it loads .wav files by default, but to load in Ogg files I had to download and setup a few .dlls and lib files. I have fixed all errors with dlls except for this: I need vorbis.dll, and it says it's missing vorbis_window. I just can't find the dll anywhere online that includes the vorbis_window, anyone have suggestions on how I should fix this problem with my dll?

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  • Looping in Python and keeping current line after sub routine [migrated]

    - by Brendan
    I've been trying to nut out an issue when looping in python 3. When returning from sub routine the "line" variable has not incremented. How do I get the script to return the latest readline from the subsroutine? Code below def getData(line): #print(line) #while line in sTSDP_data: while "/service/content/test" not in line: line = sTSDP_data.readline() import os, sys sFileTSDP = "d:/ess/redo/Test.log" sTSDP_data = open(sFileTSDP, "r") for line in sTSDP_data: if "MOBITV" in line: getData(line) #call sub routine print(line)

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  • AVAudioPlayer only initializes with some files

    - by Brendan
    Hi everyone, I'm having trouble playing some files with AVAudioPlayer. When I try to play a certain m4a, it works fine. It also works with an mp3 that I try. However it fails on one particular mp3 every time (15 Step, by Radiohead), regardless of the order in which I try to play them. The audio just does not play, though the view loading and everything that happens concurrently happens correctly. The code is below. I get the "Player loaded." log output on the other two songs, but not on 15 Step. I know the file path is correct (I have it log outputted earlier in the app, and it is correct). Any ideas? NSData *musicData = [NSData dataWithContentsOfURL:[[NSURL alloc] initFileURLWithPath:[[NSBundle mainBundle] pathForResource:[song filename] ofType:nil]]]; NSLog([[NSBundle mainBundle] pathForResource:[song filename] ofType:nil]); if(musicData) { NSLog(@"File found."); } self.songView.player = [[AVAudioPlayer alloc] initWithData:musicData error:nil]; if(self.songView.player) { NSLog(@"Player loaded."); } [self.songView.player play]; NSLog(@"You should be hearing something now."); Thanks, Brendan

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  • Dichroic Glass in Blender

    - by KalAurum
    I am trying to use blender to simulate the Lycurgus Cup. The cup is an example of dichroic (two-color) glass, and appears green when a light source is on the outside of the cup, and appears red when a light source is inside the cup. Here is an image of when light is outside and it appears green: Here is an image of when light is inside and it appears red: I have created a glass cup in blender. I have made the glass a red color, and then used the colorbands under the Object-Material/Shading-Ramps tab to add green specular and diffuse color. However, this makes the glass appear the same mix of red and green whether I put the light source on the inside or outside the cup. An example can be seen here: According to the second post here, someone was able to to fake the effect of a dichroic glass in blender rather easily through the use of a magic procedural texture but they provide no clues on how to do this (in blender). Does anyone know how to achieve this effect in blender?

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  • Issues getting a Cisco WLC 5508 to find AIR-LAP1142N

    - by user95917
    hoping someone can help me with a problem here. I'm attempting to setup a test (loan from Cisco) wireless network. Here's what i've got/done: 5508 Controller - Service Port IP set to 10.74.5.2 /24. Management IP set to 10.74.6.2 /24 with a default gateway of 10.74.6.1. Virtual IP set to 1.1.1.1. Copper SFP in slot 7, CAT5 (known good) going from there to port 1/0/47 on the switch. Green lights on both ends. 2960-S Switch - Vlan1 - 10.74.6.1 /24. dhcp pool 10.74.6.0 /24, default router 10.74.6.1. excluded-address 10.74.6.1, 10.74.6.2. 1/0/4 on the switch is set to switchport mode access and no shut. 1/0/47 on the switch is setup to switchport mode trunk and no shut. 1/0/4 has a CAT5 (known good) cable going from there to the AP. When I do a sh cdp nei from the switch, i can see the AP and Controller listed. When i configure my PC's nic to 10.74.5.5, and plug a cable from my nic to the SP port on the controller i can get on the device via the gui. In there, the only errors/info that show up in the trap are: Link Up: Slot: 0 Port: 7 Controller time base status - Controller is out of sync with the central timebase. I've manually set the time but apparently that's not quite the problem (or at least not the entire problem). When i plug the AP in, i see on the switch console that it grants it power, it sees it connect...but the controller won't see it for some reason. From what i've read you shouldn't have to do anything to the AP as it's managed by the controller...but i'm not sure what setting I'm missing for it to work. The AP light on top is continually cycling green, red, yellow. When I first start it up, it blinks green for 20 or so seconds, then goes to solid green for another 20 seconds or so, then flashes blue, green, red for awhile...but always ends up goinn back to the standard, green, red, yellow. Does anyone see any obvious issues with my setup or have any suggestions as to why i might be having a problem? Thanks for your help!

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  • Use Excel Color Scale Formatting with Text

    - by stumpylog
    I use Excel sheets to track the status of tasks through a set of discrete statuses. I'd like to be able to format these automatically, with the start being red, the end being green and progressing through the combination colors in the middle. Status1 (Red) Status2 (More Red than Green) Status3 (More Green than Red) Status4 (Green) The "Color Scales" option under Conditional Formatting seems like it could be made to work, but it wants numbers. So, my question, can it be done? Using conditional formatting or other formulas to achieve the desired affect?

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  • HP ML150 G6 upgrading RAM/CPU beyond specs?

    - by Morten Green Hermansen
    I am being told that some limits on some HP servers can be crossed. Do any of you have any experience with that? A ML150/G6 is limited to 48GB RAM but I have been talking to a German company that guaranties me that this server will be able to be upgraded to 384GB RAM (using 32GB memory modules and 2 CPUs) http://www.compuram.de/en/memory,HP+%28-Compaq%29,Server,Proliant,ML150+G6.htm Can this really be true? The server that I have is using E5504 CPUs but will I be able to upgrade to any CPU that is using a LGA1366 socket? All from a low wattage L5640 all the way to the 6 core, high wattage versions like an X5650? (If cooling and power is adequate ofcause). Is there any limitation with powerregulators and chipset (Intel 5500). I am looking forward to any reply. Thanks in advance and best regards, - Morten Green Hermansen, Fanitas

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  • Gimp: change one colour to another?

    - by AP257
    Simple to explain: possibly not so simple to do. In Gimp, I have a green button GIF image: it shades from dark green to light green, against a transparent background. I would like to change it to blue, and keep the shading, so it shades from dark blue to light blue. Anyone know how I can do this? Can't find an explanation by Googling! Thanks.

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  • Configuring Team Foundation Server Basic on Home Server.

    - by Enrique Lima
    For the installation I selected only the Team Foundation Server role. Then, I opened the Team Foundation Server Administration Console (which I think is a great addition and improvement over the way TFS was configured in the past) to proceed with the configuration of the pieces. Once I selected the Configure Installed Features, the Configuration Center opened up. Now, the choices … In my implementation here I just want to take advantage of Source Control primarily.  I want to be able to store my code and projects.  So, Basic it is! So, the Basic Configuration Wizard opens up.  Now the options to configure are very limited, but we have to provide details for the SQL Server Instance. And now, to select Install SQL Server express.  If you want to take advantage of another system in your environment to host your database, well you could Use an existing SQL Server Instance. Once it has the details it needs, you get a Summary view to confirm your choices. Once, you click next or verify, it runs readiness checks on your system to make sure the installation will have a successful pass.  And we love GREEN! Now, since got the green flag, our next stop is to let the wizard do its magic, click on Configure.  And once again, we love GREEN! We click Next, and … We like a big Green Success sign … We close the Configuration Center … First results … Web Access …  Nothing to show … but we are there! And all this running from a Microsoft Home Server installation.

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  • Cocos2d rotating sprite while moving with CCBezierBy

    - by marcg11
    I've done my moving actions which consists of sequences of CCBezierBy. However I would like the sprite to rotate by following the direction of the movement (like an airplane). How sould I do this with cocos2d? I've done the following to test this out. CCSprite *green = [CCSprite spriteWithFile:@"enemy_green.png"]; [green setPosition:ccp(50, 160)]; [self addChild:green]; ccBezierConfig bezier; bezier.controlPoint_1 = ccp(100, 200); bezier.controlPoint_2 = ccp(400, 200); bezier.endPosition = ccp(300,160); [green runAction:[CCAutoBezier actionWithDuration:4.0 bezier:bezier]]; In my subclass: @interface CCAutoBezier : CCBezierBy @end @implementation CCAutoBezier - (id)init { self = [super init]; if (self) { // Initialization code here. } return self; } -(void) update:(ccTime) t { CGPoint oldpos=[self.target position]; [super update:t]; CGPoint newpos=[self.target position]; float angle = atan2(newpos.y - oldpos.y, newpos.x - oldpos.x); [self.target setRotation: angle]; } @end However it rotating, but not following the path...

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  • Are CQRS/DDD/Event Sourcing and REST compatible?

    - by Robin Green
    REST seems to promote the idea of a canonical URL for a resource, and PUTing/POSTing back a modified representation of that resource in order to change it. However, with CQRS - Command Query Responsibility Segregation - one can theoretically have a completely different "API" for reading and for writing, which seems to conflict with the REST ideal of one URL for a resource, and no RPC-style "verbs inside the request body". DDD and Event Sourcing sometimes go together with CQRS, which is why I mention them in this question. So, can CQRS be used together with REST? Or is it against the REST way of doing things? What about DDD? And Event Sourcing? Can they be used with REST?

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  • Box2d too much for Circle/Circle collision detection?

    - by Joey Green
    I'm using cocos2d to program a game and am using box2d for collision detection. Everything in my game is a circle and for some reason I'm having a problem with some times things are not being detected as a collision when they should be. I'm thinking of rolling up my own collision detection since I don't think it would be too hard. Questions are: Would this approach work for collision detection between circles? a. get radius of circle A and circle B. b. get distance of the center of circle A and circle B c. if the distance is greater than or equal to the sum of circle A radius and circle B radius then we have a hit Should box2d be used for such simple collision detection? There are no physics in this game.

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  • Cocos2d: Changing b2Body x val every frame causes jitter

    - by Joey Green
    So, I have a jumping mechanism similar to what you would see in doodle jump where character jumps and you use the accelerometer to make character change direction left or right. I have a player object with position and a box2d b2Body with position. I'm changing the player X position via the accelerometer and the Y position according to box2d. pseudocode for this is like so -----accelerometer acceleration------ player.position = new X -----world update--------- physicsWorld-step() //this will get me the new Y according to the physics similation //so we keep the bodys Y value but change x to new X according to accelerometer data playerPhysicsBody.position = new pos(player.position.x, keepYval) player.position = playerPhysicsBody.position Now this is simplifying my code, but I'm doing the position conversion back and forth via mult or divide by PTM_. Well, I'm getting a weird jitter effect after I get big jump in acceleration data. So, my questions are: 1) Is this the right approach to have the accelerometer control the x pos and box2d control the y pos and just sync everthing up every frame? 2) Is there some issue with updating a b2body x position every frame? 3) Any idea what might be creating this jitter effect? I've collecting some data while running the game. Pre-body is before I set the x value on the b2Body in my update method after I world-step(). Post of course is afterwards. As you can see there is definitively a pattern. 012-06-19 08:14:13.118 Game[1073:707] pre-body pos 5.518720~24.362963 2012-06-19 08:14:13.120 Game[1073:707] post-body pos 5.060156~24.362963 2012-06-19 08:14:13.131 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.133 Game[1073:707] delta 0.016669 2012-06-19 08:14:13.135 Game[1073:707] pre-body pos 5.060156~24.689455 2012-06-19 08:14:13.137 Game[1073:707] post-body pos 5.502138~24.689455 2012-06-19 08:14:13.148 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.150 Game[1073:707] delta 0.016667 2012-06-19 08:14:13.151 Game[1073:707] pre-body pos 5.502138~25.006948 2012-06-19 08:14:13.153 Game[1073:707] post-body pos 5.043575~25.006948 2012-06-19 08:14:13.165 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.167 Game[1073:707] delta 0.016644 2012-06-19 08:14:13.169 Game[1073:707] pre-body pos 5.043575~25.315441 2012-06-19 08:14:13.170 Game[1073:707] post-body pos 5.485580~25.315441 2012-06-19 08:14:13.180 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.182 Game[1073:707] delta 0.016895 2012-06-19 08:14:13.185 Game[1073:707] pre-body pos 5.485580~25.614935 2012-06-19 08:14:13.188 Game[1073:707] post-body pos 5.026768~25.614935 2012-06-19 08:14:13.198 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.199 Game[1073:707] delta 0.016454 2012-06-19 08:14:13.207 Game[1073:707] pre-body pos 5.026768~25.905428 2012-06-19 08:14:13.211 Game[1073:707] post-body pos 5.469213~25.905428 2012-06-19 08:14:13.217 Game[1073:707] acceleration x -0.137421 2012-06-19 08:14:13.223 Game[1073:707] player velocity x: -65.022644 2012-06-19 08:14:13.229 Game[1073:707] delta 0.016603

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  • Software Architecture and Design vs Psychology of HCI class

    - by Joey Green
    I have two classes to choose from and I'm wanting to get an opinion from the more experienced game devs which might be better for someone who wants to be an indie game dev. The first is a Software Architecture and Design course and the second is a course titled Psychology of HCI. I've previously have taken a Software Design course that was focused only on design patterns. I've also taken an Introduction to HCI course. Software Architecture and Design Description Topics include software architectures, methodologies, model representations, component-based design ,patterns,frameworks, CASE-based desgins, and case studies. Psychology of HCI Description Exploration of psychological factors that interact with computer interface usablilty. Interface design techniques and usability evaluation methods are emphasized. I know I would find both interesting, but my concern is really which one might be easier to pick up on my own. I know HCI is relevant to game dev, but am un-sure if the topics in the Software Architecture class would be more for big software projects that go beyond the scope of games. Also, I'm not able to take both because the overlap.

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  • Spreadsheets in Game Design?

    - by Joey Green
    There have been two instances from the past two weeks that I've heard from well known successful game developers that they use spreadsheets when designing games. The first being David Whatley in this GDCVault video: http://gdcvault.com/play/1012372/From-Zero-to-Time-Magazine The second being the guys that do Walled Garden Weekly: http://walledgardenweekly.com/ David said he models everything out and uses excel models to see how everything plays out. What on earth is he talking about? Is it seeing how the game mechanics react to each other? Is there somewhere where I can learn more about how to do this? Thanks

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  • Oracle Certification at OpenWorld + JavaOne 2012 [VIDEO]

    - by Harold Green
    Oracle Certification will again be at this year's Oracle OpenWorld and JavaOne conferences in San Francisco. We'll have two locations - the Oracle Certification Lounge at OpenWorld, and the Java Certification Zone at JavaOne. Watch this quick video (1:46) to learn more about these, Oracle University pre-conference training, some mini-sessions on several certification topics, and previews of our new Exam Preparation Seminars. ORACLE CERTIFICATION PROGRAM LOUNGE Location: Moscone South, Mezzanine, Room 250 Hours: Monday, 9:00 a.m.–5:00 p.m. Tuesday, 9:00 a.m.–5:00 p.m. Wednesday, 9:00 a.m.–5:00 p.m. Thursday, 9:00 a.m.–1:00 p.m. JAVA CERTIFICATION ZONE Location: The Zone/Taylor Street Café Hours: Sunday, 7:00 p.m.–9:00 p.m. Monday, 11:00 a.m.–6:00 p.m. Tuesday, 11:00 a.m.–6:This i00 p.m. Wednesday, 11:00 a.m.–6:00 p.m. Thursday, 11:00 a.m.–2:00 p.m. CERTIFICATION SESSIONS Monday, 1:00 p.m - JavaOne (Java Certification Zone) Monday, 3:00 p.m - Oracle OpenWorld (Oracle Certification Lounge) QUICK LINKS: Oracle OpenWorld Certification Lounge Details Oracle University at Oracle OpenWorld 2012 (Pre-Conference Training) Java University at JavaOne 2012 (Pre-Conference Training) Self Test Software Oracle Press Oracle Certification on Twitter: https://twitter.com/oraclecert Oracle Certification on Facebook: facebook.com/OracleCertification

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  • Cocos2d: Tongue effect like in Munch Time

    - by Joey Green
    I'm wanting to do a tongue effect for my character like the one in Munch Time( shown in pic ). The player does some action and his tongue attaches to the nearest platform. I'm thinking this is simply a get distance to platform and keep player at that distance as he moves back and forth giving him the swinging effect. For the drawing, I'm wanting the same effect where the tongue sprite is the skinniest in the middle of the distance between the character and platform. I know how to do this in a shader( I'm using cocos2d v2 btw ), but I'm wondering if there is some built-in functionality to allow me to do this. First, is this the right approach using distance? Second, is their an easy way to do the tongue sprite effect without a shader? Third, I'm wanting to have the player spring up at will in the direction of the platform. I'm using Box2D. Would there be a way to do this using force's or would it be easier to write my own code?

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  • Mobile Apps for Hospitals?

    - by Joey Green
    I currently work for a pretty large hospital and have been dabbling in iPhone development for a couple years. The CEO is wanting to get together a group to see what mobile technology we could create. I was contacted to be the main developer. I wanted to gather some ideas of what kind of mobile apps people have seen deployed in hospitals. Not necessarily medical apps that you can get on the app store, but rather apps built specifically for a hospital. Any ideas? If this is not the appropriate forum for a question like this, can someone point me to a forum where it would be appropriate?

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  • Do employers hiring for Software jobs care about the classes you took in CS masters program?

    - by Joey Green
    I'm torn between two classes right now for next semester( Software Design and Advanced Computer Graphics ). I would enjoy Advanced Computer Graphics more, but I feel the software design class would help me when approaching anything I ever build for the rest of my career. I feel though I could just buy the book( I already have both books actually ) of the Software Design class and go through it, if I wanted. But think it would be a bit tougher to pick up the Advanced Computer Graphics class on my own. So do employers look at the graduate classes you've taken to decide if you would be a good fit or not? I think more importantly what I'm wanting to know is if I wanted to work for a high-end software company like Apple or Google would a company like that be more impressed by someone that took software engineering classes or hardcore CS classes?

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  • Linking Libraries in iOS?

    - by Joey Green
    This is probably a totally noob question but I have missing links in my mind when thinking about linking libraries in iOS. I usually just add a new library that's been cross compiled and set the build and linker paths without really know what I'm doing. I'm hoping someone can help me fill in some gaps. Let's take the OpenCV library for instance. I have this totally working btw because of a really well written tutorial( http://niw.at/articles/2009/03/14/using-opencv-on-iphone/en ), but I'm just wanting to know what is exactly going on. What I'm thinking is happening is that when I build OpenCV for iOS is that your creating object code that gets placed in the .a files. This object code is just the implementation files( .m ) compiled. One reason you would want to do this is to make it hard to see the source code and so that you don't have to compile that source code every time. The .h files won't be put in the library ( .a ). You include the .h in your source files and these header files communicate with the object code library ( .a ) in some way. You also have to include the header files for your library in the Build Path and the Library itself in the Linker Path. So, is the way I view linking libraries correct? If , not can someone correct me on this ?

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  • Which data structure should I use for dynamically generated platforms?

    - by Joey Green
    I'm creating a platform type of game with various types of platforms. Platforms that move, shake, rotate, etc. Multiple types and multiple of each type can be on the screen at once. The platforms will be procedural generated. I'm trying to figure out which of the following would be a better platform system: Pre-allocate all platforms when the scene loads, storing each platform type into different platform type arrays( i.e. regPlatformArray ), and just getting one when I need one. The other option is to allocate and load what I need when my code needs it. The problem with 1 is keeping up with the indices that are in use on screen and which aren't. The problem with 2 is I'm having a hard time wrapping my head around how I would store these platforms so that I can call the update/draw methods on them and managing that data structure that holds them. The data structure would constantly be growing and shrinking. It seems there could be too much complexity. I'm using the cocos2d iPhone game engine. Anyways, which option would be best or is there a better option?

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  • When to roll your own game engine?

    - by Joey Green
    I've been a software developer for 5 years now and wanting to get into iOS game development. I've played around with the iOS SDK for about 2 years now, attending cocoaheads meetings and feel I have a good grasp on objective-c/cocoa and even c/c++. I have a game idea and know that I will use Box2D but I'm wondering if I should use cocos2D or not. The main reasons are: I may want to do things graphics wise that aren't available in cocos2d. If I roll my own game engine I'll have more control. Of course the main reason for using a already existing game engine is the time it saves and it makes the hard stuff easier, but for someone who has the technical chops to roll his own does it make sense?

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  • Coding Dynamic Events?

    - by Joey Green
    I have no idea what the title of this question should be so bare with me. My game has turns. On a turn a player does something and this can result in a random number of explosions that occur at different times. I know when the explosions are done. I need to know when ALL are done and then do some other action. Also, each explosion is the same amount of time, say 3 seconds.. Right now I'm thinking of using a counter to hold how many explosions are happening. Then once the explosion is finished decrement this counter. Once the counter is zero, do my action. This idea is inspired by objective-c memory management btw. Anyways, does this sound like a good approach or would there be another way. An alternative might be to figure out the explosion who happened last and let it be responsible for calling this subsequent action. I'm asking mostly, because I haven't done this before and am trying to figure out if there are bugs that may occur that I'm not foreseeing.

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