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  • Version Not Final, Does not represent actual game footage?

    - by thinly veiled question mark
    Just curious about this. Frequently, a lot of gameplay videos from big studios have small subtitled text at the lower part of the screen, reading something like: Pre-Alpha Gameplay -- Footage not Final Game Footage not Final Pre-Alpha, Game here is not final Is there some sort of reason they do this? Is there some sort of legal ramification that they need to go through by adding this? I have especially seen some gameplay vids whose titles are "Alpha x.x.x", yet still, in the video itself, it always something like "footage not final, game may change".

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  • infinite loop shutting down ensime

    - by Jeff Bowman
    When I run M-X ensime-disconnect I get the following forever: string matching regex `\"((?:[^\"\\]|\\.)*)\"' expected but `^@' found and I see this exception when I use C-c C-c Uncaught exception in com.ensime.server.SocketHandler@769aba32 java.net.SocketException: Broken pipe at java.net.SocketOutputStream.socketWrite0(Native Method) at java.net.SocketOutputStream.socketWrite(SocketOutputStream.java:109) at java.net.SocketOutputStream.write(SocketOutputStream.java:153) at sun.nio.cs.StreamEncoder.writeBytes(StreamEncoder.java:220) at sun.nio.cs.StreamEncoder.implFlushBuffer(StreamEncoder.java:290) at sun.nio.cs.StreamEncoder.implFlush(StreamEncoder.java:294) at sun.nio.cs.StreamEncoder.flush(StreamEncoder.java:140) at java.io.OutputStreamWriter.flush(OutputStreamWriter.java:229) at java.io.BufferedWriter.flush(BufferedWriter.java:253) at com.ensime.server.SocketHandler.write(server.scala:118) at com.ensime.server.SocketHandler$$anonfun$act$1$$anonfun$apply$mcV$sp$1.apply(server.scala:132) at com.ensime.server.SocketHandler$$anonfun$act$1$$anonfun$apply$mcV$sp$1.apply(server.scala:127) at scala.actors.Actor$class.receive(Actor.scala:456) at com.ensime.server.SocketHandler.receive(server.scala:67) at com.ensime.server.SocketHandler$$anonfun$act$1.apply$mcV$sp(server.scala:127) at com.ensime.server.SocketHandler$$anonfun$act$1.apply(server.scala:127) at com.ensime.server.SocketHandler$$anonfun$act$1.apply(server.scala:127) at scala.actors.Reactor$class.seq(Reactor.scala:262) at com.ensime.server.SocketHandler.seq(server.scala:67) at scala.actors.Reactor$$anon$3.andThen(Reactor.scala:240) at scala.actors.Combinators$class.loop(Combinators.scala:26) at com.ensime.server.SocketHandler.loop(server.scala:67) at scala.actors.Combinators$$anonfun$loop$1.apply(Combinators.scala:26) at scala.actors.Combinators$$anonfun$loop$1.apply(Combinators.scala:26) at scala.actors.Reactor$$anonfun$seq$1$$anonfun$apply$1.apply(Reactor.scala:259) at scala.actors.ReactorTask.run(ReactorTask.scala:36) at scala.actors.ReactorTask.compute(ReactorTask.scala:74) at scala.concurrent.forkjoin.RecursiveAction.exec(RecursiveAction.java:147) at scala.concurrent.forkjoin.ForkJoinTask.quietlyExec(ForkJoinTask.java:422) at scala.concurrent.forkjoin.ForkJoinWorkerThread.mainLoop(ForkJoinWorkerThread.java:340) at scala.concurrent.forkjoin.ForkJoinWorkerThread.run(ForkJoinWorkerThread.java:325) Is there something else I'm missing in my config or I should check on? Thanks, Jeff

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  • PHP's PDO Prepare Method Fails While in a Loop

    - by Andrew G. Johnson
    Given the following code: // Connect to MySQL up here $example_query = $database->prepare('SELECT * FROM table2'); if ($example_query === false) die('prepare failed'); $query = $database->prepare('SELECT * FROM table1'); $query->execute(); while ($results = $query->fetch()) { $example_query = $database->prepare('SELECT * FROM table2'); if ($example_query === false) die('prepare failed'); //it will die here } I obviously attempt to prepare statements to SELET everything from table2 twice. The second one (the one in the WHILE loop) always fails and causes an error. This is only on my production server, developing locally I have no issues so it must be some kind of setting somewhere. My immediate thought is that MySQL has some kind of max_connections setting that is set to 1 and a connection is kept open until the WHILE loop is completed so when I try to prepare a new query it says "nope too many connected already" and shits out. Any ideas? EDIT: Yes I know there's no need to do it twice, in my actual code it only gets prepared in the WHILE loop, but like I said that fails on my production server so after some testing I discovered that a simple SELECT * query fails in the WHILE loop but not out of it. The example code I gave is obviously very watered down to just illustrate the issue.

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  • glitchy stuttery iphone game loop

    - by Adam
    This is a problem I've been trying to solve for a few days now, and I've looked at the various solutions on stackoverflow and nothing has really seemed to work for me. I'm making an iPhone game with OpenGLES graphics and accelerometer input, at this point it's very simple, but the rendering is already pretty bad... it stutters and seems to jump back or forward in time. It doesn't happen a lot, but it happens enough to be a problem. I mean, who wants to play a game where a bullet gets magically transported into the player, and then it's game over? No one. I've tried using NSTimer for the game loop, I've tried using a separate thread (with a frame rate and continuously) I've tried using different frame rates, from 30FPS to 60FPS (It seems to have a max frame rate around 45FPS, but no problems at 30FPS) I've tried using timeIntervalSince1970 and CFGetAbsoluteTime to measure loop time, with no noticeable diffence Anyone have any ideas on what is the best way to get this looking better? One of the posts I've read suggested running the simulation at a fixed frame rate and then just render as fast as possible, does that seem like a good idea?

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  • iPhone accelerometer:didAccelerate: seems to not get called while I am running a loop

    - by AJ
    An accelerometer related question. (Sorry the formatting may not look right, its the first time I am using this site). I got the accelerometer working as expected using the standard code UIAccelerometer *accel = [UIAccelerometer sharedAccelerometer]; accel.delegate = self; accel.updateInterval = 0.1; //I also tried other update values I use NSLog to log every time the accelerometer:didAccelerate: method in my class is called. The function gets called as expected and everything works fine till here. However, when I run a loop, the above method doesn't seem to get called. Something like this float firstAccelValue = globalAccel; //this is the x-accel value (stored in a global by the above method) float nextAccelValue = firstAccelValue; while (nextAccelValue == firstAccelValue){ //do something nextAccelValue = globalAccel; // note globalAccel is updated by the accelerometer method } The above loop never exits, expectedly since the accelerometer:didAccelerate: method is not getting called, and hence globalAccel never changes value. If I use a fixed condition to break the while loop, I can see that after the loop ends, the method calls work fine again. Am I missing something obvious here? Or does the accelerometer method not fire when certain processing is being done? Any help would be greatly appreciated! Thanks!

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  • PHP Loop Over ONLY Different Arrays

    - by Steven
    Hello, I have a single array with several of the same values. And I only want to loop over DIFFERENT values. How could I go about doing this? Example 166-01 001;09;UO; 166-01 001;09;UO; 166-01 001;09;UO; 166-01 001;09;UO; 166-01 001;09;UO; 166-01 001;09;UO; 166-01 001;09;UO;_86 166-01 001;09;UO;_86 166-01 001;09;UO;_86 166-01 001;09;UO;_86 166-01 001;09;UO;_86 166-01 001;09;UO;_86_97 166-01 001;09;UO;_86_97 166-01 001;09;UO;_86_97 166-01 001;09;UO;_86_97_108 166-01 001;09;UO;_86_97_108 166-01 001;09;UO;_86_97_108_119 166-01 001;09;UO;_86_97_108_119 I have that in a single array, but I only want to loop for the different ones. So it would loop once for nothing, then once for _86, then once for _86_97, then once for _86_97_108, and then once for _86-97_108_119. So only loop for different key values, or would there be a way to count the number of different keys?

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  • Dimension Mismatch MatLab; cant figure out why it is mismatching

    - by Abid
    I think it may be a syntax issue, here is the code. load ([ 'C:\Users\Abid\Desktop\Inquiry Runs\dtS' ]) dtS((dtS==0))=nan; for j=2:9; maxS=max(dtS(j,:)); minS=min(dtS(j,:)); maxval(j,:)=dtS((dtS>(maxS-.1*maxS))); minval(j,:)=dtS((dtS<(minS+.1*minS))); avmax(j)=mean(maxval(j,:)); avmin(j)=mean(minval(j,:)); avs(j,:)=[avmax(j) avmin(j)] end So I know the the row matrices are different sizes every loop. For example maxval(j,:) will change depending one row it is looking through for certain values. I did this manually and I see that on the first loop the matrices are size (1,1), however, if I set the loop to run for only j=2, the row length is 13. Usually if a matrix is changing size on the loop, I only get a warning, but this time I think it is due to a reason I don't understand.

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  • Calc_Anniversary Function with a Loop

    - by Rachel Ann Arndt
    Name: Calc_Anniversary Input: Pay_Date, Hire_Date, Termination_Date Output: "Y" if is the anniversary of the employee's Hire_Date, "N" if it is not, and "T" if he has been terminated before his anniversary. Description: Create local variables to hold the month and day of the employee's Date_of_Hire, Termination_Date, and of the processing date using the TO_CHAR function. First check to see if he was terminated before his anniversary. The anniversary could be on any day during the pay period, so there will be a loop to check all 14 days in the pay period to see if one was his anniversary. CREATE OR replace FUNCTION Calc_anniversary( incoming_anniversary_date IN VARCHAR2) RETURN BOOLEAN IS hiredate VARCHAR2(20); terminationdate VARCHAR(20); employeeid VARCHAR2(38); paydate NUMBER := 0; BEGIN SELECT Count(arndt_raw_time_sheet_data.pay_date) INTO paydate FROM arndt_raw_time_sheet_data; WHILE paydate <= 14 LOOP SELECT To_char(employee_id, '999'), To_char(hire_date, 'DD-MON'), To_char(termination_date, 'DD-MON') INTO employeeid, hiredate, terminationdate FROM employees, time_sheet WHERE employees.employee_id = time_sheet.employee_id AND paydate = pay_date; IF terminationdate > hiredate THEN RETURN 'T'; ELSE IF To_char(SYSDATE, 'DD-MON') = To_char(hiredate, 'DD-MON')THEN RETURN 'Y'; ELSE RETURN 'N'; END IF; END IF; paydate := paydate + 1; END LOOP; END; I need help with the loop..

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  • javascript watching for variable change via a timer

    - by DA
    I have a slide show where every 10 seconds the next image loads. Once an image loads, it waits 10 seconds (setTimeout) and then calls a function which fades it out, then calls the function again to fade in the next image. It repeats indefinitely. This works. However, at times, I'm going to want to over-ride this "function1 call - pause - function2 call - function1 call" loop outside of this function (for instance, I may click on a slide # and want to jump directly to that slide and cancel the current pause). One solution seems to be to set up a variable, allow other events to change that variable and then in my original function chain, check for any changes before continuing the loop. I have this set up: var ping = 500; var pausetime = 10000; for(i=0; i<=pausetime; i=i+ping){ setTimeout(function(){ console.log(gocheckthevariable()); console.log(i); pseudoIf('the variable is true AND the timer is done then...do the next thing') },i) } The idea is that I'd like to pause for 10 seconds. During this pause, every half second I'll check to see if this should be stopped. The above will write out to the console the following every half second: true 10000 true 10000 true 10000 etc... But what I want/need is this: true 0 true 500 true 1000 etc... The basic problem is that the for loop executes before each of the set timeouts. While I can check the value of the variable every half second, I can't match that against the current loop index. I'm sure this is a common issue, but I'm at a loss what I should actually be searching for.

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  • how to decrease queries in php/mysql array selection loop

    - by Mac Taylor
    hey guys i need to show stories details and tags' names in my php/mysql project . for every story row, there is a filed named : tags that save tags id as an array Table name: stories table filed : tags example of tags filed : 1 5 6 space between them and i have a tag table that looks like this Table name : bt_tags Table fileds : tid,tag now problem : when using while loop to fetch all fields in story table , the page uses 1 query to show every stories' detail but for showing tag's names , i should query another table to find names , we have ids stored in story table now i used for loop between while loop to show tag names but im sure there is a better way to decrease page queries $result = $db->sql_query("SELECT * FROM ".STORY_TABLE." "); while ($row = $db->sql_fetchrow($result)) { //fetching other $vars ---- $tags_id = explode(" ",$row['tags']); $c = count($tags_id); for($i=1;$i<$c-1;$i++){ list($tag_name,$slug) = $db->sql_fetchrow($db->sql_query( 'SELECT `tag`,`slug` FROM `bt_tags` WHERE `tid` = "'.tags_id[$i].'" LIMIT 1' )); $sow_tags = '$tag_name,'; } im not allowed to change anything in database table how can i improve this script and show tag's names without using *for loop ?*

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  • C++ Loop - Need variable to accumulate sum

    - by user1780064
    I'm writing a program to ask the user to enter a value between 5 and 21 (inclusive). If the number entered is not in this range, it prints, "Please try again". If the number is within the range, I need to take that number, and print the sum of all the numbers from 1 to the value entered. So if the user entered "7", the sum would be "28". I successfully wrote the first loop, in the case of the number not being within the range, but cannot figure out how to run the second loop- whether to use a while, do-while, or for loop. Please advise. #include <iostream> int main () { int uservalue; int count; int sum; //Prompt user for input do { cout << "Enter a value from 5 to 21: "; cin >> uservalue; if (uservalue < 5 || uservalue > 21) cout << "Value out of range. Try again..." << endl; } while (uservalue < 5 || uservalue > 21); cout << endl; //Loop to accumulate sum for (count = 1, count < uservalue, count++;) { sum = uservalue + count; if (uservalue <= 5 || uservalue <= 21) cout << the sum is " << sum << endl; } return 0; }

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  • Python & Pygame: Updating all elements in a list under a loop during iteration

    - by Unit978
    i am working on a program in Python and using Pygame. this is what the basic code looks like: while 1: screen.blit(background, (0,0)) for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() if event.type == KEYDOWN and event.key == K_c: circle_create = True circle_list.append(Circle()) if event.type == MOUSEBUTTONDOWN and circle_create == True: if clicks == 0: circle_list[i].center() clicks += 1 if event.type == MOUSEMOTION and clicks == 1 and circle_create == True: circle_list[i].stretch() these if statements are under the while loop not the for loop since they dont require input from the user if circle_create == True: circle_list[i].draw_circle() if clicks == 2: clicks = 0 i += 1 circle_create = False pygame.display.update() what i want to do is have the object's function of draw_circle() to be constantly updated by the loop so that the drawn circle is shown for all objects in the list, but since the list is iterated it updates the new object added and the objects already appended are not updated. The program, works, it draws the circles upon user input but the update problem is the only issue i need to solve. Is there any possible way to have all elements in the list of objects being updated by the while loop? i have tried for many days and i have not been able to find a good solution. any ideas are appreciated. Thanks

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  • for loop vs std::for_each with lambda

    - by Andrey
    Let's consider a template function written in C++11 which iterates over a container. Please exclude from consideration the range loop syntax because it is not yet supported by the compiler I'm working with. template <typename Container> void DoSomething(const Container& i_container) { // Option #1 for (auto it = std::begin(i_container); it != std::end(i_container); ++it) { // do something with *it } // Option #2 std::for_each(std::begin(i_container), std::end(i_container), [] (typename Container::const_reference element) { // do something with element }); } What are pros/cons of for loop vs std::for_each in terms of: a) performance? (I don't expect any difference) b) readability and maintainability? Here I see many disadvantages of for_each. It wouldn't accept a c-style array while the loop would. The declaration of the lambda formal parameter is so verbose, not possible to use auto there. It is not possible to break out of for_each. In pre- C++11 days arguments against for were a need of specifying the type for the iterator (doesn't hold any more) and an easy possibility of mistyping the loop condition (I've never done such mistake in 10 years). As a conclusion, my thoughts about for_each contradict the common opinion. What am I missing here?

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  • delay loop output in C++

    - by itachisxeyes
    I have a while loop that runs in a do while loop. I need the while loop to run exactly every second no faster no slower. but i'm not sure how i would do that. this is the loop, off in its own function. I have heard of the sleep() function but I also have heard that it is not very accurate. int min5() { int second = 00; int minute = 0; const int ZERO = 00; do{ while (second <= 59){ if(minute == 5) break; second += 1; if(second == 60) minute += 1; if(second == 60) second = ZERO; if(second < 60) cout << "Current Time> "<< minute <<" : "<< second <<" \n"; } } while (minute <= 5); }

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  • Get page permalink and title outside the loop in wordpress

    - by Aakash Chakravarthy
    Hello, How to Get page permalink and title outside the loop in wordpress. I have a function like function get_post_info(){ $post; $permalink = get_permalink($post->ID); $title = get_the_title($post->ID); return $post_info('url' => $permalink, 'title' => $title); } when this function called within the loop, it returns the post's title and url. When it is called outside the loop. It is not returning the current page's title and url. When called in home page it should return the home page's title and url How to get like this ? instead this function returns the latest posts title and url

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  • How to remove objects from an Enumerable collection in a loop

    - by johnc
    Duplicate Modifying A Collection While Iterating Through It Has anyone a nice pattern to allow me to get around the inability to remove objects while I loop through an enumerable collection (eg, an IList or KeyValuePairs in a dictionary) For example, the following fails, as it modifies the List being enumerated over during the foreach foreach (MyObject myObject in MyListOfMyObjects) { if (condition) MyListOfMyObjects.Remove(myObject); } In the past I have used two methods. I have replaced the foreach with a reversed for loop (so as not to change the any indexes I am looping over if I remove an object). I have also tried storing a new collection of objects to remove within to loop, then looping through that collection and removed the objects from the original collection. These work fine, but neither feels nice, and I was wondering if anyone has come up with a more elegant solution to the issue

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  • python: sorting

    - by nabizan
    hi im doing a loop so i could get dict of data, but since its a dict it's sorting alphabetical and not as i push it trought the loop ... is it possible to somehow turn off alphabetical sorting? here is how do i do that data = {} for item in container: data[item] = {} ... for key, val in item_container.iteritems(): ... data[item][key] = val whitch give me something like this data = { A : { K1 : V1, K2 : V2, K3 : V3 }, B : { K1 : V1, K2 : V2, K3 : V3 }, C : { K1 : V1, K2 : V2, K3 : V3 } } and i want it to be as i was going throught the loop, e.g. data = { B : {K2 : V2, K3 : V3, K1 : V1}, A : {K1 : V1, K2 : V2, K3 : V3}, C : {K3 : V3, K1 : V1, K2 : V2} }

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  • Strange Scala error.

    - by Lukasz Lew
    I tried to create abstract turn based Game and abstract AI: abstract class AGame { type Player type Move // Player inside def actPlayer : Player def moves (player : Player) : Iterator[Move] def play (move : Move) def undo () def isFinished : Boolean def result (player : Player) : Double } abstract class Ai[Game <: AGame] { def genMove (player : Game#Player) : Game#Move } class DummyGame extends AGame { type Player = Unit type Move = Unit def moves (player : Player) = new Iterator[Move] { def hasNext = false def next = throw new Exception ("asd") } def actPlayer = () def play (move : Move) { } def undo () { } def isFinished = true def result (player : Player) = 0 } class DummyAi[Game <: AGame] (game : Game) extends Ai[Game] { override def genMove (player : Game#Player) : Game#Move = { game.moves (player).next } } I thought that I have to use this strange type accessors like Game#Player. I get very puzzling error. I would like to understand it: [error] /home/lew/Devel/CGSearch/src/main/scala/Main.scala:41: type mismatch; [error] found : Game#Player [error] required: DummyAi.this.game.Player [error] game.moves (player).next [error] ^

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  • Loop doesn't update listboxes until it is done iterating

    - by Justen
    I have a loop that takes file name from a listbox, performs a system() call, then moves that filename to another listbox. Problem is, it doesn't move the filenames over one at a time, but waits until the entire loop is finished and moves them all at once. What would I do to get it to perform how I want it to? the loop: for each( String^% file in filename ) { int x = convert( file ); lbComplete->Items->Add( lbFiles->Items[0] ); // place the completed file lbFiles->Items->Remove( lbFiles->Items[0] ); // in the other listbox } The function convert() that contains the system call: int convert( String^ file ) { std::stringstream ss; std::string dir, fileAddress, fileName, outputDir; ... return system( ss.str().c_str() ); }

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  • java looping - declaration of a Class outside / inside the loop

    - by lisak
    when looping, for instance: for ( int j = 0; j < 1000; j++) {}; and I need to instantiate 1000 objects, how does it differ when I declare the object inside the loop from declaring it outside the loop ?? for ( int j = 0; j < 1000; j++) {Object obj; obj =} vs Object obj; for ( int j = 0; j < 1000; j++) {obj =} It's obvious that the object is accessible either only from the loop scope or from the scope that is surrounding it. But I don't understand the performance question, garbage collection etc. What is the best practice ? Thank you

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  • Fibonacci Sequence using loop and recur

    - by AdamJMTech
    I am doing the Project Euler challenge in Clojure and I want to find the sum of all the even numbers in a fibonacci sequence up to a certain number. The code for a function that does this is below. I know there are quicker and easier ways of doing this, I am just experimenting with recursion using loop and recur. However the code doesn't seem to work it never returns an answer. (defn fib-even-sum [upto] (loop [previous 1 nxt 1 sum 0] (if (or (<= upto 1) (>= nxt upto)) sum) (if (= (mod nxt 2) 0) (recur nxt (+ previous nxt) (+ sum nxt)) (recur nxt (+ previous nxt) sum)))) I was not sure if I could do recur twice in the same loop or not. I'm not sure if this is causing the problem?

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  • postgresql syntax while exists loop

    - by veilig
    I'm working at function from Joe Celkos book - Trees and Hierarchies in SQL for Smarties I'm trying to delete a subtree from an adjacency list but part my function is not working yet. WHILE EXISTS –– mark leaf nodes (SELECT * FROM OrgChart WHERE boss_emp_nbr = -99999 AND emp_nbr > -99999) LOOP –– get list of next level subordinates DELETE FROM WorkingTable; INSERT INTO WorkingTable SELECT emp_nbr FROM OrgChart WHERE boss_emp_nbr = -99999; –– mark next level of subordinates UPDATE OrgChart SET emp_nbr = -99999 WHERE boss_emp_nbr IN (SELECT emp_nbr FROM WorkingTable); END LOOP; my question: is the WHILE EXISTS correct for use w/ postgresql? I appear to be stumbling and getting caught in an infinite loop in this part. Perhaps there is a more correct syntax I am unaware of.

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  • Simple sound effect loop using AudioToolKit

    - by Typeoneerror
    I've created a few sounds for use in my game. I can play them at certain events without issue: // create sounds CFBundleRef mainBundle; mainBundle = CFBundleGetMainBundle(); _soundFileShake = CFBundleCopyResourceURL(mainBundle, CFSTR("shake"), CFSTR("wav"), NULL); AudioServicesCreateSystemSoundID(_soundFileShake, &_soundIdShake); // later... AudioServicesPlaySystemSound(_soundIdShake); The game has a mechanism which allows you to shake the device to activate some functionality. I've got the shaking code done so I get get a "shaking started" and "shaking ended" message to my game. What I need to have happen is start playing "shave.wav" when shaking starts and loop it until it stops. Is there a way to do this with AudioToolbox/AudioServices? How could I do this if not?

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  • Assigning values to variable WHILE loop

    - by Milaan
    Hi! I have a WHILE loop that loops through a table as long as $i is less than 10. I want this loop to assign the INNERHTML of each cell to a variable. So that I can use it later on to process the information (the loop is because you can choose if it has to take first 3 or first 10 cells). But how do I assign every innerHTML to a different variable? I'm sure there has to be an easy way. But google couldn't get me a good answer. Thanks in advance! Milaan

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

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

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