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  • Is there a weight for html link?

    - by Questions
    I would like to know if there is any weight associated with a html link (its backlink) when google does crawling/indexing. Will 1,2 & 3 be ever considered as a backlink by Google? 1. <a href="xyz.com">1</a> // one character link 2. <a href="xyz.com"> </a> //blank space link 3. <a href="xyz.com">!</a> //special character link 4. <a href="xyz.com">keyword</a> //meaningful word link I hope my question is understandable and guess this is right forum. I don't know to put it in other words. Thanks in advance.

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  • How do I tackle top down RPG movement?

    - by WarmWaffles
    I have a game that I am writing in Java. It is a top down RPG and I am trying to handle movement in the world. The world is largely procedural and I am having a difficult time tackling how to handle character movement around the world and render the changes to the screen. I have the world loaded in blocks which contains all the tiles. How do I tackle the character movement? I am stumped and can't figure out where I should go with it. EDIT: Well I was abstract with the issue at hand. Right now I can only think of rigidly sticking everything into a 2D array and saving the block ID and the player offset in the Block or I could just "float" everything and move about between tiles so to speak.

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  • Can I use remade sprites in my game?

    - by John Skridles
    Can I use remade sprites in my game? I am making a game and I used some sprites, but I didn't copy them. I remade them completely the character looks nothing like the original. I only did this to get the movement of the character right (moving, running, jumping, punching). I've been working on the game for a long time, so I really need to know is it safe and legal to do this. I do intend making a small profit.

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  • How to register a domain for a beginner?

    - by garbage collection
    I've never registered a .com , .net like domain before, and I would like to do some research before doing so. I currently have a ruby on rails app running Heroku. Is there anything special I have to do prior to registering domain on my ruby on rails app at all? Or is it as easy as just inserting my current Heroku address to mask it with another .com or .net name? Is there some special features I should look for registering domain? Or is it typical for domain seller to just sell domain names only? Any recommendations on sellers? Thank you.

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  • How to register a domain for a beginner?

    - by garbage collection
    I've never registered a .com , .net like domain before, and I would like to do some research before doing so. I currently have a ruby on rails app running Heroku. Is there anything special I have to do prior to registering domain on my ruby on rails app at all? Or is it as easy as just inserting my current Heroku address to mask it with another .com or .net name? Is there some special features I should look for registering domain? Or is it typical for domain seller to just sell domain names only? Any recommendations on sellers? Thank you.

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  • Tips and Tools for creating Spritesheet animations

    - by Spooks
    I am looking for a tool that I can use to create sprite sheet easily. Right now I am using Illustrator, but I can never get the center of the character in the exact position, so it looks like it is moving around(even though its always in one place), while being loop through the sprite sheet. Is there any better tools that I can be using? Also what kind of tips would you give for working with a sprite sheet? Should I create each part of the character in individual layers (left arm, right arm, body, etc.) or everything at once? any other tips would also be helpful! thank you

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  • What's the DCPU-16 thing all about?

    - by ChrisRamakers
    Ever since Notch (of Minecraft fame) announced his next project will include programmable 16bit cpu's ingame everybody seems to want to write VM's for the spec notch has written up. I've seen em written in C, C++, go, javascript, coffeescript, ... Can anyone enlighten me what's so special about the spec notch wrote up or is it just that it's the first game that actually contains a CPU ingame that you can do whatever you want with? It sparked my curiosity but I fail to grasp the thing that makes it so special suddenly everybody needs to write up code for it?

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  • What is your preferred font for working with code and data?

    - by Gary
    The features I would look for in a 'programmers' font are Monospaced (maybe less important for code, but more important for data) Distinguishable characters. Often I (uppercase i), 1 (one) and l (lower-case L) can be confusing, as can O (upper-case o) and 0 (zero). I'd be interested other character issues, especially in accented or extended character sets. Free Windows / Linux / OSX Legible on screen and printouts at smaller sizes I've community wiki'd this. I'm really looking for a list of fonts that qualify. From that list, people can pick what looks good to them.

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  • What is the situation about OpenGL under Ubuntu Unity and Gnome3?

    - by user827992
    In a GNU/linux distribution is usually installed Xorg as main graphical server, it operates with a client-server logic, a special windows is designate as desktop environment and this special windows can handle all the eyecandy stuff like decorations, icons and effects. The problem is that the latest UI heavily relies on hardware acceleration, Unity is an overlay on Compiz and the Gnome-shell also require an active driver for the GPU to work well: the problem is: on the same OS I can find multiple implementations of OpenGL who is handling my OpenGL buffer? how the OpenGL buffer is managed compared to the other windows? how can I be sure that my OpenGL implementation is glued to the hardware and is not related to the client-server logic of Xorg? For example I have tried the clutter library and I have only experienced problems under both Unity and GTK/Gnome, no problem under other OS.

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  • How can I achieve a 3D-like effect with spritebatch's rotation and scale parameters

    - by Alic44
    I'm working on a 2d game with a top-down perspective similar to Secret of Mana and the 2D Final Fantasy games, with one big difference being that it's an action rpg using a 3-dimensional physics engine. I'm trying to draw an aimer graphic (basically an arrow) at my characters' feet when they're aiming a ranged weapon. At first I just converted the character's aim vector to radians and passed that into spritebatch, but there was a problem. The position of every object in my world is scaled for perspective when it's drawn to the screen. So if the physics engine coordinates are (1, 0, 1), the screen coords are actually (1, .707) -- the Y and Z axis are scaled by a perspective factor of .707 and then added together to get the screen coordinates. This meant that the direction the aimer graphic pointed (thanks to its rotation value passed into spritebatch) didn't match up with the direction the projectile actually traveled over time. Things looked fine when the characters fired left, right, up, or down, but if you fired on a diagonal the perspective of the physics engine didn't match with the simplistic way I was converting the character's aim direction to a screen rotation. Ok, fast forward to now: I've got the aimer's rotation matched up with the path the projectile will actually take, which I'm doing by decomposing a transform matrix which I build from two rotation matrices (one to represent the aimer's rotation, and one to represent the camera's 45 degree rotation on the x axis). My question is, is there a way to get not just rotation from a series of matrix transformations, but to also get a Vector2 scale which would give the aimer the appearance of being a 3d object, being warped by perspective? Orthographic perspective is what I'm going for, I think. So, the aimer arrow would get longer when facing sideways, and shorter when facing north and south because of the perspective. At the same time, it would get wider when facing north and south, and less wide when facing right or left. I'd like to avoid actually drawing the aimer texture in 3d because I'm still using spritebatch's layerdepth parameter at this point in my project, and I don't want to have to figure out how to draw a 3d object within the depth sorting system I already have. I can provide code and more details if this is too vague as a question... This is my first post on stack exchange. Thanks a lot for reading! Note: (I think) I realize it can't be a technically correct 3D perspective, because the spritebatch's vector2 scaling argument doesn't allow for an object to be skewed the way it actually should be. What I'm really interested in is, is there a good way to fake the effect, or should I just drop it and not scale at all? Edit to clarify without the help of a picture (apparently I can't post them yet): I want the aimer arrow to look like it has been painted on the ground at the character's feet, so it should appear to be drawn on the ground plane (in my case the XZ plane) which should be tilted at a 45 degree angle (around the X axis) from the viewing perspective. Alex

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  • How do I specify a string to display in the Ubuntu software-center when creating a package with dpkg-deb?

    - by TomMKV
    When I open *.deb packages downloaded from the internet in the Ubuntu software-center, it displays a "nice" name for the package (including upper- and lowercase, spaces, special characters, ...). When I create a *.deb package from binaries only using dpkg-deb -b, Ubuntu Software Center displays the "technical" package name (the one specified at the Package: field in the control file, limited to lowercase only, no spaces, ...). Is there any way to provide a string different from the "technical" package name (including upper- and lowercase, spaces, special characters, ...) for display in the Ubuntu software Center? Unfortunately, this can not be done via the short description (that is displayed below the "technical" name, but not replacing it).

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  • c++, win 32 , Erase text using TextOut or DrawText [on hold]

    - by XXXXX
    How to erase the inputted character on the window and to write the another one on its place??? Say, for example, d d d d was inputted, I want to redraw it to d j j f I'm trying to do this in the following way: TextOut(hdc,rect.right,rect.top,(LPCWSTR)" ",2); DrawText( hdc, (LPCWSTR)str, -1, &rect, DT_SINGLELINE | DT_NOCLIP ) ; or DrawText( hdc, (LPCWSTR)" ", -1, &rect, DT_SINGLELINE | DT_NOCLIP ) ; DrawText( hdc, (LPCWSTR)str, -1, &rect, DT_SINGLELINE | DT_NOCLIP ) ; Anyway, some characters are redrawn, and in some cases(f, j,i characters) the junks are seen(one character is just drawn on another). I haven't set the SetBkMode to transparent. What to do? Thanks much in advance!!!

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  • GestureListener's fling method doesn't get called

    - by nosferat
    I'm using SimpleGestureDetector from the libgdx-users Wiki as my InputProcessor. I set it in the created() method: Gdx.input.setInputProcess(new SimpleDirectionGestureDetector(charController)); charController is my class which implements the DirectionListener interface defined in the SimpleDirectionGestureDetector class and it is responsible for moving the player character. However the character doesn't change direction when I'm performing a fling action in any direction. I've checked and the fling() method in the SimpleDirectionGesture class doesn't get called and I have no idea why, since everything seems good. What am I doing wrong?

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  • How do you assign commands to keys in Terminal?

    - by NES
    Is there a solution to assign special key combinations to words in terminal use. For example the less command is very usefull and i use i a lot to pipe the output of another process through it. The idea would be to set up special key combinations that are only active in terminal use assigned to write different commands? So pressing CTRL + l in terminal window could write | less or CTRL + G could stand for | grep Note: i just mean adding the letters to commandline not execute the finally. A similar way what's tabcompletion but more specific.

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  • Attaching new animations onto skeleton via props, a good idea?

    - by Cardin
    I'm thinking of coding a game with an idea of mine. I've coded 2D games before, but I'm new to 3D programming, so I'd like to ask if this idea of mine is feasible or out of my depth. I'm making a game where there are many different characters for the player to choose from (JRPG style). So to save time, I have an idea of creating many different varied characters using a completely naked body mesh and animation skeleton, standardised across all characters. For example, by placing different hair, boots, armor props on the character mesh, new characters can be formed. Kinda like playing dress-up with a barbie doll. I'm thinking this can be done by having a bone on the prop that I can programmically attach to the main mesh. Also, I plan to have some props add new animations to the base skeleton, so equipping some particular props would give it new attack, damage, idle animations. This is because I can't expect the character to have the same swinging animation if he had a big sword or an axe. I think this might be possible if the prop has its own instance of the animation skeleton with just only the new animations, and parenting the base body mesh to this new skeleton. So all the base body mesh has are just the basic animations, other animations come from the props. My concerns are, 1) the props might not attach to the mesh properly and jitter a lot, 2) since prop and body are animated differently, the props and base mesh will cause visual artefacts, like the naked thighs showing through the pants when the character walks, 3) a custom pipeline have to be developed to export skeletons without mesh, and also to attach the base body mesh to a new skeleton during runtime in the game. So my question: are these features considered 'easy' to code? Or am I trying to do something few have ever succeeded with on their own? It feels like all these can be done given enough time and I know I definitely have to do a bit of bone matrix calculations, but I really don't want to drag out the development timeline unnecessarily from coding mathematically intense things or analyzing how to parse 3D export formats. I'm currently only at the Game Design stage, so if these features aren't a good idea, I can simply change the design of the game. (Unrelated to question) I could always, as last resort, have the characters have predetermined outfit and weapon selections so as to animate everything manually.

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  • RPG Item processing

    - by f00b4r
    I started working on an item system for my (first) game, and I'm having a problem conceptualizing how it should work. Since Items can produce a bunch of potentially non-standard actions (revive a character vs increasing some stat) or have use restrictions (can only revive if a character is dead). For obvious reasons, I don't want to create a new Item class for every item type. What is the best way to handle this? Should I make a handful of item types (field modifiers, status modifiers, )? Is it normal to script item usage? Could (should?) this be combined with the above mentioned solution (have a couple of different sub item types, make special case items usage scripted)? Thanks.

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  • New Development Snapshot

    More bug fixing and rounding out IKVM.Reflection. Changes: Fixed resolution of generic type instance names with "fake" type as type argument. Fixed bug in Finalize/finalize special casing for .NET types that caused exception when reflecting on them. Fixed Finalize/finalize special casing for .NET types to also work for java.lang.Throwable derived types. Removed fake core class library types from ikvmstub and added a -bootstrap...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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  • How To Win Prizes at VS2010 Launch

    Every attendee who comes to the DevExpress booth will win a prize. Read on now to find out exactly what you need to do to win. Everyone Wins! Every registered attendee who comes to the DevExpress booth will win a prize. How? 1. You'll need to register at a special URL on the DevExpress website before you come to the booth. The special URL will be available at our DevConnections booth #119. 2. Once registered, youll get an entry code. Bring your entry code to the DevExpress booth #119...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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  • Are these non-standard applications of rendering practical in games?

    - by maul
    I've recently got into 3D and I came up with a few different "tricky" rendering techniques. Unfortunately I don't have the time to work on this myself, but I'd like to know if these are known methods and if they can be used in practice. Hybrid rendering Now I know that ray-tracing is still not fast enough for real-time rendering, at least on home computers. I also know that hybrid rendering (a combination of rasterization and ray-tracing) is a well known theory. However I had the following idea: one could separate a scene into "important" and "not important" objects. First you render the "not important" objects using traditional rasterization. In this pass you also render the "important" objects using a special shader that simply marks these parts on the image using a special color, or some stencil/depth buffer trickery. Then in the second pass you read back the results of the first pass and start ray tracing, but only from the pixels that were marked by the "important" object's shader. This would allow you to only ray-trace exactly what you need to. Could this be fast enough for real-time effects? Rendered physics I'm specifically talking about bullet physics - intersection of a very small object (point/bullet) that travels across a straight line with other, relatively slow-moving, fairly constant objects. More specifically: hit detection. My idea is that you could render the scene from the point of view of the gun (or the bullet). Every object in the scene would draw a different color. You only need to render a 1x1 pixel window - the center of the screen (again, from the gun's point of view). Then you simply check that central pixel and the color tells you what you hit. This is pixel-perfect hit detection based on the graphical representation of objects, which is not common in games. Afaik traditional OpenGL "picking" is a similar method. This could be extended in a few ways: For larger (non-bullet) objects you render a larger portion of the screen. If you put a special-colored plane in the middle of the scene (exactly where the bullet will be after the current frame) you get a method that works as the traditional slow-moving iterative physics test as well. You could simulate objects that the bullet can pass through (with decreased velocity) using alpha blending or some similar trick. So are these techniques in use anywhere, and/or are they practical at all?

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  • What are the key "connectors" for animation creation?

    - by qaisjp
    I'm creating an animation "engine" for a 2D game which loads a *.2dped file to load a character (it's body part positions, height, length of arm etc), and then a *.2difp to manipulate the body part positions. I'd like to know what the key body parts (bones, I mean) I should allow to be manipulated. My current list, sorted by ID's: 1: BONE_PELVIS1 2: BONE_PELVIS 3: BONE_SPINE1 4: BONE_UPPERTORSO 5: BONE_NECK 6: BONE_HEAD2 7: BONE_HEAD1 8: BONE_HEAD 21: BONE_RIGHTUPPERTORSO 22: BONE_RIGHTSHOULDER 23: BONE_RIGHTELBOW 24: BONE_RIGHTWRIST 25: BONE_RIGHTHAND 26: BONE_RIGHTTHUMB 31: BONE_LEFTUPPERTORSO 32: BONE_LEFTSHOULDER 33: BONE_LEFTELBOW 34: BONE_LEFTWRIST 35: BONE_LEFTHAND 36: BONE_LEFTTHUMB 41: BONE_LEFTHIP 42: BONE_LEFTKNEE 43: BONE_LEFTANKLE 44: BONE_LEFTFOOT 51: BONE_RIGHTHIP 52: BONE_RIGHTKNEE 53: BONE_RIGHTANKLE 54: BONE_RIGHTFOOT It's currently made to support real people, but am I going too accurate for a 2D character?

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  • Why is my collision detection not accurate?

    - by optimisez
    After trying and trying, I still cannot understand why the leg of character exceeds the wall but no clipping issue when I hit the wall from below. How should I fix it to make him stand still on the wall? From collideWithBox() function below, it shows that playerDest.Y = boxDest.Y - boxDest.height; will get the position the character should standstill on the wall. Theoretically, the clipping effect won't be happen as the character hit the box from below works with the equation playerDest.Y = boxDest.Y + boxDest.height;. void collideWithBox() { if ( spriteCollide(playerDest, boxDest) && keyArr[VK_UP]) //playerDest.Y += 50; playerDest.Y = boxDest.Y + boxDest.height; else if ( spriteCollide(playerDest, boxDest) && !keyArr[VK_UP]) playerDest.Y = boxDest.Y - boxDest.height; } void initPlayer() { // Create texture. hr = D3DXCreateTextureFromFileEx(d3dDevice, "player.png", 169, 44, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &player); playerRect.left = playerRect.top = 0; playerRect.right = 29; playerRect.bottom = 36; playerDest.X = 0; playerDest.Y = 564; playerDest.length = playerRect.right - playerRect.left; playerDest.height = playerRect.bottom - playerRect.top; } void initBox() { hr = D3DXCreateTextureFromFileEx(d3dDevice, "brock.png", 330, 132, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &box); boxRect.left = 33; boxRect.top = 0; boxRect.right = 63; boxRect.bottom = 30; boxDest.X = boxDest.Y = 300; boxDest.length = boxRect.right - boxRect.left; boxDest.height = boxRect.bottom - boxRect.top; } bool spriteCollide(Entity player, Entity target) { float left1, left2; float right1, right2; float top1, top2; float bottom1, bottom2; left1 = player.X; left2 = target.X; right1 = player.X + player.length; right2 = target.X + target.length; top1 = player.Y; top2 = target.Y; bottom1 = player.Y + player.height; bottom2 = target.Y + target.height; if (bottom1 < top2) return false; if (top1 > bottom2) return false; if (right1 < left2) return false; if (left1 > right2) return false; return true; }

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