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  • Turn based battle and formula

    - by Mark Chapman
    I'm building a game called DVP(Digimon Virtual Pet), and in this game other than taking care of your digimon, You can also battle and breed them. I'm working on the battle system (making it first cause the actual pet system will be easy compared to the netplay, or 39DLL)but here is the problem I don't want it to be "too" simple or "too" complicated, but I do want to go by a certain formula. There are str, def, spd, and int. Strength: How hard the attacking digimon is hitting Defense: How much damage your digimon can defend when being attacked Speed: The chance of you missing the enemy Intelligence (battle knowledge): The chance of you hitting a critical hit or defending a critical hit. I can make a super simple turn based example, but I don't know how exactly to make the formulas for what I've explained above, any help?

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  • What is the typical example of old school website design?

    - by Pierre 303
    I want to build a website for a retro thing that was popular in the mid 90s (beginning of the commercial internet). So I want use old designs that was very popular at that time. The first thing that comes to my mind was those "under construction" animated gifs. People often put animated gifs everywhere. But also those awful repeating backgrounds. So yes, I want my website to look exactly like in the mid nineties ;) (please suggest practical and usable features, I guess an Java Applet menu would not work today, or saying on the bottom that this website is optimized for Netscape 3) EDIT: for those that wants to see the result: Retrology

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  • How to make this CSS design of words in headings look clean and well desinged? [closed]

    - by kacalapy
    I am trying to get the lipstick on the pig and not wearing my UI developer hat often is making this impossible. Can someone give me nice alternatives to the code below. this is what i have now. <style> .FirstLetter:first-letter{font-family: arial; font-size: 14pt; font-weight: bold;color:White; background:Blue; border:1px black solid; padding-top:8px; padding-left:8px; padding-bottom:3px;} .Spaced{letter-spacing: 5px;font-family: arial; font-size: 14pt; font-weight: bold;} </style> <div class="FirstLetter Spaced headerFont"> Executive Summary </div> Here is the ugly result of the above code- i am lookign to make the header section look better ONLY that's where the first letter is blue:

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  • Is it normal to think about a design problem for days with no code written? [closed]

    - by Kim Jong Woo
    Sometimes I stare blankly into space or sketch ideas and write some pseudo codes on paper. Then I scratch it out and start again, then when I think I have the correct solution for the problem I begin writing the code. Is it normal to think for days without writing any code? Is this a sign that I am approaching the problem entirely wrong? It makes me nervous to not getting any tangible code written in my IDE.

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  • Circle-Rectangle collision in a tile map game

    - by furiousd
    I am making a 2D tile map based putt-putt game. I have collision detection working between the ball and the walls of the map, although when the ball collides at the meeting point between 2 tiles I offset it by 0.5 so that it doesn't get stuck in the wall. This aint a huge issue though. if(y % 20 == 0) { y+=0.5; } if(x % 20 == 0) { x+=0.5; } Collisions work as follows Find the closest point between each tile and the center of the ball If distance(ball_x, ball_y, close_x, close_y) <= ball_radius and the closest point belongs to a solid object, collision has occured Invert X/Y speed according to side of object collided with The next thing I tried to do was implement floating blocks in the middle of the map for the ball to bounce off of. When a ball collides with a corner of the block, it gets stuck in it. So I changed my determineRebound() function to treat corners as if they were circles. Here's that functon: `i and j are indexes of the solid object in the 2d map array. x & y are centre point of ball.` void determineRebound(int _i, int _j) { if(y > _i*tile_w && y < _i*tile_w + tile_w) { //Not a corner xs*=-1; } else if(x > _j*tile_w && x < _j*tile_w + tile_w) { //Not a corner ys*=-1; } else { //Corner float nx = x - close_x; float ny = y - close_y; float len = sqrt(nx * nx + ny * ny); nx /= len; ny /= len; float projection = xs * nx + ys * ny; xs -= 2 * projection * nx; ys -= 2 * projection * ny; } } This is where things have gotten messy. Collisions with 'floating' corners work fine, but now when the ball collides near the meeting point of 2 tiles, it detects a corner collision and does not rebound as expected. I'm a bit in over my head at this point. I guess I'm wondering if I'm going about making this sort of game in the right way. Is a 2d tile map the way to go? If so, is there a problem with my collision logic and where am I going wrong? Any advice/feedback would be great.

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  • Requriing static class setter to be called before Constructor, bad design?

    - by roverred
    I have a class, say Foo, and every instance of Foo will need and contain the same List object, myList. Since every class instance will share the same List Object, I thought it would be good to make myList static and use a static function to set myList before the constructor is called. I was wondering if this was bad, because this requires the setter to be called before the constructor. If the person doesn't, the program will crash. Alternative way would be passing myList every time. Thanks.

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  • What is the most secure way to archive a GKScore to be re-submitted later?

    - by Jonathan Sibley
    I'm looking for the safest way to archive and store a GKScore that needs to be re-submitted to Game Center (say, because the user didn't have a network connection at the time the score was earned). I would like to archive the GKScore instance in case the app is terminated before it can be successfully re-submitted to Game Center. My worry is that if it's archived to an instance of NSData and saved in a .plist, it would be easy to manipulate. Perhaps this worry is unjustified? NOTE: I posted a similar question on Stack Overflow only to realize that it's better asked here.

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  • Math major as a viable degree

    - by Zak O'Keefe
    While I realize there are many topics about CS vs software engineering vs game school programs, I haven't found anything relating to whether pure math degrees (with CS minor and electives) would also be a viable program. By this I mean: Would having a math major, CS minor put one at competitive disadvantage as compared to a pure CS program? This relates specifically to game engine programming, more on the graphics side. Background (for those who care): Currently a math major, CS minor at school and looking to land a career doing graphics engine programming. Admittedly, I love math and if at all possible would like to stay my current program as long as it doesn't put me at a competitive disadvantage trying to land a job post-graduation. That being said, I'm strong in the traditional C/C++ languages, strong concurrent programming skills, and currently produce self-made games for iOS. As an employer, how badly is the math major hurting me? Just want to get some advice from people already in the field!

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  • Formula for three competing heroes, each has one they can beat and one they're beaten by

    - by Georgiadis Abraam
    I am trying to design a game for a project I have, The main idea is: 3 Types of heroes 3 Stats per hero There are no levels involved so the differences must be located on stats. Fight logic - The logic of fight is that type1hero has good chances winning type2hero, type2hero has good chances type3hero and type3hero has good chances winning type1hero. For over a week I am trying to find a stats based formula that will allow me to fix this but I can't, I was meddling with numbers yesterday and it was decent but I can't extract the formula out of it. Could you please guide me or give me hints on how should I start creating formulas on a Non lvl game that fulfills the fight logic?

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  • RESTful API design - should a PUT return related data?

    - by alexmcroberts
    I have an API which allows a user to update their system status; and a separate call to retrieve system status updates from other users. Would it make sense to unify them under a PUT request where a user would request a PUT update with their own status update, and they would receive the status updates of other users? My solution would allow the PUT request to call the GET request method internally. The reason behind this is that when a user updates their system status they should be informed of other users status immediately, and I don't feel that having 2 seperate requests is necessary - and should be optional. I intend to keep the GET request for other users status as a status update for a user is not necessarily required in order to retrieve other users status', but once they update their own status is it vital that they get information about other users.

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  • What is a good design pattern / lib for iOS 5 to synchronize with a web service?

    - by Junto
    We are developing an iOS application that needs to synchronize with a remote server using web services. The existing web services have an "operations" style rather than REST (implemented in WCF but exposing JSON HTTP endpoints). We are unsure of how to structure the web services to best fit with iOS and would love some advice. We are also interested in how to manage the synchronization process within iOS. Without going into detailed specifics, the application allows the user to estimate repair costs at a remote site. These costs are broken down by room and item. If the user has an internet connection this data can be sent back to the server. Multiple photographs can be taken of each item, but they will be held in a separate queue, which sends when the connection is optimal (ideally wifi). Our backend application controls the unique ids for each room and item. Thus, each time we send these costs to the server, the server echoes the central database ids back, thus, that they can be synchronized in the mobile app. I have simplified this a little, since the operations contract is actually much larger, but I just want to illustrate the basic requirements without complicating matters. Firstly, the web service architecture: We currently have two operations: GetCosts and UpdateCosts. My assumption is that if we used a strict REST architecture we would need to break our single web service operations into multiple smaller services. This would make the services much more chatty and we would also have to guarantee a delivery order from the app. For example, we need to make sure that containing rooms are added before the item. Although this seems much more RESTful, our perception is that these extra calls are expensive connections (security checks, database calls, etc). Does the type of web api (operation over service focus) determine chunky vs chatty? Since this is mobile (3G), are we better handling lots of smaller messages, or a few large ones? Secondly, the iOS side. What is the current advice on how to manage data synchronization within the iOS (5) app itself. We need multiple queues and we need to guarantee delivery order in each queue (and technically, ordering between queues). The server needs to control unique ids and other properties and echo them back to the application. The application then needs to update an internal database and when re-updating, make sure the correct ids are available in the update message (essentially multiple inserts and updates in one call). Our backend has a ton of business logic operating on these cost estimates. We don't want any of this in the app itself. Currently the iOS app sends the cost data, and then the server echoes that data back with populated ids (and other data). The existing cost data is deleted and the echoed response data is added to the client database on the device. This is causing us problems, because any photos might not have been sent, but the original entity tree has been removed and replaced. Obviously updating the costs tree rather than replacing it would remove this problem, but I'm not sure if there are any nice xcode libraries out there to do such things. I welcome any advice you might have.

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  • Where to get sounds for game development for kids [closed]

    - by at.
    I'm teaching kids to program using Ruby and the gaming framework Gosu/Chingu. For the sounds for their games I've been showing them http://www.bfxr.net/. It's decent, but the samples are limited and some of them are pretty cheap (check the explosion, it's like an explosion on a commodore 64 game). Is there an easy resource kids can get the sounds they want? I'm happy to pay some kind of educational license for it.

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  • Story and news-feed ideas for social network games

    - by arpine
    I am currently working on a educational and fun 2-in-1 game. As I am not a professional, I need advice on story and news-feed. The goal is simple-get richer, the story is about a worker who is trying to get over his/her financial problems and become rich. During the whole gaming process there is a news-feed (every day there are a couple of fresh news about what is going on). The news are fresh and individual so I need to write about 2000 pieces of news for 2 year gaming, maybe more. The problem is that I am not sure whether repetitive news can interest in this game. What can be done to make the news-making process easier but not boring from the point of view of the player?

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  • C++ and SDL resource management for 2D game

    - by KuruptedMagi
    My first question is about stateManagers. I do not use the singleton pattern (read many random posts with various reasons not to use it), I have gameStateManager which runs the pointer cCurrentGameState-render(), etc. I want to make a transitioning game, this engine should ideally cover both a platformer and a bird's eye RPG (with some recoding, I just mean the base engine), both of which will load different levels and events, such as world map, dungeon, shops, etc. So I then thought, rather then having to store all this data within all the states, I would break the engine into gameStates, and playStates... when gameState reaches gameStatePlay(), gameStatePlay simply runs the usual handleInput, logic, and render for the playStates, just as the low level gameStateManager does. This lets me store all the player data within the base playstate class without storing useless data in the gameStates. Now I have added a seperate mapEditor, which uses editorStates from gameStateEditor. Is this too much usage of the gameState concept? It seems to work pretty well for me, so I was wondering if I am too far off a common implementation of this. My second question is on image resources. I have my sprite class with nothing but static members, mainly loadImage, applySurface, and my screen pointer. I also have a map pairing imageName enums with actual SDL_Surface pointers, and one pairing clipNumber enums with a wrapper class for a vector of clips, so that each reference in the map can have different amounts of clips with different sizes. I thought it would be better to store all these images, and screen within one static body, since 20 different goblins all use the same sprite sheet, and all need to print to the same screen, and of course, this way I do not need to pass my screen reference to every little entity. The imageMap seems to work very well, I can even add the ability to search through the map at creation of entity type to see if a particular image at creation, creating if it doesnt exist, and destroying the image if the last entity that needs it was just destroyed. The vectored clip map however, seems to take too long to initialize, so if i run past the state that initializes them to fast, the game crashes <. Plus, the clip map call is half of this line =P SPRITE::applySurface( cEditorMap.cTiles[x][y].iX, cEditorMap.cTiles[x][y].iY, SPRITE::mImages[ IMAGE_TILEMAP ], SPRITE::screen, SPRITE::mImageClips[IMAGE_TILEMAP]->clips.at( cEditorMap.cTiles[x][y].iTileType ) ); Again, do I have the right idea? I like the imageMap, but am I better off with each entity storing its own clips? My last question is about collision detection. I only grasp the basics, will look at per-pixel and circular soon, but how can I determine which side the collision comes from with just the basic square collision detection, I tried breaking each entity into 4 collision zones, but that just gave me problems with walking through walls and the like <. Also, is per-pixel color collision a good way to decide what collision just occured, or is checking multiple colors for multiple entities too taxing each cycle?

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  • How was 20Q made?

    - by Dan the Man
    Ever since I was a kid, I've wondered how they made the 20Q electronic game. In this game, which is it's on device, you think of an object, thing, or animal (e.g. a potato or a donkey), once you mentally choose your thing, the device goes through a series of questions such as: Is it larger than a loaf of bread? Is it found outdoors? Is it used for recreation? For each of the questions you can answer yes, no, maybe, or unknown. The way I've always thought of it to work was with immense, nested conditionals (if statements). But, I don't think that would be very likely as it would be terribly difficult to understand while coding it. I'm not looking for a discussion as SE doesn't allow it; I'm looking for concrete knowledge or solutions.

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  • Technologies stack to create soccer game vizualization on web page [on hold]

    - by Lambrusco
    I want to create soccer game vizualization. What technologies will be best to create such one for web page? On input I have two teams with players. I have theory about their movements, the movement of the ball on field and so on. I just want to vizualize their movements. What will be the best technology stack? I mean programming languages (C++, Ruby, Java, PHP) and vizualization ways (Flash, HTML5, JS)

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  • Expiring timed actions a good idea?

    - by Bart van Heukelom
    We have an online game where players sometimes have to wait a while (say 30 minutes) before a process they intiated completes. This encourages them to come back later. An example of this is growing crops in Farmville or basically any action in the Sims Play4Free. Now, however, there is the idea to let these processes expire, so if the player doesn't 'reap' them in time (e.g. within 4 hours) they are aborted. I'm a bit sceptical about this. How will this make players come back more often? Is not the reward of reaping the process enough for that? Can we expect players to fit their daily schedule around our game, maybe even set the alarm clock at night? Won't this just cause players to give up on starting these processes in the first place? I realise this may be too subjective for this site, so I'll end with a concrete question: Do (m)any other online free-to-play games employ this technique?

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  • What is the best practice for website design and markup now that mobile browsers are common?

    - by Jonathan Drain
    Back in 2008, smartphones were a small market and it was commonplace for sites to be designed for a fixed width - say, 900px or 960px - with the page centered if the browser window was larger. Many designers said fluid width was better, but since user screens typically varied between 1024x768 and 1920x1080, fluid width allowed longer line length than is optimal for ease of reading, and so many sites (including Stack Exchange) use fixed width. Now that mobile devices are common, what is the the best approach to support both desktop and mobile browsers? Establish a separate mobile site (e.g: mobile.example.com) Serve a different CSS to mobile devices; if so how? Server-side browser sniffing, or a @media rule? Use Javascript or something to adapt the website dynamically to the client? Should all websites be expected to be responsive? Some kind of fluid layout Something else?

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  • Language Design: Are languages like phyton and coffescript really more comprehendable?

    - by kittensatplay
    the "Verbally Readable !== Quicker Comprehension" arguement on http://ryanflorence.com/2011/case-against-coffeescript/ is really potent and interesting. i and im sure other would be very interested in evidence arguing against this. there's clear evidence for this and i believe it. ppl naturally think in images, not words, so we should be designing languages dissimilar to human language like english, french, whatever. being "readable" is quicker comprehension. most articles on wikipedia are not readable as they are long, boring, dry, sluggish, very very wordy, and because wikipedia documents a ton of info, is not especially helpful when compared to much more helpful sites with more practical, useful, and relevant info. but languages like phyton and coffescript are "verbally readable" in that they are closer to the english language syntax, and programming firstly and mainly in python, im not so sure this is really a good thing. the second interesting argument is that coffeescript is an intermediator so thereby another step between to ends, which may increase chances of bugs. while coffeescript has other practical benefits, this question is focused specifically on evidence showing support for the counter-case of language "readability"

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  • Is there really anything to gain with complex design? [duplicate]

    - by SB2055
    This question already has an answer here: What is enterprise software, exactly? 8 answers I've been working for a consulting firm for some time, with clients of various sizes, and I've seen web applications ranging in complexity from really simple: MVC Service Layer EF DB To really complex: MVC UoW DI / IoC Repository Service UI Tests Unit Tests Integration Tests But on both ends of the spectrum, the quality requirements are about the same. In simple projects, new devs / consultants can hop on, make changes, and contribute immediately, without having to wade through 6 layers of abstraction to understand what's going on, or risking misunderstanding some complex abstraction and costing down the line. In all cases, there was never a need to actually make code swappable or reusable - and the tests were never actually maintained past the first iteration because requirements changed, it was too time-consuming, deadlines, business pressure, etc etc. So if - in the end - testing and interfaces aren't used rapid development (read: cost-savings) is a priority the project's requirements will be changing a lot while in development ...would it be wrong to recommend a super-simple architecture, even to solve a complex problem, for an enterprise client? Is it complexity that defines enterprise solutions, or is it the reliability, # concurrent users, ease-of-maintenance, or all of the above? I know this is a very vague question, and any answer wouldn't apply to all cases, but I'm interested in hearing from devs / consultants that have been in the business for a while and that have worked with these varying degrees of complexity, to hear if the cool-but-expensive abstractions are worth the overall cost, at least while the project is in development.

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  • Android game development in c++

    - by kamziro
    So being a primarily c/c++ developer, I've always thought that the only option for mobile game development for me was using iOS, which allows for c/c++ (and minimising objective C). I heard from a friend though, that android has a native development toolkit which allows for c++ code to work on android. Has anyone used this, and if so, how do you find it? I mean, will it "just work" like iOS, or are there more considerations that need to be taken care of due to the wide variety of android devices available?

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  • In PHP, what are the different design patterns to implement OO controllers as opposed to procedural controllers?

    - by Ryan
    For example, it's very straightforward to have an index.php controller be a procedural script like so: <?php //include classes and functions //get some data from the database //and/or process a form submission //render HTML using your template system ?> Then I can just navigate to http://mysite.com/index.php and the above procedural script is essentially acting as a simple controller. Here the controller mechanism is a basic procedural script. How then do you make controllers classes instead of procedural scripts? Must the controller class always be tied to the routing mechanism?

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  • Game engine development in C++ [closed]

    - by Chris Cochran
    I am arriving at completion on a multithreaded concurrency framework designed for high-performance computing. Though I am not a gamer, it has occurred to me that this stand-alone software core could be an ideal basis for a multiprocessor game engine (64-bit native C++, 5000+ entry points). Are there any websites I could visit to discuss this technology with programmers and developers who could really benefit from it?

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  • Libraries for game developement in c++? [on hold]

    - by LPeter1997
    It's time for me to start developing games in c++ (I have experience in game developement with xna and java). What libraries do you recommend? I tried Allegro, but the installation is pretty headcrushing already. Could you share me your experiences with the library(ies) you use? (maybe even advantages and disadvantages) By the way it's a good point if it can be easily connected to CodeBlocks or Dev-C++. Thanks for the answers!

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  • Android - Force Close - Null Pointer on Canvas?

    - by user22241
    Please bear with me. I have a very odd problem. Basically, my app so far, has 3 activities (a main splash screen, an 'options/menu' screen and the main app). If I follow the very specific steps oulined below, I get a 'null pointer exception' in the 2nd activity) and the app force closes...... Here are the steps: Start the app (a game based on Surfaceview), tap through to the third activity so the game is running, then hit the home key so the game is paused and put to the background, the activity/app is ended through DDMS in the SDK then restarted on the device (all OK so far), now if I hit the back key on the device twice in quick succession, it happens. All other sequence of events is fine, even to the point of pressing the back key, waiting for the previous activity to show, then hitting back again - all OK. Only when the back key is pressed twice in quick succession following all the above steps does the problem occur. I'm assuming that the canvas isn't ready as it's showing as 'null' when this happens, but I'm not sure why this is happening as surely it's happening when I'm trying to go back to activity 1, but the logcat shows the error in activity 2. if I stop the activity running my 'doDraw' method (which referenced the canvas), then all is OK - so I can safely assume it is the canvas causing the problem. Also, if I skip my first activity (which is a very basic full-screen button which just displays a splashscreen and waits for the user to tap the screen), and make my 2nd activity the launch activity, again, it is OK. this is the part of the code that I think is probably relevant: @Override public void surfaceChanged(SurfaceHolder arg0, int arg1, int arg2, int arg3) { vheight = this.getHeight(); vwidth = this.getWidth(); } @Override public void surfaceCreated(SurfaceHolder holder) { vheight = this.getHeight(); vwidth = this.getWidth(); this.viewWidth = vwidth; this.viewHeight = vheight; if (runthread==false){ if (preThread.getState()==Thread.State.TERMINATED){ preThread = new OptionsThread(thisholder, thiscontext, thishandler); } preThread.setRunning(true); preThread.start();} } @Override public void surfaceDestroyed(SurfaceHolder holder) { preThread.setRunning(false); //Stop the loop boolean retry = true; //Stop the thread while (retry) { try { preThread.join(); retry = false; } catch (InterruptedException e) { } } Thank you all for any help you can offer

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