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  • What makes game sound effects "good"?

    - by you786
    I'm making a small game, and I've found some free sound effects that I'd like to use. The issue is that I can't get the sound effects to sound like they "belong" in my game. I don't know what to look for that can make sound effects match the rest of my game style. I have some ideas on what affects the meshing of audio with graphics. For example, I have a feeling that the current SFX I may be too "realistic" for my graphical style, which is pretty cartoon-like. Also, is there a golden standard for what volume various SFX should be at? (for example, I am thinking that footsteps or other common sounds should be at barely audible volumes, while enemy deaths or something that is a "big deal" should be louder). I found a similar question about graphics, I'm looking for a similar response with sound effects.

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  • Explorer.exe keeps crashing if effects are enabled

    - by Allende
    The explorer.exe keeps crashing before every minute after starts when all the effects are activated. These are the details of the error: Problem signature: Problem Event Name: InPageError Error Status Code: c0000185 Faulting Media Type: 00000003 OS Version: 6.1.7600.2.0.0.256.48 Locale ID: 1033 Additional Information 1: a7aa Additional Information 2: a7aa91f17ea749d42a4de3b390fa5b3d Additional Information 3: a7aa Additional Information 4: a7aa91f17ea749d42a4de3b390fa5b3d Read our privacy statement online: http://go.microsoft.com/fwlink/?linkid=104288&clcid=0x0409 If the online privacy statement is not available, please read our privacy statement offline: C:\Windows\system32\en-US\erofflps.txt I suspect there's a problem with my hard drive ('cause I already have to format/install twice before this error) but not pretty sure why if I disable all the effect (Performance options) help to stop the issue. Anyway if someone have any idea, thanks. I already replace shell32.dll and explorer.exe using the windows 7 dvd Laptop Model: ProBook 4520s Windows Version: Profesional 32 bits. My regards

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  • General visual effects to meshes/entities

    - by Pacha
    I am trying to add some visual effects to some entities, meshes, or whatever you want to call them as they are looking pretty dull in my game right now. What I want to achieve is this: http://youtu.be/zox8935PLw0?t=36s (the "texture" gets disintegrated and then goes back to normal, covering the whole mesh.) Also I would like to know what is the best way to add effects like the one in the video to my game (for example, thunder effects, shattering, etc.) I know that I can do some things with shaders, but I haven't learned them too well and I am still in a beginner level. I am using Ogre3D, and GLSL for shaders. Thanks! Note: this is a screen-shot of my game, I want to apply the effect in the video to my main character):

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  • After Effects CS4: Using layer markers.

    - by GuruAbyss
    I have a question regarding Layer Markers in AE. What I'm trying to do is have a layer start off normal then in the time line I'll place a marker and have it change its color using Effect Color correction Change color to. The hue will change from 0% to 50% for 10 frames then turn back to normal. How would I go about doing this?

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  • Effects to make a speeding spaceship look faster

    - by Badescu Alexandru
    I have a spaceship and I've created a "boost" functionality that speeds up my spaceship, what effects should I implement to create the impression of high speed? I was thinking of making everything except my spaceship blurry but I think there would be something missing. Any ideas? Btw. I am working in XNA C# but if you aren't familiar to XNA describing some effects is still useful. The Game is 3d and i've attached some printscreens of the game This is in normal mode ( none boosted ) and here is the boosted mode ( the craft speeds up forward while the camera speeds in its normal speed , the non boosted speed )

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  • added Effects and removed Effects start almost together.

    - by Ravz
    Hi, I have run into a problem where I am removing a component and adding another one. I have set addedEffect and removedEffect for corresponding component. But the addedEffect starts before the removedEffect completes. How can i make them in order ?? I am doing this in actionscript.So, in this case i'm not using state and transition. Any help would be really good. Thanks.

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  • Creating a newspaper that effects the game's economy?

    - by zardon
    I am writing a game in Objective C/cocos2d where a newspaper is a central part of what controls or rather effects the game's world economy as well as what a city might do (such as increase X, reduce Y) The newspaper is a bit like a "Chance card" in Monopoly, it has an effect on something. My question is, what is the best way to do write a newspaper that has both a random and specific effect within the game. Would the best strategy be to write out all the things a newspaper can affect, a PLIST of headlines (with placeholders). I think Tiny Tower uses a PLIST of events and it randomly picks an event, but I'm not sure how it actually parses it because certain events do different things. But then how do I parse all the scenarios that a newspaper can deliver? A big switch statement seems very long and complicated to do. I am wondering if there is a simpler way to handle this kind of thing. Related to this is that there might be no news that day and I'm not sure what the newspaper should display, should it just display the last headline? So, in summary. 1) A newspaper generates a headline, it affects different things, such as the world economy, prices, how city reacts 2) I need the newspaper to generate headlines (although there may be days when there are no headlines at all), but I am not sure how to parse it without using a big-ass switch statement. Thanks in advance.

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  • python to display the special characters

    - by Suhail
    Hi, I am facing issues with the special characters like ° and ® which represent the degreee Farenheit sign and the ® represent the registered sign, when i print the string the contains the special characters, it gives output like this: Preheat oven to 350&deg F Welcome to Lorem Ipsum Inc&reg is there a way i can output the exact characters and not their codes ? please let me know.

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  • Setting effects variables in XNA

    - by Badescu Alexandru
    Hello ! I am currently reading a book named "3D Graphics with XNA Game Studio 4.0" by Sean James and have some questions to ask : If i create a effect parameter named lets say SpecularPower and have in my effect a variable named SpecularPower , if i do something like effect.Parameters["SpecularPower"].SetValue(3) That wil change the SpecularPower variable in my effect ? And a second question, not regarding the book : If i have a spaceship and i've created a "boost" functionality that speeds up my spaceship, what effects should i implement to create the impresion oh high speed ? I was thinking of making everything except my spaceship blurry but i think there would be something missing . Any ideas ? Regards, Alex Badescu

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  • Game Sound Effects Availability

    - by Ben
    Is there a need in the community for affordable game-focused sound effect packs? I am considering putting together some effects specifically geared toward games and indie developers that desire to get a working prototype quickly off the ground. Is there a need for this, or is there another standard "go-to" spot for this kind of thing? I want to offer value to the community but wanted to assess the need first. If anyone has thoughts, insight, or personal opinions on this I would love to hear it!

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  • The practical cost of swapping effects

    - by sebf
    I use XNA for my projects and on those forums I sometimes see references to the fact that swapping an effect for a mesh has a relatively high cost, which surprises me as I thought to swap an effect was simply a case of copying the replacement shader program to the GPU along with appropriate parameters. I wondered if someone could explain exactly what is costly about this process? And put, if possible, 'relatively' into context? For example say I wanted to use a short shader to help with picking, I would: Change the effect on every object, calculting a unique color to identify it and providing it to the shader. Draw all the objects to a render target in memory. Get the color from the target and use it to look up the selected object. What portion of the total time taken to complete that process would be spent swapping the shaders? My instincts would say that rendering the scene again, no matter how simple the shader, would be an order of magnitude slower than any other part of the process so why all the concern over effects?

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  • The practical cost of swapping effects

    - by sebf
    Hello, I use XNA for my projects and on those forums I sometimes see references to the fact that swapping an effect for a mesh has a relatively high cost, which surprises me as I thought to swap an effect was simply a case of copying the replacement shader program to the GPU along with appropriate parameters. I wondered if someone could explain exactly what is costly about this process? And put, if possible, 'relatively' into context? For example say I wanted to use a short shader to help with picking, I would: Change the effect on every object, calculting a unique color to identify it and providing it to the shader. Draw all the objects to a render target in memory. Get the color from the target and use it to look up the selected object. What portion of the total time taken to complete that process would be spent swapping the shaders? My instincts would say that rendering the scene again, no matter how simple the shader, would be an order of magnitude slower than any other part of the process so why all the concern over effects?

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  • Design patterns for effects between actors and technology

    - by changelog
    I'm working on my first game, and taking the opportunity to brush up my C++ (I want to make as much of it as portable as I can.) Whilst working on the technology tree and how it affects actors (spaceships, planets, crew, buildings, etc) I can't find a pattern that decouples these entities enough to feel like a clean approach. Just as an idea, here's the type of effects these actors can have on one another (and techs too) An engineer inside a spaceship boosts its shield A hero in a spaceship in a fleet increases morale A technology improves spaceships' travel distance A building in a planet improves its production The best I can come up with is the Observer pattern, and basically manage it more or less manually (when a crew member enters a spaceship, fire the event; when a new building is built in a planet, fire the event, etc etc.) but it seems to be too tightly coupled to me. I would love to get some ideas about how to approach this better.

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  • ways to program glitch style effects

    - by okkk
    Most tutorials for generating glitch art usually has to do with some form of manipulation of the compression of files. Should my goal instead to replicate the look of these glitches in shaders or is it somehow possible to authentically generate the compression artifacts in real time? Example: This effect which I'm particularly interested is referred to as datamoshing. It does "things" using the p-frames of a video (frames that I think store just the change in pixels). I feel like I need a better understanding of both graphics programming and data-compression.

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  • Display Special Characters (Korean Letters) in RichTextBox

    - by Peter Lee
    Hi, My question might be a little bit confusing, but I think it's still worth of paying some attention. Basically I'm designing a program to display all printable Unicode characters in a RichTextBox. I'm using VC# 2010 Express Edition. However, the RichTextBox has a critical problem: some special characters cannot be displayed correctly. For example, some Korean Characters (??????????????????????????????), can be displayed correctly in Microsoft Word. After I copy to the RichTextBox, the characters cannot be displayed correctly. However, when I copy back to Microsoft Word, it can be displayed correctly. Therefore, it's a display problem (the characters themselves are correct). I guess it might be a font problem. Some related property info: RichTextBox.Font.GdiChaSet RichTextBox.Font How can I solve it? So that all printable Unicode characters can be displayed correctly (using different fonts for different CharSets are acceptable). Actually, I need further assistance about removing all formatting when pasting rtbxFileContent.Paste(DataFormats.GetFormat(DataFormats.Text)); // DataFormats.UnicodeText I still need to have all printable characters to be displayed correctly, but without any formatting (except font). Thanks. Hope I made myself understood.

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  • Applying effects to an existing program that uses BasicEffect

    - by Fibericon
    Using the finished product from the tutorial here. Is it possible to apply the grayscale effect from here: Making entire scene fade to grayscale Or would you basically have to rewrite everything? EDIT: It's doing something now, but the whole grayscale seems extremely blue. It's like I'm looking at it through dark blue sunglasses. Here's my draw function: protected override void Draw(GameTime gameTime) { device.SetRenderTarget(renderTarget); graphics.GraphicsDevice.Clear(Color.CornflowerBlue); //Drawing models, bullets, etc. device.SetRenderTarget(null); spriteBatch.Begin(0, BlendState.Additive, SamplerState.PointWrap, DepthStencilState.Default, RasterizerState.CullNone, grayScale); Texture2D temp = (Texture2D)renderTarget; grayScale.Parameters["coloredTexture"].SetValue(temp); grayScale.CurrentTechnique = grayScale.Techniques["Grayscale"]; foreach (EffectPass pass in grayScale.CurrentTechnique.Passes) { pass.Apply(); } spriteBatch.Draw(temp, new Vector2(GraphicsDevice.PresentationParameters.BackBufferWidth/2, GraphicsDevice.PresentationParameters.BackBufferHeight/2), null, Color.White, 0f, new Vector2(renderTarget.Width/2, renderTarget.Height/2), 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } Another edit: figured out what I was doing wrong. I have Blendstate.Additive in the spriteBatch.Draw() call. It should be Blendstate.Opaque, or it literally tries to add the blank blue image to the grayscale image.

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  • How to disable visual effects and compiz 100%

    - by oshirowanen
    UPDATE 1: The problem is not a monitor refresh rate flickering problem, as then the whole screen would be flickering. For me, only the application windows flicker in and out of view, then most of the time, when there do decide to show themselves, they only partly show themselves, like just top half, bottom half, left half, corner missing, window disappears when you try moving it or mouse over it even etc etc. I know it is a visual effect problem as I know my computer cannot handle visual effects and for some reason when the windows do appear partly, I can see the shadows behind the windows. Those shadows are part of the visual effects which are turned on by default for some reason. I get the same problem with 10.04, but can quickly turn off the visual effects by right clicking the desktop, selecting change background image, and in the visual effects tab, I can click on none, which stops all the visual problems. ORIGINAL QUESTION: I am having problems with 11.04 on my computer. For some reason it is enabling visual effects by default in the live cd when it should not be as my computer cannot support such effects. My computer cannot support Unity either, but it defaults to standard gnome with visual effects for some reason. It should be defaulting to standard gnome with no visual effects. THerefore, all I get is a very flickery live cd which makes it very difficult to see anything. So my question is, how do I disable the visual effects from the live cd? To put it simply, the live cd flickering is so bad, that I had to log back into my standard 10.04 install just to write this question, as I just couldn't see enough of the screen because of the flickering in 11.04 to even get to askubuntu.com...

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  • Utility to add visual effects to Windows

    - by Soumya92
    I have no idea how to go about looking for this utility, so I though I would ask here. I recall a small utility that would add Compiz like effects on Windows. It was relatively small, and was released a few years ago. Does anyone know what it was called, and where I can get it? EDIT: It does not add the desktop cube or window switchers. It is more like the Compiz panel, where you can check/uncheck the effects that you want. The effects are applied to windows, and is stuff like fade, blur, etc.

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  • The visual effects in Windows 7 turns off after reboot.

    - by Jagannath
    I have Windows 7 64-bit Professional on my PC. When using English language, the visual effects are turned on. When I use Telugu LIP (India), the visual effects are turned off every time I reboot my PC. When I say visual effects, I don't mean the aero effects. The maximize and minimize effects are not felt. The effects don't show up though the check boxes are checked. Find the image showing the check boxes are checked but the effects not being showed up p. UPDATE: I recreated the account and now the effects are restored properly. UPDATE: Yes it is. This is a standard account. The surprising thing is,the check boxes are checked but still no animations. Once I make the apply button enable, the animations show up again.

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  • Add Artistic Effects to Your Pictures in Office 2010

    - by DigitalGeekery
    Do you ever wish you could add cool effects to images in your Office document pictures, but don’t have access to a graphics editor? Today we take a look at the Artistic Effects featire which is a new feature in Office 2010. Note: We will show you examples in Excel, but the Artistic Effect are available in Word, Excel, and PowerPoint. To insert a picture into your Office document, click the Picture button on the Insert tab. Once you import your picture, the Picture Tools format ribbon should be active. If not, click on the image.     In the Adjust group, click on Artistic Effects. You will see a selection of effects previews images in the dropdown list. Hover your cursor over the effects to use Live Preview to see what your picture will look like if that effect is applied.   When you find an effect you like, just click to apply it to the image. There are also some additional Artistic Effect Options. Each effect will have a it’s own set of available options that can be adjusted by moving the sliders left or right. If you find you want to undo an effect after it has been applied, simply select the None option from the previews under Artistic Effects. Conclusion Artistic Effects provides a really easy way to add professional looking effects to images in Office 2010 without the need to access graphics editing software. Check out some of our other Office 2010 articles like how to use advanced font ligatures, add video from the web to PowerPoint 2010, and preview before you paste in Office 2010. Similar Articles Productive Geek Tips Add Effects To Your Pictures in Word 2007Center Pictures and Other Objects in Office 2007 & 2010Tools to Help Post Content On Your WordPress BlogAdd Classic Polaroid Look to Your Digital picturesGive Your Desktop Artistic Flair with FotoSketcher TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips CloudBerry Online Backup 1.5 for Windows Home Server Snagit 10 VMware Workstation 7 Acronis Online Backup The iPod Revolution Ultimate Boot CD can help when disaster strikes Windows Firewall with Advanced Security – How To Guides Sculptris 1.0, 3D Drawing app AceStock, a Tiny Desktop Quote Monitor Gmail Button Addon (Firefox)

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  • How to do the Geometry Wars gravity well effect

    - by Mykel Stone
    I'm not talking about the background grid here, I'm talking about the swirly particles going around the Gravity Wells! I've always liked the effect and decided it'd be a fun experiment to replicate it, I know GW uses Hooke's law all over the place, but I don't think the Particle-to-Well effect is done using springs, it looks like a distance-squared function. Here is a video demonstrating the effect: http://www.youtube.com/watch?v=YgJe0YI18Fg I can implement a spring or gravity effect on some particles just fine, that's easy. But I can't seem to get the effect to look similar to GWs effect. When I watch the effect in game it seems that the particles are emitted in bunches from the Well itself, they spiral outward around the center of the well, and eventually get flung outward, fall back towards the well, and repeat. How does he make the particles spiral outward when spawned? How does he keep the particle bunches together when near the Well but spread away from each other when they're flung outward? How does he keep the particles so strongly attached to the Well?

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  • Sounds to describe the weather?

    - by Matthew
    I'm trying to think of sounds that will help convey the time of day and weather condition. I'm not even sure of all the weather conditions I would consider, and some are obvious. Like if it's raining, the sound of rain. But then I'm thinking, what about for a calm day? If it's morning time, I could do birds chirping or something. Night time could be an owl or something. What are some good combinations of sounds/weather/time to have a good effect?

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  • Turning off Chrome's visual effects

    - by Wesley
    Is there any way to turn off the visual effects used by Google Chrome? For example, the tabs slide around smoothly, the scrolling is really smooth, and there is a huge arrow that fades in and out during download. Reason why I'd like to know is primarily because I want to maximize battery life on my netbook by using less visual effects and, secondly, because I use Chrome on slower systems and would like to maximize the performance and efficiency of Chrome. This applies mainly to Windows XP, but also Vista, 7 and even (X)Ubuntu 9.10. EDIT1: Oh yes... disabling the attaching/detaching of tabs and turning them into translucent in the process. That's a bit stressful on my slower machines.

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