Search Results

Search found 12182 results on 488 pages for 'game boy'.

Page 96/488 | < Previous Page | 92 93 94 95 96 97 98 99 100 101 102 103  | Next Page >

  • Game of Thrones : l'arme secrète de George R. R. Martin contre les virus, un PC sous DOS avec Wordstar 4.0 et sans internet

    Game of Thrones : L'arme secrète de George R. R. Martin contre les virus George R. R. MARTIN, auteur de la saga Game of Thrones et co-producteur de la série du même nom a révélé à un Talk-show américain avoir une arme secrète contre les virus qui pourraient attaquer son ordinateur et détruire ses documents. Pour écrire ses livres, il se sert d'un ordinateur non relié à internet et qui fonctionne sous DOS et comme traitement de texte Wordstar 4,0 ! À la question « pourquoi rester avec ce vieux...

    Read the article

  • Using Xbox 360 controller with Mac OS X (specifically turning it off)

    - by Bob King
    So I've been using this driver for a few months with the Xbox 360 Wireless Controller For Windows with my Mac Mini. Here's an article about the driver on Gizmodo. The driver works really well for actually using the controller, but there doesn't seem to be a way to power off the controller without pulling the batteries. Does anyone know of a replacement driver that includes power-off capabilities, or know of some other undocumented way to turn the controller off? Note: I've been having problems getting to the site, but it could be our corporate filtering.

    Read the article

  • Day 1 - Finding Like Minds

    - by dapostolov
    So, is being a Game Developer any different from being an IT Developer? I picture a poorly lit environment where I get to purchase my own desk lamp; I'm thinking one of those huge lava lamps that pump out so much heat you could fry an egg on it. To my right: a "great wall" of empty coke cans dwarf me. Eating my last slice of pizza I look across my desk to see a fellow developer with a smug look on his face;  he's just coded his latest module for the game and it looks like he's in nirvana. My duty, of course, is to remind him to keep focused on the job at hand. So, picking up my trusty elastic and aerodynamically crafted paper bullet I begin a 10 minute war of welts and laughter which is promptly abrupted by our Project Manager demanding more details from our morning Scrum meeting. After providing about 5 minutes of geek speak and several words of comfort to make his eyes glaze over...it hits me, the idea for the module...beckoning my developer friend over, we quickly shoo the Project Manager away and begin our brainstorming frenzy ... now, where'd I put that full can of coke? OK. OK. This isn't probably the most ideal game developer environment, but it definitely sounds fun to me...and from what I gather is nothing like most game development companies. But I'm not doing this blog series to "go pro"; like I stated in my first post I want to make a 2D game from an idea my best friend and I drummed up long, long ago. I'm in this for the passion AND I want to see how easy it is for us .Net Developers to create a game. So where do I start? Where can I find like minded individuals? What technologies are there? What do I need to make a video game? The questions are endless....AND...since I already have an idea ... lets start with ... Technology (yes, I'm a geek, live with it...) Technology OK. Predominantly, games are still made in C++ or even C. I'm not sure how much assembly code is floating around lately, however, that is not my concern. I do know C / C++ from my past, enough to even get me by, but I'm mainly interested in a recent, not-so-new, technology called XNA. What is XNA? XNA allows us .Net Developers to make 2D / 3D games for windows, Xbox*, and Windows Mobile 7*. * = for a nominal fee *cough* The following link is your one stop shop to XNA game development: http://creators.xna.com/en-US/education/gettingstarted The above site hosts information such as: - getting started - a sample/instructional shooter game in 2D / 3D with code (if I'm taking too long for you in this blog series) - downloads - starter kits... http://creators.xna.com/en-US/education/starterkits/ And of course...forums. You can also subscribe and pay for their premium membership which gets you some pretty awesome tutorials, resources, downloads, and premium community support. Some general Wiki information about XNA: http://en.wikipedia.org/wiki/XNA_%28Microsoft%29 Community Support OK. Let's move on to industry and community support. Apart from XNA, there are some really cool sites out there, I just haven't found all of them yet. However, I found a really cool Game Development website called Gamastura. You can click on the following link to get you there: http://www.gamasutra.com/ The site is 100% dedicated to "The Art & Business of Making Games". Armed with blogs, twitter, jobs/resumes and most importantly industry news; one could subscribe to the feed and got lost in the wealth of information it provides. On a side note: I remember Gamasutra being around when my best friend and I wanted to make a video game...meaning, they've been around for a while now. I think the most beneficial aspect of this site is to understand the industry you want to get into. Otherwise, it's just a cool site to keep up to date with the industry in general. Another Community Support option is LinkedIn. Amongst the land of extremely bloated achievements and responsibilities lay 3 groups (that I have found) that deal with game development.: http://www.linkedin.com/groups?gid=59205 - Game Developers http://www.linkedin.com/groups?gid=824817 - DirectX Game Developer Network http://www.linkedin.com/groups?gid=756587 - DirectX Developers The Game Developers group in LinkedIn is by far the most active of the three and could possibly provide a wealth of support. What I've done thus far: - I lightly researched the XNA technology - I looked around for some community sites to assist me - I downloaded the XNA Game Studio 3.1 on my PC and installed it on my IDE - I even tried both tutorials! http://creators.xna.com/en-US/education/gettingstarted/bgintro/chapter1   Best Regards D.

    Read the article

  • PS3 controller -> PC -> emulators -> TV

    - by abrereton
    I'm researching a media PC for the living room. Playing videos, audio and streaming Internet is straightforward enough. I would also like to run a gaming console system. I was wondering if anyone has any thoughts on this. So far I've discovered that a PS3 controller (thankfully it uses USB and Bluetooth) can be connected to a PC. I've also found that MAME, MESS and PCSX2 are all the emulators I need (I can even emulate a TI-83 calculator with MESS). These emulators can re-map keys, so for example I can make the Nintendo's A button to the PS3 X button, or the SNES key pad could be the PS3 keypad or the analog stick. There are also front-ends to these emulators which can do fancy things like image scaling, anti-aliasing and double-buffering to improve the image quality of an 8-bit Mario on a 50 inch plasma. My set up would be this: PS3 controller connecting over Bluetooth to the PC, PC with Windows, PS3 controller drivers, all my emulators, Network drive with all my ROMs, PC connected to TV via HDMI TV playing Super Mario Kart Does this sound feasible? Does anyone have experience of doing anything like this? Is this a good idea or should I grow up and stop living in the past?

    Read the article

  • Simulate analogue steering wheel input from third party software like xPadder

    - by David Jensen
    So. I currently have a steering wheel connected to my htpc. Since it wont work / get recognized by all games i play. I use xpadder to play for example Grid 3. As far as i have understood, it simply presses the associated arrow key when i turn the wheel. What i would like, is a software to simulate more and more frequent key presses of the arrow keys the more i turn the wheel. Example: Tilting a little - 100 presses / second Tilting more - 200 presses / second Tilting max - Hold down key Because what i currently do with the wheel is constantly shaking it a bit right, when i just want to turn a little bit right and so on. Os : W8

    Read the article

  • PC does not recognize XBox 360 controller connected through Play & Charge Kit

    - by Mike Cole
    I wanted to hook up my wireless XBox 360 controller to my PC running windows 7. I'm trying to use the Play & Charge kit since I already had that laying around. I plugged it in and Windows recognize it and installed it. It registers in Device Manager as "Xbox 360 Wireless Controller via Play & Charge Kit". The controller also has the 1st quadrant lit. However, I can't seem to make this work with any games. I installed the "Microsoft Xbox 360 Accessories" kit from MS website, and I run the Accessories Status app and it doesn't recognize that the controller is connected. Does anybody know what I'm doing wrong out there?

    Read the article

  • Gamagora présente 3 nouveaux jeux pour les 5 ans de l'école, plus de 300 visiteurs ont assisté au Gamagora Game Show

    Gamagora présente 3 nouveaux jeux pour les 5 ans de l'école Une explosion de pixels durant le Gamagora Game Show Au sein de l'université lumière Lyon 2 se trouve une section spécialisée dans la création de jeux vidéo, appelée Gamagora. Cette section regroupe des étudiants en programmation, infographie et game design. Au cours du cursus, les élèves doivent créer une démonstration de jeu en trois mois. Les élèves sont ainsi confrontés aux différentes problématiques que l'on peut rencontrer durant le processus de la création, allant des problèmes d'organisati...

    Read the article

  • Can my PC run Need for Speed Shift

    - by John
    Here are my PC's specs: Operating System MS Windows 7 32-bit CPU Intel Mobile Core 2 Duo T8100 @ 2.10GHz Penryn 45nm Technology RAM 3.0GB Dual-Channel DDR2 @ 332MHz 5-5-5-15 Motherboard Sony Corporation VAIO (N/A) Graphics Nvidia Defaul @ 1280x800 256MB GeForce 8400M GT (Sony) Hard Drives 250GB Hitachi Hitachi HTS542525K9SA00 ATA Device (IDE) Optical Drives Optiarc DVD RW AD-7560A ATA Device Audio High Definition Audio Device

    Read the article

  • Linux C++: Linker is outputting strange errors

    - by knight666
    Alright, here is the output I get: arm-none-linux-gnueabi-ld --entry=main -dynamic-linker=/system/bin/linker -rpath-link=/home/oem/android-ndk-r3/build/platforms/android-5/arch-arm/usr/lib -L/home/oem/android-ndk-r3/build/platforms/android-5/arch-arm/usr/lib -nostdlib -lstdc++ -lm -lGLESv1_CM -rpath=/home/oem/android-ndk-r3/build/platforms/android-5/arch-arm/usr/lib -rpath=../../YoghurtGum/lib/Android -L./lib/Android intermediate/Alien.o intermediate/Bullet.o intermediate/Game.o intermediate/Player.o ../../YoghurtGum/bin/YoghurtGum.a -o bin/Galaxians.android intermediate/Game.o: In function `Galaxians::Init()': /media/YoghurtGum/Tests/Galaxians/src/Game.cpp:45: undefined reference to `__cxa_end_cleanup' /media/YoghurtGum/Tests/Galaxians/src/Game.cpp:44: undefined reference to `__cxa_end_cleanup' intermediate/Game.o:(.ARM.extab+0x18): undefined reference to `__gxx_personality_v0' intermediate/Game.o: In function `Player::Update()': /media/YoghurtGum/Tests/Galaxians/src/Player.h:41: undefined reference to `__cxa_end_cleanup' intermediate/Game.o:(.ARM.extab.text._ZN6Player6UpdateEv[_ZN6Player6UpdateEv]+0x0): undefined reference to `__gxx_personality_v0' intermediate/Game.o:(.rodata._ZTIN10YoghurtGum4GameE[_ZTIN10YoghurtGum4GameE]+0x0): undefined reference to `vtable for __cxxabiv1::__class_type_info' intermediate/Game.o:(.rodata._ZTI6Player[_ZTI6Player]+0x0): undefined reference to `vtable for __cxxabiv1::__si_class_type_info' intermediate/Game.o:(.rodata._ZTIN10YoghurtGum6EntityE[_ZTIN10YoghurtGum6EntityE]+0x0): undefined reference to `vtable for __cxxabiv1::__si_class_type_info' intermediate/Game.o:(.rodata._ZTIN10YoghurtGum6ObjectE[_ZTIN10YoghurtGum6ObjectE]+0x0): undefined reference to `vtable for __cxxabiv1::__class_type_info' intermediate/Game.o:(.rodata._ZTI6Bullet[_ZTI6Bullet]+0x0): undefined reference to `vtable for __cxxabiv1::__si_class_type_info' intermediate/Game.o:(.rodata._ZTI5Alien[_ZTI5Alien]+0x0): undefined reference to `vtable for __cxxabiv1::__si_class_type_info' intermediate/Game.o:(.rodata+0x20): undefined reference to `vtable for __cxxabiv1::__si_class_type_info' ../../YoghurtGum/bin/YoghurtGum.a(Sprite.o):(.rodata._ZTIN10YoghurtGum16SpriteDataOpenGLE[_ZTIN10YoghurtGum16SpriteDataOpenGLE]+0x0): undefined reference to `vtable for __cxxabiv1::__si_class_type_info' ../../YoghurtGum/bin/YoghurtGum.a(Sprite.o):(.rodata._ZTIN10YoghurtGum10SpriteDataE[_ZTIN10YoghurtGum10SpriteDataE]+0x0): undefined reference to `vtable for __cxxabiv1::__class_type_info' make: *** [bin/Galaxians.android] Fout 1 Here's an error I managed to decipher: intermediate/Game.o: In function `Galaxians::Init()': /media/YoghurtGum/Tests/Galaxians/src/Game.cpp:45: undefined reference to `__cxa_end_cleanup' /media/YoghurtGum/Tests/Galaxians/src/Game.cpp:44: undefined reference to `__cxa_end_cleanup' This is line 43 through 45: Assets::AddSprite(new Sprite("media\\ViperMarkII.bmp"), "ship"); Assets::AddSprite(new Sprite("media\\alien.bmp"), "alien"); Assets::AddSprite(new Sprite("media\\bat_ball.bmp"), "bullet"); So, what seems funny to me is that the first new is fine (line 43), but the second one isn't. What could cause this? intermediate/Game.o: In function `Player::Update()': /media/YoghurtGum/Tests/Galaxians/src/Player.h:41: undefined reference to `__cxa_end_cleanup' Another issue with new: Engine::game->scene_current->AddObject(new Bullet(m_X + 10, m_Y)); I have no idea where to begin with the other issues. These are my makefiles, They're a giant mess because I'm just trying to get it to work. Static library: # ====================================== # # # # YoghurtGum static library # # # # ====================================== # include ../YoghurtGum.mk PROGS = bin/YoghurtGum.a SOURCES = $(wildcard src/*.cpp) #$(YG_PATH_LIB)/libGLESv1_CM.so \ #$(YG_PATH_LIB)/libEGL.so \ YG_LINK_OPTIONS = -shared YG_LIBRARIES = \ $(YG_PATH_LIB)/libc.a \ $(YG_PATH_LIB)/libc.so \ $(YG_PATH_LIB)/libstdc++.a \ $(YG_PATH_LIB)/libstdc++.so \ $(YG_PATH_LIB)/libm.a \ $(YG_PATH_LIB)/libm.so \ $(YG_PATH_LIB)/libui.so \ $(YG_PATH_LIB)/liblog.so \ $(YG_PATH_LIB)/libGLESv2.so \ $(YG_PATH_LIB)/libcutils.so \ YG_OBJECTS = $(patsubst src/%.cpp, $(YG_INT)/%.o, $(SOURCES)) YG_NDK_PATH_LIB = /home/oem/android-ndk-r3/build/platforms/android-5/arch-arm/usr/lib all: $(PROGS) rebuild: clean $(PROGS) # remove all .o objects from intermediate and all .android objects from bin clean: rm -f $(YG_INT)/*.o $(YG_BIN)/*.a copy: acpy ../$(PROGS) $(PROGS): $(YG_OBJECTS) $(YG_ARCHIVER) -vq $(PROGS) $(YG_NDK_PATH_LIB)/crtbegin_static.o $(YG_NDK_PATH_LIB)/crtend_android.o $^ && \ $(YG_ARCHIVER) -vr $(PROGS) $(YG_LIBRARIES) $(YG_OBJECTS): $(YG_INT)/%.o : $(YG_SRC)/%.cpp $(YG_COMPILER) $(YG_FLAGS) -I $(GLES_INCLUDES) -c $< -o $@ Test game project: # ====================================== # # # # Galaxians # # # # ====================================== # include ../../YoghurtGum.mk PROGS = bin/Galaxians.android YG_COMPILER = arm-none-linux-gnueabi-g++ YG_LINKER = arm-none-linux-gnueabi-ld YG_PATH_LIB = ./lib/Android YG_LIBRARIES = ../../YoghurtGum/bin/YoghurtGum.a YG_PROGS = bin/Galaxians.android GLES_INCLUDES = ../../YoghurtGum/src ANDROID_NDK_ROOT = /home/oem/android-ndk-r3 NDK_PLATFORM_VER = 5 YG_NDK_PATH_LIB = $(ANDROID_NDK_ROOT)/build/platforms/android-$(NDK_PLATFORM_VER)/arch-arm/usr/lib YG_LIBS = -nostdlib -lstdc++ -lm -lGLESv1_CM #YG_COMPILE_OPTIONS = -g -rdynamic -Wall -Werror -O2 -w YG_COMPILE_OPTIONS = -g -Wall -Werror -O2 -w YG_LINK_OPTIONS = --entry=main -dynamic-linker=/system/bin/linker -rpath-link=$(YG_NDK_PATH_LIB) -L$(YG_NDK_PATH_LIB) $(YG_LIBS) SOURCES = $(wildcard src/*.cpp) YG_OBJECTS = $(patsubst src/%.cpp, intermediate/%.o, $(SOURCES)) all: $(PROGS) rebuild: clean $(PROGS) clean: rm -f intermediate/*.o bin/*.android $(PROGS): $(YG_OBJECTS) $(YG_LINKER) $(YG_LINK_OPTIONS) -rpath=$(YG_NDK_PATH_LIB) -rpath=../../YoghurtGum/lib/Android -L$(YG_PATH_LIB) $^ $(YG_LIBRARIES) -o $@ $(YG_OBJECTS): intermediate/%.o : src/%.cpp $(YG_COMPILER) $(YG_COMPILE_OPTIONS) -I ../../YoghurtGum/src/GLES -I ../../YoghurtGum/src -c $< -o $@ Any help would be appreciated.

    Read the article

  • Android Gyroscope

    - by MrThys
    For a game I am trying to create for Android I am looking for a way to use/access the gyroscope to move the player left or right. Does anyone know how to do this, or where to find a tutorial?

    Read the article

  • C# XNA: AI Engine?

    - by Rosarch
    I'm developing a game with zombie running around in a swamp. I want AIs to have functionality like "chase this target" or "run away". A major stumbling block is pathfinding. Is there a good pathfinding/AI engine in XNA, or should I roll my own? Does anyone have any experience with this: http://www.codeplex.com/simpleAI?

    Read the article

  • Tetris Piece Rotation Algorithm

    - by coppercoder
    What are the best algorithms (and explanations) for representing and rotating the pieces of a tetris game? I always find the piece rotation and representation schemes confusing. Most tetris games seem to use a naive "remake the array of blocks" at each rotation: http://www.codeplex.com/Project/ProjectDirectory.aspx?ProjectSearchText=tetris However, some use pre-built encoded numbers and bit shifting to represent each piece: http://www.codeplex.com/wintris Is there a method to do this using mathematics (not sure that would work on a cell based board)?

    Read the article

  • Facebook Graph API and ActionScript

    - by dani
    I'm setting out to develop a number of Facebook applications/games, which make use of some Facebook user information and stores game info in a database backend etc, in ActionScript 3.0. How can one leverage the new Graph API Should I use JavaScript or PHP as a "middle layer" or should I go with the ActionScript Client Library? Are there other libraries (Facebook / database / multiplayer related.) that could simplify the development of these Facebook games?

    Read the article

  • Any alternative or other option for anchor point in cocos2d ?

    - by Srinivas
    I have game application (cocos2d) in which, a ball is to be shooted from a cannon, this ball travels through a trajectory path and land on a building. Now the problem is that according to the requirement I have to increase the size of the background image due to which I have to set the Building image with anchor point now I have to put fire image on the building dynamically on different window locations, for this should I use same anchor point option or there are some alternative options to accomplish this task.

    Read the article

  • what is the procedure followed to divide the background into squares like facebook supercity, farmvi

    - by Jeeva
    I have planned to develop a game in flex in which the users will build buildings on a plain surface. I want to divide those lands into pieces and allow the user to build the buildings on the pieces of the surface. How do i divide the land into pieces. I have seen face book application supercity, farm vilie etc. I want to develop same as that. What is the method followed to develop the squares in the background.

    Read the article

  • Friction in Box2d

    - by Rosarch
    I am using Box2d for a topdown game. The "ground" is a series of tiles, where each tile is a static body with a sensor shape. Can I make friction take effect for this, even though the objects aren't really "colliding" with the ground? If Box2d won't let me do this, I considered trying to implement my own by detecting what force is currently moving the object, and applying a force opposite to it, but I'm not quite sure how to detect that force.

    Read the article

  • 2D Engine for iPhone OS

    - by disp
    I have a pretty simple 2D flash game. It's a jump n run sidescroller and I want to port it to the iPhone. But what is the best way to do it? There is Adobe Flash Pro CS5 but I'd rather program it from the scratch in an iPhone environment. Are there any top games done by open source framekworks? Which is the best way to go?

    Read the article

  • Why is Microsoft not developing a Halo-like next gen title using C#? [closed]

    - by Joan Venge
    The question might look subjective but considering Microsoft: Owns the Xbox 360 platform Owns the Windows platform Have their own game studio (MGS) Own other 3rd party developers Is a major publisher makes me wonder why Microsoft doesn't push their flagship language to prove that not only you can cut down significant development time, and therefore money, but also show that you can release a next gen title where the real time interactivity doesn't suffer. If Microsoft were to do this once, I am sure many AAA developers would jump on that wagon too.

    Read the article

  • Using Effect For Fog of War

    - by Qua
    I'm trying to apply fog of war to areas on the screen not currently visible to the player. I do this by rendering the game content in one RenderTarget and the the fog of war into another, and then I merge them with an effect file that takes the color from the game RenderTarget and the alpha from the fog of war render target. The FOW RenderTarget is black where the FOW appears, and white where it doesn't. This does work, but it colors the fog of war (the unrevealed locations) white instead of the intended color of black. Before applying the effect I clear the backbuffer of the device to white. When I try to clear it to black, non of the fog of war appears at all, which I assume is a product of alpha blending with black. It works for all other colors, however - giving the resulting screen a tint of that color. How do I archieve a black fog while still being able to do alpha blending between the two render targets? The rendering code for applying the FOW: private RenderTarget2D mainTarget; private RenderTarget2D lightTarget; private void CombineRenderTargetsAndDraw() { batch.GraphicsDevice.SetRenderTarget(null); batch.GraphicsDevice.Clear(Color.White); fogOfWar.Parameters["LightsTexture"].SetValue(lightTarget); batch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend); fogOfWar.CurrentTechnique.Passes[0].Apply(); batch.Draw( mainTarget, new Rectangle(0, 0, batch.GraphicsDevice.PresentationParameters.BackBufferWidth, batch.GraphicsDevice.PresentationParameters.BackBufferHeight), Color.White ); batch.End(); } The effect file I'm using to apply the FOW: texture LightsTexture; sampler ColorSampler : register(s0); sampler LightsSampler = sampler_state{ Texture = <LightsTexture>; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; }; float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { float2 tex = input.TexCoord; float4 color = tex2D(ColorSampler, tex); float4 alpha = tex2D(LightsSampler, tex); return float4(color.r, color.g, color.b, alpha.r); } technique Technique1 { pass Pass1 { PixelShader = compile ps_2_0 PixelShaderFunction(); } }

    Read the article

  • How to move around an image with javascript?

    - by systempuntoout
    Hi there i'm developing a simple web quiz. Using javascript, i would like to create an effect that displays a small image (1UP) that wanders around the "game deck" when users reach a specific level or score; user could gain an extra life simply clicking on it in time. Do you know any Jquery plugin or javascript snippet to achieve an effect like this? Thanks in advance Michele

    Read the article

< Previous Page | 92 93 94 95 96 97 98 99 100 101 102 103  | Next Page >