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  • How to design a separated tutorial mode?

    - by Sylpheed
    I'm working on a "social" game that's about 90% completion. One of the remaining features is the tutorial mode. Basically, the tutorial mode will restrict the user to access some parts of UI and limit the features (like store items). The tutorial will only progress if a certain event is triggered, specifically following the tutorial. The code is ready and we already have an "almost" working game. The problem is I haven't foreseen the tutorial mode while I was doing those 90%. My requirement is there shouldn't be any loading/transition from tutorial mode to normal mode. This means I have to pick up the progress from the tutorial (no re-rendering of assets and stuff). How should I design this in a way where I won't touch anything from my old code? I want it to be as easy as just plugging it in. I don't want to jam the tutorial in my old code since this will lead to many bugs.

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  • Does it make the game more fun when the user is forced to progress thru the levels sequentially rather than letting them pick and play?

    - by BeachRunnerJoe
    Hello. For the first time in my game, I'm stuck with a real design dilemma. I guess that's a good thing ;) I'm building a word puzzle game that has five levels, each with 30 puzzles. Currently, the user has to solve one puzzle at a time before moving to the next. However, I'm finding the user occasionally gets stuck on a puzzle, at which point they can no longer play until they solve it. This is obviously bad because many people will just quit playing the game and delete the app since they get frustrated and can't play any other puzzles until the current puzzle is solved. The only elegant solution I can find to helping the player get unstuck is changing the design of the game to allow the users to pick any puzzle to play at any time. This way, if they get stuck, they can come back to it later and at least they have other puzzles to play in the meantime. It's my opinion, however, that this new flow design doesn't make the game as fun as the original flow design where the player has to complete a puzzle before moving to the next. To me, it's like anything else, when you only have one of something, it's more enjoyable, but when you have 30 of something, it's far less enjoyable. In fact, when I present the user with 30 puzzles to choose from that they need to solve before unlocking the next level, it almost seems as tho I'm making them feel like it's work they have to do. I even had a tester voluntarily tell me that being forced to complete a puzzle before moving to the next is more motivating. My questions are... Do you agree/disagree? Do you have any suggestions for how I can help the player get unstuck? Thanks so much in advance for your thoughts! EDIT: I should mention that I've already considered a few other solutions to helping the user get unstuck, but none of them seem like good ideas. They are... Add more hints: Currently, the user gets two hints per puzzle. If I increase the hint count, it only makes the game more easy and still leaves the possibility of the user getting stuck. Add a "Show Solution" button: This seems like a bad idea because it's my opinion this takes the fun out of the game for many people who would probably otherwise solve the puzzle if they didn't have the quick option to see the solution.

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  • Upcoming Database Design Pre-Cons

    - by drsql
    In July and October, I will be doing my "How To Design a Relational Database" full day conference in two places. First on July 26 for the East Iowa SQL Saturday , and then for the big daddy SQLPASS Summit in Charlotte, NC on October 14. You can see the entire abstract here on the SQL PASS site. It is essentially the same concept as last year, but this year I am making a few big changes to really give the people what they have desired (and am truly glad to have a swing at it several months...(read more)

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  • how to design transparent screen in libgdx

    - by ved
    this question is for LibGdx geeks. I want to make transparent screen in my game. For example, when level completes I want a new transparent screen pop up and show player's high score, buttons to navigate on next level etc like in angry birds kind of screen. This type of screen can also use, when user click on pause button, to show pause screen. Please guide me to design this kind of screen. Or if I am going wrong to make transparent screens for this kind of situation. Please guide me for better one.

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  • Is perfectionism a newbie's friend or enemy? [closed]

    - by Akromyk
    Possible Duplicate: Where do you draw the line for your perfectionism? I see that the development community is very focused on doing things the right way and personally I would like to do the same too, however, is it a good or bad idea for a newbie to focus on design principles, design patterns, and commenting code when getting started, or is it better to let creativity run wild and potentially write sloppy code. Where should a newbie draw the line?

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  • Now you can design ADF applications that look like Fusion Apps

    - by Grant Ronald
    One possible failure point in ADF applications (and I’ve seen happen) is getting Web designers to build the UI without any knowledge of what ADF does.  The resulting design may look pretty but might be virtually impossible to implement using ADF. To help address this Oracle have released a set of Visio templates which help guide you in “Fusion”/ADF look and feel.  I’ve been lucky enough to have some of our usability teams mock up these templates for some ADF projects I’ve been working on and they are a great help in conceptualising the final applications. You can find out more about these Visio ADF templates here.

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  • How do you conquer the challenge of designing for large screen real-estate?

    - by Berin Loritsch
    This question is a bit more subjective, but I'm hoping to get some new perspective. I'm so used to designing for a certain screen size (typically 1024x768) that I find that size to not be a problem. Expanding the size to 1280x1024 doesn't buy you enough screen real estate to make an appreciable difference, but will give me a little more breathing room. Basically, I just expand my "grid size" and the same basic design for the slightly smaller screen still works. However, in the last couple of projects my clients were all using 1080p (1920x1080) screens and they wanted solutions to use as much of that real estate as possible. 1920 pixels across provides just under twice the width I am used to, and the wide screen makes some of my old go to design approaches not to work as well. The problem I'm running into is that when presented with so much space, I'm confronted with some major problems. How many columns should I use? The wide format lends itself to a 3 column split with a 2:1:1 split (i.e. the content column bigger than the other two). However, if I go with three columns what do I do with that extra column? How do I make efficient use of the screen real estate? There's a temptation to put everything on the screen at once, but too much information actually makes the application harder to use. White space is important to help make sense of complex information, but too much makes related concepts look too separate. I'm usually working with web applications that have complex data, and visualization and presentation is key to making sense of the raw data. When your user also has a large screen (at least 24"), some information is out of eye sight and you need to move the pointer a long distance. How do you make sure everything that's needed stays within the visual hot points? Simple sites like blogs actually do better when the width is constrained, which results in a lot of wasted real estate. I kind of wonder if having the text box and the text preview side by side would be a big benefit for the admin side of that type of screen? (1:1 two column split). For your answers, I know almost everything in design is "it depends". What I'm looking for is: General principles you use How your approach to design has changed I'm finding that i have to retrain myself how to work with this different format. Every bump in resolution I've worked through to date has been about 25%: 640 to 800 (25% increase), 800 to 1024 (28% increase), and 1024 to 1280 (25% increase). However, the jump from 1280 to 1920 is a good 50% increase in space--the equivalent from jumping from 640 straight to 1024. There was no commonly used middle size to help learn lessons more gradually.

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  • Does it make the game more fun when the user is forced to progress through the levels sequentially rather than letting them pick and play?

    - by BeachRunnerJoe
    Hello. For the first time in my game, I'm stuck with a real design dilemma. I guess that's a good thing ;) I'm building a word puzzle game that has five levels, each with 30 puzzles. Currently, the user has to solve one puzzle at a time before moving to the next. However, I'm finding the user occasionally gets stuck on a puzzle, at which point they can no longer play until they solve it. This is obviously bad because many people will probably just quit playing the game and delete the app. The only elegant solution I can find to helping the player get unstuck is changing the design of the game to allow the users to pick any puzzle to play at any time. This way, if they get stuck, they can come back to it later and at least they have other puzzles to play in the meantime. It's my opinion, however, that this new flow design doesn't make the game as fun as the original flow design where the player has to complete a puzzle before moving to the next. To me, it's like anything else, when you only have one of something, it's more enjoyable, but when you have 30 of something, it's far less enjoyable. In fact, when I present the user with 30 puzzles to choose from, I'm concerned I might be making them feel like it's a lot of work they have to do and that's bad. I even had a tester voluntarily tell me that being forced to complete a puzzle before moving to the next is actually motivating. My questions are... Do you agree/disagree? Do you have any suggestions for how I can help the player get unstuck? Thanks so much in advance for your thoughts! EDIT: I should mention that I've already considered a few other solutions to helping the user get unstuck, but none of them seem like good ideas. They are... Add more hints: Currently, the user gets two hints per puzzle. If I increase the hint count, it only makes the game more easy and still leaves the possibility of the user getting stuck. Add a "Show Solution" button: This seems like a bad idea because it's my opinion this takes the fun out of the game for many people who would probably otherwise solve the puzzle if they didn't have the quick option to see the solution.

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  • Attributes and Behaviours in game object design

    - by Brukwa
    Recently I have read interesting slides about game object design written by Marcin Chady Theory and Practice of the Game Object Component Architecture. I have prototyped quick sample that utilize all Attributes\Behaviour idea with some sample data. Now I have faced a little problem when I added a RenderingSystem to my prototype application. I have created an object with RenderBehaviour which listens for messages (OnMessage function) like MovedObject in order to mark them as invalid and in OnUpdate pass I am inserting a new renderable object to rederer queue. I have noticed that rendering updates should be the last thing made in single frame and this causes RenderBehaviour to depend on any other Behaviour that changes object position (i.ex. PhysicsSystem and PhysicsBehaviour). I am not even sure if I am doing this the way it should be. Do you have any clues that might put me on the right track?

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  • Expression Studio 4 launch&ndash;Blend, Web, Encoder, Design

    Today (7-Jun-2010) at Information Week in New York, Microsoft announced the general availability of Expression Studio 4 which includes upgraded versions of Expression Blend (including Sketchflow), Encoder, Web (including SuperPreview) and Design. You can find out the details of each product and download a trial at http://www.microsoft.com/expression right now. With this release comes a free Upgrade for licensed version 3 (Studio or Web) users! All you need to do is install the trial version of v4...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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  • Looking for feedback on design pattern for simple 2D environment

    - by Le Mot Juiced
    I'm working in iOS. I am trying to make a very simple 2D environment where there are some basic shapes you can drag around with your finger. These shapes should interact in various ways when dropped on each other, or when single-tapped versus double-tapped, etc. I don't know the name for the design pattern I'm thinking of. Basically, you have a bunch of arrays named after attributes, such as "double-tappable" or "draggable" or "stackable". You assign these attributes to the shapes by putting the shapes in the arrays. So, if there's a double-tap event, the code gets the location of it, then iterates through the "double-tappable" array to see if any of its members are in that location. And so on: every interactive event causes a scan through the appropriate array or arrays. It seems like that should work, but I'm wondering if there's a better pattern for the purpose.

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  • How to design 2D collision callback methods?

    - by Ahmed Fakhry
    In a 2D game where you have a lot of possible combination of collision between objects, such as: object A vs object B = object B vs A; object A vs object C = object C vs A; object A vs object D = object D vs A; and so on ... Do we need to create callback methods for all single type of collision? and do we need to create the same method twice? Like, say a bullet hits a wall, now I need a method to penetrate the wall for the wall, and a method to destroy the bullet for the bullet!! At the same time, a bullet can hit many objects in the game, and hence, more different callback methods!!! Is there a design pattern for that?

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  • Chessin's principles of RAS design

    - by user12608173
    In late 2001 I developed an internal talk on designing hardware for easier error injection, prevention, diagnosis, and correction. (This talk became the basis for my paper on injecting errors for fun and profit.) In that talk (but not in the paper), I articulated 10 principles of RAS design, which I list for you here: Protect everything Correct where you can Detect where you can't Where protection not feasible (e.g., ALUs), duplicate and compare Report everything; never throw away RAS information Allow non-destructive inspection (logging/scrubbing) Allow non-destructive alteration (injection) (that is, only change the bits you want changed, and leave everything else as is) Allow observation of all the bits as they are (logging) Allow alteration of any particular bit or combination of bits (injection) Document everything Of course, it isn't always feasible to follow these rules completely all the time, but I put them out there as a starting point.

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  • Setting up a GIt server

    - by lindenb
    Hi all, My team is working with several RedHat linux servers and we'd like to synchronize our sources from one server to another (for several distinct projects). I'd like to set-up a git-server as a version control; however I'm new to git and I'm confused by the terms ('server', "daemon', 'repository', etc...). Moreover we're working behind a firewall. Can anyone point me to a link about how to setup a git server ? Thanks. Pierre

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  • How to setup Mercurial on Mac OS X 10.5.8 for remote access

    - by Abhic
    Hello I have a stable hackintosh box running 10.5.8 at home with py 2.5.1 and mercurial 1.5.2 setup successfully. Now I do not have any ports opened from this box and the associated router nor do I have any web servers running on this system. What are the steps that I have to take to setup this machine to be a remotely available as a mercurial repository? Thank you folks.

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  • Are there free FTP serer backup repositories

    - by Saif Bechan
    I was wondering if there is a free service that provides a repository for your backups. These are backups of my server, there are usually about 200mb. I want to FTP the last 2 or 3. I am looking for a service that maybe provide some gigs of space and with FTP access. Looking at email providers such as gmail and hotmail that give you a couple of gigs of free space, this should also be possible or am i horribly wrong.

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  • Subversion error: Repository moved permanently to please relocate

    - by Bart S.
    I've set up subversion and apache on my server. If I browse to it through my webbrowser it works fine (http://svn.host.com/reposname). However, if I do a checkout on my machine I get the following error: Command: Checkout from http://svn.host.com/reposname, revision HEAD, Fully recursive, Externals included Error: Repository moved permanently to 'http://svn.host.com/reposname/'; please relocate I checked apache's error log, but it doesn't say anything. My repositories are stored under: /var/www/svn/repos/ My website is stored under: /var/www/vhosts/x/... Here's the conf file for the subdomain: <Location /> Options +indexes DAV svn SVNParentPath /var/www/svn/repos/ AuthType Basic AuthName "Authorization Realm" AuthUserFile /var/www/svn/auth/svn.htpasswd Require valid-user </Location> Authentication works fine. Does anyone know what might be causing this?

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  • setting rpmforge repository for Linux (RHEL)

    - by Ashish
    Hello, I had a Linux centos(5.5) machine, on this i had deployed amavisd (with clamav and spamassassin). Referred these: http://wiki.centos.org/HowTos/Amavisd http://wiki.centos.org/PackageManagement/Yum/Priorities Now I have a linux RHEL machine, details are as follows: (Linux version 2.6.18-164.6.1.el5 ([email protected]) (gcc version 4.1.2 20080704 (Red Hat 4.1.2-46)) x86_64 GNU/Linux Red Hat Enterprise Linux Server release 5.5 (Tikanga)) I want to set up the above mentioned software's on this(RHEL) machine, for that I do (as per the reference link): install yum-priorities but i am unable to install this on my said machine, because the default yum repository provided by RHEL doesn't contain this. How can i deploy the above software's on my RHEL machine, suggest any safe alternate. Please guide since i am a newbie in this matter. thanks in advance Ashish Sharma

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  • Connect to SVN repository with Netbeans using SVN+SSH

    - by shuby_rocks
    Hello all, I am trying to connect to a SVN server in order to import my project into it with svn+ssh authentication method. I am using the NetBeans IDE (6.8) with subversion plugin installed on Windows XP SP2. I have plink installed with its path set in the Windows PATH env variable. When I use the similar looking repository URL (XXXX and YYYY replaced with sensible things) svn+ssh://XXXX@YYYY/home/dce/svn/trunk along with this external tunnel command plink -l <myUserName> -i C:\\privateKey.ppk I keep getting this error: org.tigris.subversion.javahl.ClientException: Network connection closed unexpectedly I searched about it on the Internet and tried many things but didn't work out. Please help if anybody has some idea what may be going wrong. Thanks a lot in advance.

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  • Connect to SVN repository with Netbeans using SVN+SSH

    - by shuby_rocks
    I am trying to connect to a SVN server in order to import my project into it with svn+ssh authentication method. I am using the NetBeans IDE (6.8) with subversion plugin installed on Windows XP SP2. I have plink installed with its path set in the Windows PATH env variable. When I use the similar looking repository URL (XXXX and YYYY replaced with sensible things) svn+ssh://XXXX@YYYY/home/dce/svn/trunk along with this external tunnel command plink -l <myUserName> -i C:\\privateKey.ppk I keep getting this error: org.tigris.subversion.javahl.ClientException: Network connection closed unexpectedly I searched about it on the Internet and tried many things but didn't work out. Please help if anybody has some idea what may be going wrong. Thanks a lot in advance.

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  • What is the best package repository for Debian ?

    - by Dan Sosedoff
    Hello everybody I have a question regarding packages repository in Debian (Lenny). A new server at rackspace cloud service comes with nothing (plain system) so i had to upgrade system and install all necessary packages by myself. But the problem is that default repositories does not provide newer versions of software i need (PHP is 5.2.6, comparing to 5.2.13). In CentOS i used to get all new packages from third-party sources, which works really well till now. I have talked to guys from rackspace about it and looks like they cant provide anything except kernel headers. And i dont really want to build from source. So, whats the way to get newer software ? Any good third party sources? Thanks.

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  • Fedora Installation with software repository in DVD does not work

    - by Raks
    I bought a new assembled PC with processor as Core-i3(2120) and Intel H61 motherboard and was trying to install Fedora 16 from a DVD. This DVD contains all the packages so that installation does not require to download packages from internet. I have used this DVD to install Fedora 16 offline many a times though in machines with different hardware configuration. But in this new machine when the installation reaches the stage wherein it asks for Software repository selection I select CD/DVD but the system fails to read the media and throws up an error that it cannot detect the media. THe LED in the DVD writer also indicate that the DVD is not being read. Now there is neither a problem with the DVD or the DVD drive because the installation started from the DVD itself. So what could the problem be, anything in the BIOS that is causing the problem, Is there any way I could utilize the packages already existing in the CD so that I save downloading the packages from DVD

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