Search Results

Search found 13494 results on 540 pages for 'board game'.

Page 87/540 | < Previous Page | 83 84 85 86 87 88 89 90 91 92 93 94  | Next Page >

  • Is there a size limit when using UICollectionView as tiled map for iOS game?

    - by Alexander Winn
    I'm working on a turn-based strategy game for iOS, (picture Civilization 2 as an example), and I'm considering using a UICollectionView as my game map. Each cell would be a tile, and I could use the "didSelectCell" method to handle player interaction with each tile. Here's my question: I know that UICollectionViewCells are dequeued and reused by the OS, so does that mean that the map could support an effectively infinitely-large map, so long as only a few cells are onscreen at a time? However many cells were onscreen would be held in memory, and obviously the data source would take up some memory, but would my offscreen map be limited to a certain size or could it be enormous so long as the number of cells visible at any one time wasn't too much for the device to handle? Basically, is there any memory weight to offscreen cells, or do only visible cells have any impact?

    Read the article

  • What would be a good game making engine supporting Vector images?

    - by Qqwy
    I want to create a simple platforming game, in which you are a square in a wonderful world. I would like this game to be able to be played in browsers. Basically I am searching for something similar to "Flixel", but with the following features: Support Vector Graphics Allow zooming/rotating objects without producing huge amounts of lag as soon as you are using more objects. (Because I want to rotate the map around the player) So in other words, preferably zoom the viewport/camera instead of the objects themselves. Does an engine like that exist?

    Read the article

  • How do you start modding a game without an editor?

    - by Protector one
    I often come across very impressive mods for PC games that don't have an official editor, other development tools or its source code publicly available. (Take this amazing Multiplayer mod for Just Cause 2, for example.) How do you go about creating mods for such games? I'm not talking about replacing the odd texture or 3D model—that sort of thing seems fairly easy given tools to pry them out of game files and put them back in—but more along the lines of adding game behavior. (Tweaking settings files also doesn't count.) Note that I'm not asking "how to create a mod", I just want to know where to start or where to go to learn.

    Read the article

  • How can i get almost pixel perfect collision detection in a multiplayer game?

    - by Freddy
    I'm currently working on a multiplayer game for iPhone. The problem i have, as with all multiplayer games, is that the other user will always see everything at a non-constant delay. The game I'm making need to have a almost pixel perfect collision detection, but 1 or 2 pixels off is not that big of a deal. How can I possibly get this working? I guess I could just set local player to also be at X ms delay. However this will probably just be worse and feel sloppy when the user input. I know this problem is probably something network programmers deal with everyday and I would be glad if someone could give me a possible solution for this.

    Read the article

  • Which game - or Gamekit - makes it easy for me to see my own creations in a ready-made world appear?

    - by Karl Heinz
    I saw Slender and "Dream of the Blood Moon". I like to create things with Sculptris and animate them with Kinect. Which game - or Gamekit - makes it easy for me to see my own creations in a ready-made world appear? I would like to start with replacing the characters first for several actions then maybe change the virtual world. Finally I would like to offer the game for free as the others do. Is it a good idea to use c#'s XNA for that?

    Read the article

  • Can Google Translate's audio files be used in a game?

    - by ashes999
    For my game, I need text-to-speech. Since it's Android, I decided to settle for MP3s, since the range of words spoken is few. For my prototype, I'm using Google Translate to generate the audio since it has awesome pronounciation across multiple languages. But can I use it in production? What if I sell my game for $1 on the app store? All I can find on SE is that the API may be LGPL, and that the licensing page mentions the API is only available for academic research -- nothing more. My usage is a bit different; I'm actually capturing the audio bits and using those instead. I'm curious to know the license for this; I can't find anything with my Google-fu.

    Read the article

  • How should I organize my matrices in a 3D game engine?

    - by Need4Sleep
    I'm working with a group of people from around the world to create a game engine (and hopefully a game with it) within the next upcoming years. My first task is to write a camera class for the engine to use in order to add cameras to the scene, with position and follow points. The problem I have is with using matrices for transformations in the class, should I keep matrices separate to each class? Such as have the model matrix in the model class, camera matrix in the camera class, or have all matrices placed in one class/chuck? I could see pros and cons for each method, but I wanted to hear some input form a more professional standpoint.

    Read the article

  • Soccer Game only with National Team names (country names) what about player names? [duplicate]

    - by nightkarnation
    This question already has an answer here: Legal issues around using real players names and team emblems in an open source game 2 answers Ok...this question hasn't been asked before, its very similar to some, but here's the difference: I am making a soccer/football simulator game, that only has national teams (with no official logos) just the country names and flags. Now, my doubt is the following...can I use real player names (that play or played on that national team?) From what I understand if I use a player name linked to a club like Barcelona FC (not a national team) I need the right from the club and the association that club is linked to, right? But If I am only linking the name just to a country...I might just need the permission of the actual player (that I am using his name) and not any other associations, correct? Thanks a lot in advance! Cheers, Diego.

    Read the article

  • How can I spawn a sprite based on a condition after the game starts?

    - by teddyweedy
    How do I spawn a sprite anytime later in the game when the game starts? I'm using FlashDevelop with Flixel. I did try it in override public function create(): void. It works only in the beginning. I try it using if (FlxG.score == 1) but it doesn't work. I also tried it in override public function update(): void. It works and it is moving but it leaves a sprite making it a multi-sprite. I also did try FlxGroup but to no avail.

    Read the article

  • How long till HTML5 canvas becomes a viable game development platform?

    - by Shouvik
    So I have been working on web application. So invariably what it boils down to is making simple games which were previously based on flash or openGL. Now I know apple was moving away from flash because its proprietary unlike their stance that its got "pathetic performance"! Not true, try playing a canvas game, I can assure you at any point of time (including when its idle) it will use up a fair bit of processing power just to redraw the UI. Now I do understand that this is my fault because when the game is not active I should not be redrawing the canvas, but honestly its a lot of work and I suppose there should be libraries which should be able to assist me with that! So, how much will it be before I see a decent canvas library which handles these "tiny" issues for me? I can't honestly expect Steve Jobs to be doing anything more for HTML5! I someone knows of a good library, I am all ears...! :) PS: I use mootools and am presently using Mootools Canvas Library.

    Read the article

  • What file formats and conventions should I support to make my game engine artist-friendly?

    - by Avi
    I'm writing a game engine, and I want to know what I should do to make it more artist-friendly. I don't want to be too limiting in terms of what file formats I support, etc. Some specific questions: Are there specific formats artists like to model in? Does it not matter because the 3D modeler abstracts the data storage away? Is it okay if I don't support per-vertex coloration in my game engine? If I have to store a diffuse, specular, ambient, and emissive color value for each vertex, it doubles the size of vertices in the buffer. Is it reasonable to ask artists to do all these things in textures / maps? Any other tips you have about making it so that artists have to adapt their style to my specific engine as little as possible would be nice.

    Read the article

  • Creating a simple 2d game with C++: Where to go first? [on hold]

    - by Lucas Vieira
    I'm starting to build a little school project. (I have a prior experience with php, python and java, and i'm learning c++ now). My part is simple, create a game, like this pong http://www.ponggame.org/ The problem is that I've never programmed a game before. I was looking the possibilities, maybe use QT? Or is there other library better for my case? Since i don't want to reinvent the wheel, where to start with? Thank you, guys!

    Read the article

  • Do you need expensive servers and fancy hosting in order to make a multiplayer game?

    - by ThePlan
    I've finished working on an RPG and it would seem so much more fun to make it multiplayer. SFML has a networking feature, I figured it's possible but then again, never in my life have I even tried something basic about networking, in fact my knowledge of it is very limited. What would it take to make a multiplayer game resource-wise? I'm not talking about an MMO, more like a co-op type of game. Do I need mountains of cash to pay for hosting and servers and many many things to make one?

    Read the article

  • How to log frame times in an existing OpenGL game? [on hold]

    - by J Collins
    I have been using FRAPS for some time to benchmark instantaneous frame rates in an OpenGL game for which I am creating maps. Until recently it had been quite reliable. Now however, the bench marking shortcut has been unresponsive and I can't explain why. Ideally I could have a logging system automatically start logging whenever the game had focus, but can't find a good tool to do so. So option a) find out how to make FRAPS reliable again or b) find a new tool. Could one of you kind folks help me? Edit: Concise questions Is there a widely recognised tool to log frame drawing times and rates for compiled applications? If the answer is universally the FRAPs tool, are there any clear cases in which logging will not or should not be expected to work?

    Read the article

  • What technology(s)would be suitable for the front end part of a Java web game?

    - by James.Elsey
    As asked in a previous question, I'm looking to create a small MMO that will be deployed onto GAE. I'm confused about what technologies I could use for the user interface, I've considered the following JSP Pages - I've got experience with JSP/JSTL and I would find this easy to work with, it would require the user having to "submit" the page each time they perform an action so may become a little clumsey for players. Applet - I could create an applet that sits on the front end and communicates to the back end game engine, however I'm not sure how good this method would be and have not used applets since university.. What other options do I have? I don't have any experience in Flash/Flex so there would be a big learning curve there. Are there any other Java based options I may be able to use? My game will be text based, I may use some images, but I'm not intending to have any animations/graphics etc Thanks

    Read the article

  • Is it possible to procedurally place objects in a non-gridded game?

    - by nickbadal
    I'd like to implement procedural world generation, but I don't want it to look gridded or blocky, where everything is obviously placed on an integer grid. I know that you can do this in gridded worlds by inputting a square's x and y into a noise function, or similar, but is it possible to generate a more natural looking object placement using procedural methods? This is in the context of an adventure game, if it matters. Edit: I guess I should have been a bit more clear in my original question, but I'm mostly wondering about the actual placement of objects in game, e.g. trees, buildings.

    Read the article

  • What are milestones for a game developer to gauge their progress?

    - by user16710
    I know actually completing a game is a massive milestone, a complete polished, holistic experience. Something that I've not yet been able to commit to. There are of course classes and degrees to earn in several fields that will help gain experience, but how would one judge their own progress and strive to progress further? The yellow brick road to "Rock Star Game Programmer" is very cloudy. At this point I think it may be closer to an ocean, drifting along until you wake up one day at your destination.

    Read the article

  • How do I do a game loop in c99?

    - by linitbuff
    I'm having trouble with how to structure a game using c99. I've seen a few tutorials on making a game loop, but they are all done with c++ and classes. My main problem seems to be moving data around between the functions without creating a mess, and what stuff to put in what header files etc. Do I just do something similar to the c++ loops, and create a class-like header with a structure containing all items needed by more than one of the functions, along with the prototypes of said functions, and include the header in each function's header file? Then, in the main function, instantiate the structure and pass a pointer to it to every function in the loop? Is this ok, or is there a better way to do it, and are there any good 'c' specific tutorials available? Cheers

    Read the article

  • Should the networking of my game be a component or a service?

    - by aalcutt
    I am working on a windows game and I am trying to understand the XNA GameComponents and GameServices classes and use. From what I understand about a component is that it has an Update method that gets call in every frame, and a service can be referenced from other components if needed. So the way I think a network component would work is that in its Update method it would receive and send data. It probably makes sense to receive the network data once per frame, but it doesn't for sending it. Shouldn't the game send its own updates to others the moment it has it to cut down on lag?

    Read the article

  • How can I add a character and enemies to a game that uses Parallax Scrolling? [on hold]

    - by Homer_Simpson
    I use the following code to create Parallax Scrolling: http://www.david-gouveia.com/portfolio/2d-camera-with-parallax-scrolling-in-xna/ Parallax Scrolling is working but I don't know how to add the player and the enemies. I tried to add a player class to the existing code, but if the player moves, then the camera isn't pointing at the player. The player leaves the camera viewport after a few seconds. I use the following code(as described in the tutorial), but it's not working: // Updates my camera to lock on the character _camera.LookAt(player.Playerposition); What can I do so that the player is always the center of the camera? How should I add the character and the enemies to the game? Should I create a layer for the character and the enemies? For example: new Layer(_camera) { Parallax = new Vector2(0.9f, 1.0f) } At the moment, I don't use a layer for the player and I don't have implemented the enemies because I don't know how to do that. My player class: public class Player { Texture2D Playertex; public Vector2 Playerposition = new Vector2(400, 240); private Game1 game1; public Player(Game1 game) { game1 = game; } public void Load(ContentManager content) { Playertex = content.Load<Texture2D>("8bitmario"); TouchPanel.EnabledGestures = GestureType.HorizontalDrag; } public void Update(GameTime gameTime) { while (TouchPanel.IsGestureAvailable) { GestureSample gs = TouchPanel.ReadGesture(); switch (gs.GestureType) { case GestureType.HorizontalDrag: Playerposition.X += 3f; break; } } } public void Render(SpriteBatch batch) { batch.Draw(Playertex, new Vector2(Playerposition.X - Playertex.Width / 2, Playerposition.Y - Playertex.Height / 2), Color.White); } } In Game1, I update the player and camera class: protected override void Update(GameTime gameTime) { // Updates my character's position player.Update(gameTime); // Updates my camera to lock on the character _camera.LookAt(player.Playerposition); base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); foreach (Layer layer in _layers) layer.Draw(spriteBatch); spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, _camera.GetViewMatrix(new Vector2(0.0f, 0.0f))); player.Render(spriteBatch); spriteBatch.End(); base.Draw(gameTime); }

    Read the article

  • How to start cross-platform desktop game development? [closed]

    - by Wamer
    I am interested in developing some 2d game since I have graduated and got some time to spare. I am looking for some advices where to start and with what. My main target platforms are Mac and Windows (later porting/rewriting/modifying for iOS, Android or WP7 is considerable). I need some advices about language I should choose, frameworks, engines and this kind of stuff. I gotta start somehow, but first of all I need to know how. Choosing good language with great framework/engine is key to ongoing successful game development I think.

    Read the article

  • TS-7800 Hangs on bootup

    - by Reid
    I have a TS-7800, and it typically boots from the SD card inserted in it. When I tried to boot it up today, it hung on the syslog line. I am now having "Read only file system" problems. What has gone wrong? Bootup console: >> Copyright (c) 2008, Technologic Systems >> Booting from SD card... . . . . >> Booting to SD Card... INIT: version 2.86 booting Starting the hotplug events dispatcher: udevd. Synthesizing the initial hotplug events...done. Waiting for /dev to be fully populated...done. mount: can't find / in /etc/fstab or /etc/mtab Cleaning up ifupdown...rm: cannot remove `/etc/network/run/ifstate': Read-only file system Loading kernel modules...done. Checking all file systems... fsck 1.37 (21-Mar-2005) ... done. none on /dev/pts type devpts (rw,gid=5,mode=620) /etc/init.d/rcS: line 39: /tmp/.clean: Read-only file system Setting up networking...done. Setting up IP spoofing protection: rp_filter. Enabling packet forwarding...done. Configuring network interfaces...ifup: failed to open statefile /etc/network/run/ifstate: Read-only file system done. Starting portmap daemon: portmap. /etc/init.d/rcS: line 39: /tmp/.clean: Read-only file system /etc/init.d/rcS: line 24: /var/run/utmp: Read-only file system rm: cannot remove `/var/lib/urandom/random-seed': Read-only file system urandom start: failed. Recovering nvi editor sessions... done. INIT: Entering runlevel: 3 Starting system log daemon: syslogd . Starting kernel log daemon: klogd. Starting MTA: open: Read-only file system touch: cannot touch `/var/lib/exim4/config.autogenerated.tmp': Read-only file system chown: cannot access `/var/lib/exim4/config.autogenerated.tmp': No such file or directory chmod: cannot access `/var/lib/exim4/config.autogenerated.tmp': No such file or directory chmod: changing permissions of `/var/lib/exim4/config.autogenerated': Read-only file system /usr/sbin/update-exim4.conf: line 260: cannot create temp file for here document: Read-only file system /usr/sbin/update-exim4.conf: line 387: /var/lib/exim4/config.autogenerated.tmp: Read-only file system 2002-01-01 01:31:36 Cannot open main log file "/var/log/exim4/mainlog": Read-only file system: euid=0 egid=0 2002-01-01 01:31:36 non-existent configuration file(s): /var/lib/exim4/config.autogenerated.tmp 2002-01-01 01:31:36 Cannot open main log file "/var/log/exim4/mainlog": Read-only file system: euid=0 egid=0 exim: could not open panic log - aborting: see message(s) above Invalid new configfile /var/lib/exim4/config.autogenerated.tmp not installing /var/lib/exim4/config.autogenerated.tmp to /var/lib/exim4/config.autogenerated Starting internet superserver: inetd. Starting OpenBSD Secure Shell server: sshd. Starting NFS common utilities: statdStarting periodic command scheduler: cron/usr/sbin/cron: can't open or create /var/run/crond.pid: Read-only file system . Starting web server (apache2)...(30)Read-only file system: apache2: could not open error log file /var/log/apache2/error.log. Unable to open logs failed! Debian GNU/Linux 3.1 ts7800 ttyS0 ts7800 login:

    Read the article

  • Tool for Network game party

    - by nXqd
    I'm looking for tools for a network game party ( LAN ) .This is my first time I join as a tech-support for this party. I already know some tools like Desktop Sharing, Desktop lock . Anyone suggest more tools ? And links are appreciated :)

    Read the article

  • Any game kills my sound

    - by LoopyWolf
    Every time I quit a game such as Braid, Fallout3, AVP all sound on the PC dies (Control Panel No Audio Devices) I installed a new sound card (SB Audigy) and updated to the latest drivers, and it still happens. It happens with steam games and without. Anybody know what's wrong and how I can fix it? I'm on Win XP SP 2

    Read the article

  • Files built with a makefile are disapearing (including the binary)

    - by Reid
    I am building a program on a TS-7800(SBC), and when I run make (show below), it appears to go through all of the steps normally, but in the end i do not get a binary file. Why is this, and how can I get my file. makefile CC= /home/eclipse/ReidTest/cc/cross-toolchains/arm-none-linux-gnueabi/bin/arm-none-linux-gnueabi-gcc # compiler options #CFLAGS= -O2 CFLAGS= -mcpu=arm9 #CFLAGS= -pg -Wall # linker LN= $(CC) # linker options LNFLAGS= #LNFLAGS= -pg # extra libraries used in linking (use -l command) LDLIBS= -lpthread # source files SOURCES= HMITelem.c Cpacket.c GPS.c ADC.c Wireless.c Receivers.c CSVReader.c RPM.c RS485.c # include files INCLUDES= Cpacket.h HMITelem.h CSVReader.h RS485.h # object files OBJECTS= HMITelem.o Cpacket.o GPS.o ADC.o Wireless.o Receivers.o CSVReader.o RPM.o RS485.o HMITelem: $(OBJECTS) $(LN) $(LNFLAGS) -o $@ $(OBJECTS) $(LDLIBS) .c.o: $*.c $(CC) $(CFLAGS) -c $*.c RUN : ./HMITelem #clean: # rm -f *.o # rm -f *~ Output root@ts7800:ReidTest# make /home/eclipse/ReidTest/cc/cross-toolchains/arm-none-linux-gnueabi/bin/arm-none-linux-gnueabi-gcc -mcpu=arm9 -c HMITelem.c /home/eclipse/ReidTest/cc/cross-toolchains/arm-none-linux-gnueabi/bin/arm-none-linux-gnueabi-gcc -mcpu=arm9 -c Cpacket.c /home/eclipse/ReidTest/cc/cross-toolchains/arm-none-linux-gnueabi/bin/arm-none-linux-gnueabi-gcc -mcpu=arm9 -c GPS.c /home/eclipse/ReidTest/cc/cross-toolchains/arm-none-linux-gnueabi/bin/arm-none-linux-gnueabi-gcc -mcpu=arm9 -c ADC.c /home/eclipse/ReidTest/cc/cross-toolchains/arm-none-linux-gnueabi/bin/arm-none-linux-gnueabi-gcc -mcpu=arm9 -c Wireless.c /home/eclipse/ReidTest/cc/cross-toolchains/arm-none-linux-gnueabi/bin/arm-none-linux-gnueabi-gcc -mcpu=arm9 -c Receivers.c /home/eclipse/ReidTest/cc/cross-toolchains/arm-none-linux-gnueabi/bin/arm-none-linux-gnueabi-gcc -mcpu=arm9 -c CSVReader.c /home/eclipse/ReidTest/cc/cross-toolchains/arm-none-linux-gnueabi/bin/arm-none-linux-gnueabi-gcc -mcpu=arm9 -c RPM.c /home/eclipse/ReidTest/cc/cross-toolchains/arm-none-linux-gnueabi/bin/arm-none-linux-gnueabi-gcc -mcpu=arm9 -c RS485.c /home/eclipse/ReidTest/cc/cross-toolchains/arm-none-linux-gnueabi/bin/arm-none-linux-gnueabi-gcc -o HMITelem HMITelem.o Cpacket.o GPS.o ADC.o Wireless.o Receivers.o CSVReader.o RPM.o RS485.o -lpthread Thank you.

    Read the article

< Previous Page | 83 84 85 86 87 88 89 90 91 92 93 94  | Next Page >