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  • C# - How to make a custom installer for games, etc?

    - by Dodi300
    Hello. Can anyone tell me how to create a custom installer to 'install' games. I say custom meaning I don't want the user to have the option where the game is installed. I want it to be a straight forward process, maybe with just one loading bar. The program I'm developing is a 'center' for game playing, which includes a community and other features, such as a timer that records how long a game is played for. I just thought that installing each game in one place, with a simple installer would make the program easier to use. It also will allow me to do other features as the games will all be installed in one place. No need for the user to specify where the game is installed. Would this be possible? Thanks.

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  • Avoiding coupling

    - by Seralize
    It is also true that a system may become so coupled, where each class is dependent on other classes that depend on other classes, that it is no longer possible to make a change in one place without having a ripple effect and having to make subsequent changes in many places.[1] This is why using an interface or an abstract class can be valuable in any object-oriented software project. Quote from Wikipedia Starting from scratch I'm starting from scratch with a project that I recently finished because I found the code to be too tightly coupled and hard to refactor, even when using MVC. I will be using MVC on my new project aswell but want to try and avoid the pitfalls this time, hopefully with your help. Project summary My issue is that I really wish to keep the Controller as clean as possible, but it seems like I can't do this. The basic idea of the program is that the user picks wordlists which is sent to the game engine. It will pick random words from the lists until there are none left. Problem at hand My main problem is that the game will have 'modes', and need to check the input in different ways through a method called checkWord(), but exactly where to put this and how to abstract it properly is a challenge to me. I'm new to design patterns, so not sure whether there exist any might fit my problem. My own attempt at abstraction Here is what I've gotten so far after hours of 'refactoring' the design plans, and I know it's long, but it's the best I could do to try and give you an overview (Note: As this is the sketch, anything is subject to change, all help and advice is very welcome. Also note the marked coupling points): Wordlist class Wordlist { // Basic CRUD etc. here! // Other sample methods: public function wordlistCount($user_id) {} // Returns count of how many wordlists a user has public function getAll($user_id) {} // Returns all wordlists of a user } Word class Word { // Basic CRUD etc. here! // Other sample methods: public function wordCount($wordlist_id) {} // Returns count of words in a wordlist public function getAll($wordlist_id) {} // Returns all words from a wordlist public function getWordInfo($word_id) {} // Returns information about a word } Wordpicker class Wordpicker { // The class needs to know which words and wordlists to exclude protected $_used_words = array(); protected $_used_wordlists = array(); // Wordlists to pick words from protected $_wordlists = array(); /* Public Methods */ public function setWordlists($wordlists = array()) {} public function setUsedWords($used_words = array()) {} public function setUsedWordlists($used_wordlists = array()) {} public function getRandomWord() {} // COUPLING POINT! Will most likely need to communicate with both the Wordlist and Word classes /* Protected Methods */ protected function _checkAvailableWordlists() {} // COUPLING POINT! Might need to check if wordlists are deleted etc. protected function _checkAvailableWords() {} // COUPLING POINT! Method needs to get all words in a wordlist from the Word class } Game class Game { protected $_session_id; // The ID of a game session which gets stored in the database along with game details protected $_game_info = array(); // Game instantiation public function __construct($user_id) { if (! $this->_session_id = $this->_gameExists($user_id)) { // New game } else { // Resume game } } // This is the method I tried to make flexible by using abstract classes etc. // Does it even belong in this class at all? public function checkWord($answer, $native_word, $translation) {} // This method checks the answer against the native word / translation word, depending on game mode public function getGameInfo() {} // Returns information about a game session, or creates it if it does not exist public function deleteSession($session_id) {} // Deletes a game session from the database // Methods dealing with game session information protected function _gameExists($user_id) {} protected function _getProgress($session_id) {} protected function _updateProgress($game_info = array()) {} } The Game /* CONTROLLER */ /* "Guess the word" page */ // User input $game_type = $_POST['game_type']; // Chosen with radio buttons etc. $wordlists = $_POST['wordlists']; // Chosen with checkboxes etc. // Starts a new game or resumes one from the database $game = new Game($_SESSION['user_id']); $game_info = $game->getGameInfo(); // Instantiates a new Wordpicker $wordpicker = new Wordpicker(); $wordpicker->setWordlists((isset($game_info['wordlists'])) ? $game_info['wordlists'] : $wordlists); $wordpicker->setUsedWordlists((isset($game_info['used_wordlists'])) ? $game_info['used_wordlists'] : NULL); $wordpicker->setUsedWords((isset($game_info['used_words'])) ? $game_info['used_words'] : NULL); // Fetches an available word if (! $word_id = $wordpicker->getRandomWord()) { // No more words left - game over! $game->deleteSession($game_info['id']); redirect(); } else { // Presents word details to the user $word = new Word(); $word_info = $word->getWordInfo($word_id); } The Bit to Finish /* CONTROLLER */ /* "Check the answer" page */ // ?????????????????? ( http://pastebin.com/cc6MtLTR ) Make sure you toggle the 'Layout Width' to the right for a better view. Thanks in advance. Questions To which extent should objects be loosely coupled? If object A needs info from object B, how is it supposed to get this without losing too much cohesion? As suggested in the comments, models should hold all business logic. However, as objects should be independent, where to glue them together? Should the model contain some sort of "index" or "client" area which connects the dots? Edit: So basically what I should do for a start is to make a new model which I can more easily call with oneliners such as $model->doAction(); // Lots of code in here which uses classes! How about the method for checking words? Should it be it's own object? I'm not sure where I should put it as it's pretty much part of the 'game'. But on another hand, I could just leave out the 'abstraction and OOPness' and make it a method of the 'client model' which will be encapsulated from the controller anyway. Very unsure about this.

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  • Playground for Artificial Intelligence?

    - by Dolph Mathews
    In school, one of my professors had created a 3D game (not just an engine), where all the players were entirely AI-controlled, and it was our assignment to program the AI of a single player. We were basically provided an API to interact with the game world. Our AI implementations were then dropped into the game together, and we watched as our programs went to battle against each other. It was like robot soccer, but virtual, and with lots of big guns. I'm now looking for anything similar (and open source) to play with. (Preferably in Java, but I'm open to any language.) I'm not looking for a game engine, or a framework... I'm looking for a complete game that simply lacks AI code... preferably set up for this kind of exercise. Suggestions?

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  • How to make a custom installer for games, etc?

    - by Dodi300
    Hello. Can anyone tell me how to create a custom installer to 'install' games. I say custom meaning I don't want the user to have the option where the game is installed. I want it to be a straight forward process, maybe with just one loading bar. The program I'm developing is a 'center' for game playing, which includes a community and other features, such as a timer that records how long a game is played for. I just thought that installing each game in one place, with a simple installer would make the program easier to use. It also will allow me to do other features as the games will all be installed in one place. No need for the user to specify where the game is installed. Would this be possible?

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  • node.js storing gamestate, how?

    - by expressnoob
    I'm writing a game in javascript, and to prevent cheating, i'm having the game be played on the server (it's a board game like a more complicated checkers). Since the game is fairly complex, I need to store the gamestate in order to validate client actions. Is it possible to store the gamestate in memory? Is that smart? Should I do that? If so, how? I don't know how that would work. I can also store in redis. And that sort of thing is pretty familiar to me and requires no explanation. But if I do store in redis, the problem is that on every single move, the game would need to get the data from redis and interpret and parse that data in order to recreate the gamestate from scratch. But since moves happen very frequently this seems very stupid to me. What should I do?

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  • How should I manage/declare dependencies between open source C# projects?

    - by munificent
    I've got a game (a roguelike to be specific) in C# that I'm in the process of cleaning up to open source. One step I'd like to take is splitting it into three distinct pieces: A simple package of utility classes, things like 2D arrays, vectors, etc. A terminal UI package that gives you a curses-like display. It depends on 1. The actual game, which uses 1 and 2. Right now, these are all separate projects in the same solution, but I'd kind of like to make them completely separate projects (in the "open source project" sense, not the "visual studio project" use of the term) with their own names and repos. I think, at the very least, #1 is generally useful even if you aren't building game, and I don't want someone to have to build an entire game just to get some handy functions. What I'm not sure about is how to handle the dependencies if I split up the solution. If someone decides they want to sync the game, how should I ensure they also get 1 and 2? Include the built dependent .dlls in the games repo? Just document, "you need these other projects and they must be in a path relative to the game like this". Just leave it all one giant solution and a single repo. Something I'm not thinking of?

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  • Cocos2d-x v3 invalid conversion from 'cocos2d::Layer* [on hold]

    - by Hammerh5
    Hello guys I'm learning cocos2d-x v3 right but most of the code that I can find is to the version 2. My specific error is this one, when I try to compile my cocos2s-x 3 project this error shows. invalid conversion from 'cocos2d::Layer to Game* [-fpermisive]* What I want to do is create a new game scene in the following code: //Game.cpp #include "Game.h" Scene* Game::scene() { scene *sc = CCScene::create(); sc->setTag(TAG_GAME_SCENE); const Game *g = Game::create(); //Here is where the conversions fails. sc->addChild(g, 0, TAG_GAME_LAYER); return sc; } Of course this is my header file //Game.h #include "cocos2d.h" #include "Mole.h" #include "AppDelegate.h" using namespace cocos2d; class Game: public cocos2d::Layer { cocos2d::CCArray *moles; float timeBetweenMoles, timeElapsed, increaseMolesAtTime, increaseElapsed, lastMoleHiTime; int molesAtOnce; cocos2d::CCSize s; bool isPaused; public: CCString *missSound, *hitSound; static cocos2d::Scene* scene(); virtual bool init(); void showMole(); void initializeGame(); void onEnterTransitionDidFinish(); void onExit(); void onTouchesBegan(const std::vector<cocos2d::Touch *> &touches, cocos2d::Event *event); void tick(float dt); cocos2d::CCArray* getMoles(bool isUp); //LAYER_CREATE_FUNC(Game); }; #endif /* GAME_H_ */ I don't know what's wrong I suppose this code works fine in Cocos2d-x v2. It's maybe some changes in the C++ version ?

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  • How to sync the actions in a mutiplayer game?

    - by Wheeler
    I connect the clients with UDP (its a peer to peer connection on a multicast network) and the clients are sending their positions in every frame (in WP7 it means the default 30 FPS) to each other. This game is kinda a pong game, and my problem is the next: whenever the opponent hits the ball the angle will not be the same on both mobiles. I think its because the latency (1 pixel difference can cause a different angle). So my question is: how can I sync the hitting event?

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  • Draw Rectangle To All Dimensions of Image

    - by opiop65
    I have some rudimentary collision code: public class Collision { static boolean isColliding = false; static Rectangle player; static Rectangle female; public static void collision(){ Rectangle player = Game.Playerbounds(); Rectangle female = Game.Femalebounds(); if(player.intersects(female)){ isColliding = true; }else{ isColliding = false; } } } And this is the rectangle code: public static Rectangle Playerbounds() { return(new Rectangle(posX, posY, 25, 25)); } public static Rectangle Femalebounds() { return(new Rectangle(femaleX, femaleY, 25, 25)); } My InputHandling class: public static void movePlayer(GameContainer gc, int delta){ Input input = gc.getInput(); if(input.isKeyDown(input.KEY_W)){ Game.posY -= walkSpeed * delta; walkUp = true; if(Collision.isColliding == true){ Game.posY += walkSpeed * delta; } } if(input.isKeyDown(input.KEY_S)){ Game.posY += walkSpeed * delta; walkDown = true; if(Collision.isColliding == true){ Game.posY -= walkSpeed * delta; } } if(input.isKeyDown(input.KEY_D)){ Game.posX += walkSpeed * delta; walkRight = true; if(Collision.isColliding == true){ Game.posX -= walkSpeed * delta; } } if(input.isKeyDown(input.KEY_A)){ Game.posX -= walkSpeed * delta; walkLeft = true; if(Collision.isColliding == true){ Game.posX += walkSpeed * delta; } } } The code works partially. Only the right and top side of the images collide. How do I correct the rectangle so it will draw on all sides? Thanks for any suggestions!

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  • Have you downloaded the Oracle SOA Governance Resource Kit yet? By Yogesh Sontakke

    - by JuergenKress
    Effective Service-Oriented Architecture (SOA) Governance is an essential element in any enterprise transformation strategy. Oracle's SOA Governance solution eases the transition of an organization to SOA by providing a means to reduce risk, maintain business alignment, and show the business value of SOA investments. Whether just embarking on an SOA initiative, or expanding a project or pilot for a broader deployment, this SOA Governance resource kit will guide you along the path to a measurable SOA success. The SOA Governance resource kit includes: White papers, data sheets, analyst reports and customer success stories Webcasts, podcasts and other interactive resources Software downloads from Oracle Technology Network (OTN) Additional information from Oracle.com and OTN Get it here now!” SOA & BPM Partner Community For regular information on Oracle SOA Suite become a member in the SOA & BPM Partner Community for registration please visit www.oracle.com/goto/emea/soa (OPN account required) If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Facebook Wiki Mix Forum Technorati Tags: SOA Governance,SOA Community,Oracle SOA,Oracle BPM,Community,OPN,Jürgen Kress

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  • When would I use "scripts" or "scripting" in a game, as opposed to the core language?

    - by Brian Reindel
    The terms scripts and scripting appear to be used interchangeably on the Game Development Stack Exchange, but other than reading questions about a scripting language choice, I don't understand the relationship between scripts and scripting, and the core language. What does a script typically do, when would it be used, and are scripts in some contexts (as defined by game programmers) different than a scripting language?

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  • How do you pack resources in a game when you have too many of them?

    - by ThePlan
    I've recently made a basic space invaders clone in C++ using the Allegro 5 framework. It took me a long time, but after I finished, I realized I had about 10 sprites, and 13MB worth of DLLs (Some of the people didn't even have the mingW dlls) which were making people who played the game very confused. How can I "pack" all my resources in a way that I can easily add-remove data to my game, and to reduce the size taken by the resource, basically placing them in 1 spot? I'm using codeblocks.

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  • Employee Info Starter Kit (v4.0.0) - Visual Studio 2010 and .NET 4.0 Version is Available Now

    Employee Info Starter Kit is a ASP.NET based web application, which includes very simple user requirements, where we can create, read, update and delete (crud) the employee info of a company. Based on just a database table, it explores and solves most of the major problems in web development architectural space.  This open source starter kit extensively uses major features available in latest Visual Studio, ASP.NET and Sql Server to make robust, scalable, secured and maintainable web applications...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Where i must put .xnb files in mono game project using VS2010?

    - by user23899
    Hello there my problem was describe below In the "The Content Pipeline" paragraph http://blogs.msdn.com/b/bobfamiliar/archive/2012/08/07/windows-8-xna-and-monogame-part-3-code-migration-and-windows-8-feature-support.aspx#comments Author describe how fix it using VS2012 put xnb files to \AppX\Content folder but i use VS2010 and mono game templates for it and there is no folders like this so where i must put this asstes to run game correctly

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  • Firefox 5 en version finale avec son nouveau kit de développement d'extensions en HTML, JavaScript et CSS, disponible en version Cloud

    Firefox 5 sort en version finale avec son nouveau kit de développement d'extensions En HTML, JavaScript et CSS, disponible aussi en version Cloud Mise à jour du 21/06/2011 par Idelways Firefox 5 est sorti aujourd'hui pour Windows, Linux, Mac OS et Android. Mozilla y finalise enfin quelques grands chantiers prévus initialement pour la version 4. Si cette version semble n'être qu'une mise à jour de Firefox 4, elle n'en est pas moins riche en nouveautés pour les développeurs. Son nouveau SDK (Kit de Développement) permet aux développeurs Web de construire des extensions Firefox complètes en utilisant simplem...

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  • Is it unprofessional to leave game resources to the open eye?

    - by ThePlan
    I'm still having problems packing my resources, after going through complicated APIs and basically just zip files which are exhausting my brain, I thought I could also pack the game with the resources visible to the human eye, in a simple folder. Would that be unprofessional? Personally, I've never even seen games do that, it would basically mean that the player could just edit whatever he wants in the game, like go in map1.txt and add an X somewhere to create a wall, or change the player sprite to a pony in MS PAINT.

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  • Une nouvelle API gère le NFC dans App Inventor, le kit de création d'applications Android pour les non-développeurs du MIT

    Une nouvelle API gère le NFC dans App Inventor le kit de création d'applications Android pour les non-développeurs du MIT Une démonstration d'une nouveauté issue d'App Inventor pour la prise en charge du NFC sera effectuée ces jours. App Inventor est un kit académique de développement d'application Android pour les non-développeurs. Le projet avait été développé à la base par le MIT, puis cédé par la suite à Google. Le projet avait ensuite fait les frais de la politique de Google ayant entrainé l'abandon de plusieurs autres projets et était retourné entre les mains du MIT en début 2012. Le...

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  • Is there any online programmer's community, focusing on core game development?

    - by kasperov
    I am looking for a stricktly/mostly programming oriented game community, focusing on core graphics, middleware, and research. Any suggestions? Edit: I am specifically looking for people/community/group, having expertise in core game engine design/programming, directx/opengl reservoir.(And specifically targetting the programming part only).(The platforms can be anything from PC to xbox360/ps3/wii and even 3ds.)

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  • Adobe annonce une dernière version de Flash pour Android 4.0, et pour le kit de portage de la technologie vers Linux

    Adobe annonce une dernière version de Flash pour Android 4.0 Et son kit de portage pour Linux Mise à jour du 22 novembre 2011 Flash Player s'en va des appareils mobiles (lire ci-devant), mais pas avant un dernier baroud d'honneur sur Android Ice Cream Sandwich. Adobe affirme dans une déclaration à la presse son intention de « sortir encore une version de plus de Flash Player pour la navigation mobile, qui offrira le support d'Android 4.0, ainsi qu'un autre release de Flash Linux Porting Kit ». Les deux composants devront arriver d'ici la fin de l'année. Par la suite, Adobe n'assurera que les mises à...

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  • Will there be any more books in the Game Programming Gems series?

    - by Laurent Couvidou
    It's been more than three years now that the last Game Programming Gems book was published. The official website isn't updated anymore, and this page of Mark DeLoura's website seems to imply that the series is over. Was there ever an official statement about this? Was number 8 the last book? The Game Programming Gems were one of the most (if not the most) important resource for me and probably thousands of developers around the globe, did the Internet kill them?

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  • Is it a good plan to use 2D physics for a 3D racing game?

    - by user3195897
    I am working on a 3D racing game using SDL and OpenGL. I thought it would be easier to use a 2D physics engine, since I really don't need the 3rd dimension. There will be no flying cars or jumps, they will just be stuck to the floor, so I would use 2D colliders and that things to simulate collisions in a plane but render the actual game from a 3D perspective. So the real question is: is it possible, is it a dumb idea, what else can I do?

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  • Amazon sort le SDK AWS pour Node.js, un kit de développement open source qui facilite l'accès à ses solutions Cloud

    Amazon sort AWS SDK pour Node.js un kit de développement open source qui facilite l'accès à ses solutions Cloud aux développeurs Node.js Voila une nouvelle qui va certainement ravir les développeurs JavaScript utilisant Node.js. La team AWS (Amazon Web Services) Developer Tools vient de publier un kit de développement qui permettra aux développeurs Node.js d'accéder facilement à sa plateforme de Cloud Computing. Ce nouveau SDK permettra d'exploiter avec souplesse les fonctionnalités des solutions d'Amazon Web Services, notamment la plateforme de stockage Cloud Amazon S3 (Simple Storage Service), Amazon EC2 (Elastic Compute Cloud), ainsi qu'Amazon DynamoDB. Le SDK est...

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  • iPhone Store Kit "Cannot connect to iTunes Store"

    - by lucasharding
    Hi, I am working on adding In-App purchases to my app. I am able to receive the productsRequest:didReceiveResponse method, and receive the array of products. My problem arises when I add a SKPayment to the SKPaymentQueue. After I add the product to the queue, in the paymentQueue:updatedTransactions method the transactions always have the state SKPaymentTransactionStateFailed. I NSLog the "transaction.error" and this is what it returns: Error Domain=SKErrorDomain Code=0 UserInfo=0x165000 "Cannot connect to iTunes Store" I have logged out of the Store in the Settings app, but after trying to purchase a product in my app it never asks me to log in with my test account. It just fails with the above error. Thanks in advance.

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  • Facebook Game Development - .NET - Which architecture?

    - by Ben
    I am starting to develop a facebook game using ASP.NET + Silverlight Which architecture would you use? ASP.NET MVC or MVVM or RIA Services? ALso what do you think about using XNA with Silversprite? The game won't be a arcade game. It will be more strategy/RPG. Thanks a lot in advance.

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