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  • I need a wirless interenet card thingy for my stationary computer

    - by user60859
    Going to move my stationary computer and hook it up to the TV. Which is far away from the wireless router. So i'm going to need a way to go on the Internet wirelessly from my stationary computer. I was looking at some of those.. wireless pci adapter things. But i have no idea which one would be compatible with my computer. How can i tell? oh i have a pentium 4, Windows XP like 600 megs of ram in case any of that matters.

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  • find a Stationary points Excel

    - by uv
    Hi, I am looking for a funcation in excel that will show my the Stationary points in th table. for exapmle A point is the lowest point on the table B point is the highest point - after point A C point is lowest point -after point B on the X there are point A,B and C, on the Y there are dates . I hope it is clear - i diddn't find the way to add the excel. Many thanks in advnce Uv

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  • How to set the default input focus/caret position in Outlook 2007 stationery?

    - by Ronald
    When using stationery/templates in Outlook 2007, I want to set the caret position between the header and footer by default. Now you have to click in the right place to start typing, which is annoying... Is the some special markup that would allow me to set a default caret position? Something like this (for Outlook Express 5/6): http://email.about.com/od/outlookexpresstips/qt/et041205.htm.

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  • How do I access my webserver on my stationary from my laptop?

    - by Steven
    I'm running Apache on my stationary and I would like to access a website through my laptop. This is some of the Apache config: NameVirtualHost 127.0.0.1:80 <VirtualHost 127.0.0.1:80> ServerName mysite.com DocumentRoot I:/wamp/www/mysite/ </VirtualHost> ServerName localhost:80 <Directory /> Options FollowSymLinks AllowOverride all Order deny,allow Deny from all </Directory> On my laptop I've added the following to the HOSTS file: 10.0.0.3 mysite.com But accessing the page through mysite.com is not very successfull. If I enter the IP address directly, I only get a Forbidden message. What do I need to do in order to get this to work? Update I'm runing WAMPSERVER 2.1 (Apache 2.2.17) Apache is up and running I can ping 10.0.0.3 from laptop I'm not able to ping http://mysite.com from laptop IE gives me a 403 Forbidden - The website declined to show this webpage The only log that get's entries when trying to access the website from my laptop, is access.log. access.log 10.0.0.4 - - [13/Jun/2011:10:14:04 +0200] "GET / HTTP/1.1" 403 202 apache_error.log [Mon Jun 13 10:08:16 2011] [error] VirtualHost localhost:0 -- mixing * ports and non-* ports with a NameVirtualHost address is not supported, proceeding with undefined results UPDATE 2 My apache config has the following entry: AllowOverride all Order Deny,Allow Deny from all Allow from 127.0.0.1 Could it be that this Allow from is stopping other computers accessing the page?

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  • Jumping over non-stationary objects without problems ... 2-D platformer ... how could this be solved? [on hold]

    - by help bonafide pigeons
    You know this problem ... take Super Mario Bros. for example. When Mario/Luigi/etc. comes in proximity with a nearing pipe image an invisible boundary setter must prevent him from continuing forward movement. However, when you jump and move both x and y you are coordinately moving in two dimensions at an exact time. When nearing the pipe in mid-air as you are falling, i.e. implementation of gravity in the computer program "pulling" the image back down, and you do not want them to get "stuck" in both falling and moving. That problem is solved, but how about this one: The player controlling the ball object is attempting to jump and move rightwards over the non-stationary block that moves up and down. How could we measure its top and lower x+y components to determine the safest way for the ball to accurately either fall back down, or catch the ledge, or get pushed down under it, etc.?

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  • How can I remotely display images on my computer?

    - by Jakob
    What I Have: A laptop booted with Ubuntu and a stationary computer dual-booted with Ubuntu and Vista, both connected through a wireless ad-hoc network. What I Want: I want a way to display images in fullscreen on my stationary, using my laptop as a "remote control". I want to be able to choose another picture at any time and have my stationary computer remain in fullscreen mode at all times. Preferably, I should also be able to display just an empty (black) screen. How can I arrange for this? What I Have Tried: I have tried simply SSH:ing into my stationary computer and opening the image files using an image viewer, but all of the ones that I have tried (Eye of Gnome, Mirage, Gwenview, and others) open a new window for every new image. I don't know how to force them into using a single instance. I have tried using the VLC remote control command line interface, but apart from seeming somewhat unreliable (exiting with segmentation faults at one point), it also displays some images with a green border and forces me to pause playback in order for the image to remain on screen. Bonus Question: In my final setup, I also need to play music through my stationary computer's speaker and have the ability to switch to another track at any point, like with the images. Preferably, I would like to control the images and the audio through the same interface. How can I best achieve this?

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  • Collision detection on a 2D hexagonal grid

    - by SundayMonday
    I'm making a casual grid-based 2D iPhone game using Cocos2D. The grid is a "staggered" hex-like grid consisting of uniformly sized and spaced discs. It looks something like this. I've stored the grid in a 2D array. Also I have a concept of "surrounding" grid cells. Namely the six grid cells surrounding a particular cell (except those on the boundries which can have less than six). Anyways I'm testing some collision detection and it's not working out as well as I had planned. Here's how I currently do collision detection for a moving disc that's approaching the stationary group of discs: Calculate ij-coordinates of grid cell closest to moving cell using moving cell's xy-position Get list of surrounding grid cells using ij-coordinates Examine the surrounding cells. If they're all empty then no collision If we have some non-empty surrounding cells then compare the distance between the disc centers to some minimum distance required for a collision If there's a collision then place the moving disc in grid cell ij So this works but not too well. I've considered a potentially simpler brute force approach where I just compare the moving disc to all stationary discs at each step of the game loop. This is probably feasible in terms of performance since the stationary disc count is 300 max. If not then some space-partitioning data structure could be used however that feels too complex. What are some common approaches and best practices to collision detection in a game like this?

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  • Domain policy template won't show any controls

    - by Kingnebula
    I have the following code that i found on the net. The problem is that it adds in nicely with the group policy editor and i can see it's Catogary under administrative controls but it doesn't show any controls for user input. What am i doing wrong here? CLASS USER category EmailStationary POLICY "SetEmailStationary" EXPLAIN "This policy sets the value for stationary" KEYNAME "Software\Microsoft\Office\11.0\Common\MailSettings" PART "What is the new stationary to use" EDITTEXT VALUENAME "NewStationery" END PART END POLICY END category

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  • R: Forecast package: Automatic algorithm for composite model involving ETS and AR

    - by phanikishan
    Hey, I would like to write a code involving automatic selection of a best composite model using ETS as well as autoregressive models. What is the criteria I should base my selection on? Also if I'm using the auto.arima function for deducing number of AR terms and corresponding coefficients from the forecast package in R, does my input series necessarily have to be stationary? or the value for d would be automatically selected thus returning a non-stationary model? Thanks, Phani

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  • Glitch when moving camera in OpenGL

    - by CG
    I am writing a tile-based game engine for the iPhone and it works in general apart from the following glitch. Basically, the camera will always keep the player in the centre of the screen, and it moves to follow the player correctly and draws everything correctly when stationary. However whilst the player is moving, the tiles of the surface the player is walking on glitch as shown: Compared to the stationary (correct): Does anyone have any idea why this could be? Thanks for the responses so far. Floating point error was my first thought also and I tried slightly increasing the size of the tiles but this did not help. Changing glClearColor to red still leaves black gaps so maybe it isn't floating point error. Since the tiles in general will use different textures, I don't know if vertex arrays can be used (I always thought that the same texture had to be applied to everything in the array, correct me if I'm wrong), and I don't think VBO is available in OpenGL ES. Setting the filtering to nearest neighbour improved things but the glitch still happens every ten frames or so, and the pixelly result means that this solution is not viable anyway. The main difference between what I'm doing now and what I've done in the past is that this time I am moving the camera rather than the stationary objects in the world (i.e. the tiles, the player is still being moved). The code I'm using to move the camera is: void Camera::CentreAtPoint( GLfloat x, GLfloat y ) { glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrthof(x - size.x / 2.0f, x + size.x / 2.0f, y + size.y / 2.0f, y - size.y / 2.0f, 0.01f, 5.0f); glMatrixMode(GL_MODELVIEW); } Is there a problem with doing things this way and if so is there a solution?

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  • Disable OS X Portable Home Directories for specific hosts for all users, not just individuals?

    - by Paul Nendick
    Would it be possible to block any and all Portable Home Directory services for specific hosts? Something like MCX's "MobileAccountNeverAsk-" but for the whole workstation? We have a network with both portable and stationary machines. I'd like our users to be able to use all machines, going portable on the MacBook but not being bothering with syncing when logged into stationary iMacs or Mac Pros. The Open Directory servers are running Snow Leopard (for now) and all clients are running Lion. Thanks! Paul

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  • 2010 outlook stationery

    - by chris
    I have just installed Microsoft 2010 I am using the 'Outlook 2010' for my email program. For the past few years I have used Outlook Express and used the program quite well However with the Outlook 2010 I have not been able to find 2 functions that I was able to do on Outlook Express 1) OE I could press stationary and it would insert a BIT Map for me , however when I do stationary in Outlook 2010 it no longer allows me to insert the Bit map. 2) OE I created a rule that allowed me to copy emails into another folder , however in 2010 it only allows me to move as a rule and not the initial copy. Please could you explain how I may be able to use the same function in 2010?

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  • Making files generally available on Linux system (when security is relatively unimportant)?

    - by Ole Thomsen Buus
    Hi, I am using Ubuntu 9.10 on a stationary PC. I have a secondary 1 TB harddrive with a single big logical partition (currently formatted as ext4). It is mounted as /usr3 with options user, exec in /etc/fstab. I am doing highspeed imaging experiments. Well, only 260fps, but that still creates many individual files since each frames is saved as one png-file. The stationary is not used by anyone other than me which is why the default security model posed by ubuntu is not necessary. What is the best way to make the entire contents of /usr3 generally available on all systems. In case I need to move the harddrive to another Ubuntu 9.x or 10.x machine? When grabbing image with the firewire camera I use a selfmade grabbing software-utility (console based) in sudo-mode. This creates all files with root as owner and group. I am logged in as user otb and usually I do the following when having to make files generally available to otb: sudo chown otb -R * sudo chgrp otb -R * sudo chmod a=rwx -R * This takes some time since the disk now contains individual ~200000 files. After this, how would linux behave if I moved the harddrive to another system where the user otb is also available? Would the files still be accessible without sudo use?

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  • Moving a Cube from a GUI texture on iOS [on hold]

    - by London2423
    I really hope someone can help me in this since I am working already two days but without any result. What I' am trying to achieve in this instance is to move a GameObject when a GUI Texture is touch on a Iphone. The GameObject to be moved is named Cube. The Cube has a Script named "Left" that supposedly when is "call it " from the GUITexture the Cube should move left. I hope is clear: I want to "activated" the script in the Game Object from the Guitexture. I try to use send message but without any joy as well so I am using GetComponent. This is the script "inside" the GUITexture using Unity and C# //script inside the gameobject cube so it can move left when call it from the GUItexture void Awake() { left = Cube.GetComponent<Left>().enable = true; } void Start() { Cube = GameObject.Find ("Cube"); } void Update () { //loop through all the touches on the screeen for(int i = 0 ; i < Input.touchCount; i++) { //execute this code for current touch (i) on the screen if(this.guiTexture.HitTest(Input.GetTouch(i).position)) { //if current hits our guiTecture, run this code if(Input.GetTouch (i).phase == TouchPhase.Began) //move the cube object Cube.GetComponent<Left> (); } if(Input.GetTouch (i).phase == TouchPhase.Ended) { return; } if(Input.GetTouch(i).phase == TouchPhase.Stationary); //if current finger is stationary run this code { Cube.GetComponent<Left> (); } } } } } This is the script inside the GameObject named "Cube" that is activated from the Gui Texture and when is activated from the GUITexture should allow the cube to move left public class Left : MonoBehaviour { // Use this for initialization void Start () { } // Update is called once per frame void OnMousedown () { transform.position += Vector3.left * Time.deltaTime; } } Before write here I search all documentation, tutorial videos, forums but I still don't understand where is my mistake. May please someone help me Thanks CL

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  • How to implement behavior in a component-based game architecture?

    - by ghostonline
    I am starting to implement player and enemy AI in a game, but I am confused about how to best implement this in a component-based game architecture. Say I have a following player character that can be stationary, running and swinging a sword. A player can transit to the swing sword state from both the stationary and running state, but then the swing must be completed before the player can resume standing or running around. During the swing, the player cannot walk around. As I see it, I have two implementation approaches: Create a single AI-component containing all player logic (either decoupled from the actual component or embedded as a PlayerAIComponent). I can easily how to enforce the state restrictions without creating coupling between individual components making up the player entity. However, the AI-component cannot be broken up. If I have, for example, an enemy that can only stand and walk around or only walks around and occasionally swing a sword, I have to create new AI-components. Break the behavior up in components, each identifying a specific state. I then get a StandComponent, WalkComponent and SwingComponent. To enforce the transition rules, I have to couple each component. SwingComponent must disable StandComponent and WalkComponent for the duration of the swing. When I have an enemy that only stands around, swinging a sword occasionally, I have to make sure SwingComponent only disables WalkComponent if it is present. Although this allows for better mix-and-matching components, it can lead to a maintainability nightmare as each time a dependency is added, the existing components must be updated to play nicely with the new requirements the dependency places on the character. The ideal situation would be that a designer can build new enemies/players by dragging components into a container, without having to touch a single line of engine or script code. Although I am not sure script coding can be avoided, I want to keep it as simple as possible. Summing it all up: Should I lob all AI logic into one component or break up each logic state into separate components to create entity variants more easily?

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  • How to calculate both positive and negative angle between two lines?

    - by Jaanus
    There is a very handy set of 2d geometry utilities here. The angleBetweenLines has a problem, though. The result is always positive. I need to detect both positive and negative angles, so if one line is 15 degrees "above" or "below" the other line, the shape obviously looks different. The configuration I have is that one line remains stationary, while the other line rotates, and I need to understand what direction it is rotating in, by comparing it with the stationary line. EDIT: in response to swestrup's comment below, the situation is actually that I have a single line, and I record its starting position. The line then rotates from its starting position, and I need to calculate the angle from its starting position to current position. E.g if it has rotated clockwise, it is positive rotation; if counterclockwise, then negative. (Or vice versa.) How to improve the algorithm so it returns the angle as both positive or negative depending on how the lines are positioned?

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  • Camera not staying behind model while moving in circle

    - by ChocoMan
    I have a camera behind a model (3rd Person) and I'm having problems KEEPING it behind the model. When I first start my game, you see the back of the model. If the model moves forward, backward or strafe left or right, the camera moves along accordingly. When the model rotates (stationary), the camera rotates accordingly with the model still pointing at the model's back. So far, so good. The problem comes when the player is BOTH moving and rotating at the same time. Take for example a model moving in a circular pattern like running around a track. As the model moves in this motion, the model rotates slightly more with each complete rotation. Eventually, instead of looking at the model's back, eventually you will see the model in a profile view and before you know it, the model's front is facing the camera. And when you stop moving the model, the model stays in that position. So, as long as my model is stationary and rotating in one place, the camera rotates correctly. But as soon as there is any sort movement while rotating, the model is offset by a mysterious increasing amount. How can I keep the camera maintaining the same view no matter how I move AND rotate at the same time? // Rotates model and pitches camera on its own axis public void modelRotMovement(GamePadState pController) { /* For rotating the model left or right. * Camera maintains distance from model * throughout rotation and if model moves * to a new position. */ Yaw = pController.ThumbSticks.Right.X * MathHelper.ToRadians(speedAngleMAX); AddRotation = Quaternion.CreateFromAxisAngle(Vector3.Up, yaw); //AddRotation = Quaternion.CreateFromYawPitchRoll(Yaw, 0, 0); ModelLoad.MRotation *= AddRotation; MOrientation = Matrix.CreateFromQuaternion(ModelLoad.MRotation); Pitch = pController.ThumbSticks.Right.Y * MathHelper.ToRadians(speedAngleMAX); AddPitch = Quaternion.CreateFromAxisAngle(Vector3.Up, pitch); ModelLoad.CRotation *= AddPitch; COrientation = Matrix.CreateFromQuaternion(ModelLoad.CRotation); } // Orbit (yaw) Camera around model public void cameraYaw(float yaw) { Vector3 yawAngle = ModelLoad.CameraPos - ModelLoad.camTarget; Vector3 axisYaw = Vector3.Up; ModelLoad.CameraPos = Vector3.Transform(yawAngle, Matrix.CreateFromAxisAngle(axisYaw, yaw)) + ModelLoad.camTarget; }

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  • How to Freeze and Unfreeze Rows and Columns in Excel 2013

    - by Lori Kaufman
    If you are working on a large spreadsheet where all the rows and columns of data don’t fit on the screen, it would be helpful to be able to keep the heading rows and columns stationary so you can scroll through the data. You can freeze rows and columns in your spreadsheet. To do so, select the cell above which and to the left of which you want to freeze the columns and rows. Click the View tab.    

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  • Initial direction of intersection between two moving vehicles?

    - by Larolaro
    I'm working with a bit of projectile prediction for my AI and I'm looking for some ideas, any input? If a blue vehicle is moving in a direction at a constant speed of X m/s and a stationary orange vehicle has a rocket that travels Y m/s, which initial direction would the orange vehicle have to fire the rocket for it to hit the blue vehicle at the earliest time in the future? Thanks for reading!

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  • rearrange multidimensional array on basis of value of inner array

    - by I Like PHP
    i have an array like this Array ( [0] => Array ( [cat_name] => Clothing [cat_id] => 1 [item_name] => shirt [item_id] => 1 [src] => 177 [sic] => 78 ) [1] => Array ( [cat_name] => Stationary [cat_id] => 3 [item_name] => note book [item_id] => 8 [src] => 50 [sic] => 10 ) [2] => Array ( [cat_name] => Stationary [cat_id] => 3 [item_name] => ball pen [item_id] => 10 [src] => 59 [sic] => 58 ) [3] => Array ( [cat_name] => Expandable [cat_id] => 4 [item_name] => vim powder [item_id] => 14 [src] => 34 [sic] => 23 ) [4] => Array ( [cat_name] => Clothing [cat_id] => 1 [item_name] => pant [item_id] => 16 [src] => 100 [sic] => 10 ) ) now what i want first it sorted by cat_id and then a create a new array having below structure Array ( [0] =>"Clothing"=>Array ( [0]=>Array ( [item_name] => shirt [item_id] => 1 [src] => 177 [sic] => 78 ) [1] => Array ( [item_name] => pant [item_id] => 16 [src] => 100 [sic] => 10 ) ) [1] => "Stationary"=>Array ( [0] => Array ( [item_name] => note book [item_id] => 8 [src] => 50 [sic] => 10 ) [1] => Array ( [item_name] => ball pen [item_id] => 10 [src] => 59 [sic] => 58 ) ) [2]=>"Expandable => Array ( [0] => Array ( [item_name] => vim powder [item_id] => 14 [src] => 34 [sic] => 23 ) ) )

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  • Day 2 - Game Design Documentation

    - by dapostolov
    So yesterday I didn't cut any code for my game but I was able to do a tiny bit of research on the XNA Game Development Technology and the communities out there and do you know what? I feel I'm a bit closer to my goal. The bad news is today I didn't cut code either. However, not all is lost because I wanted to get my ideas on paper and today I just did that.  Today, I began to jot down notes about the game and how I felt the visual elements would interact with each other. Unlike my workplace, my personal level of documentation is nothing more than a task list or a mind map of my ideas; it helps me streamline my solutions quiet effectively and circumvent the long process of articulating each thought to the n-th degree. I truly dislike documentation (because I have an extremely hard time articulating my thought and solutions); however, because I tend to do a really good job with documentation I tend to get stuck writing the buggers. But as a generalist remark: 'No Developer likes documentation.' For now let's stick with my basic notes and call this post a living document. Here are my notes, fresh, from after watching the new first episode of Merlin second season! Actually, a quick recommendation to anyone who is reading this (if anyone is): I truly recommend you envelope yourself in the medium or task you're trying to tackle. Be one with moment and feel it! For instance: Are you writing a fantasy script / game? What would the music of the genre sound like? For me the Conan the Barbarian soundtrack by Basil Poledouris is frackin awesome. There are many other good CD's out there, which I listen to (some who even use medival instruments, but Conan I keep returning to. It's a creative trigger for me. Ask yourself what would the imagery look like? Time to surf google for artist renditions of fantasy! What would the game feel like? Start playing some of your favorite games that inspire you, be wary though, have some self control and don't let it absorb your time. Anyhow, onto the documentation... Screens, Scenes, and Sprites. Oh My! (groan...) The first thing that came to mind were the screens, I thought the following would suffice: Menu Screen Character Customisation Screen Loading Screen? Battle Ground The Menu Screen Ok. So, the thought here is when the game loads a huge title is displayed: Wizard Wars. The player is prompted with 3 menu items: 1 Player Game, 2 Player Game, and Exit. Since I'm targetting the PC platform, as a non-networked game to start, I picture myself running my mouse over each menu option and the visual element of the menu item changes, along with a sound to indicate that I am over a curent menu item. And as I move my mouse away, it changes back, and possibly an exit mouse sound. Maybe on the screen somewhere is a brazier alit with a magical tome open right beside it, OR, maybe the tome is the menu! I hear the menu music as mellow, not obtrusive or piercing. On a menu item select, a confirmation sound bellows to indicate the players selection. The Esc key will always return me to the previous screens or desktop. The menu screen must feel...dark, like a really important ritual is about to happen and thus the music should build up. 1 Player Game - > Customize Character(s) 2 Player Game - > Customize Character(s) Exit - > Back to Windows Notes: So the first thing I pick up here are a couple things: First and foremost, my artistic abilities suck crap, so I may have to hire an artist (now that i've said that, lets get techy) graphical objects will be positioned within a scene on each screen / window. Menu items will be represented grapically, possibly animated, and have sound / animation effects triggered by user input or a time line. I have an animated scene involving a brazier or fire on a stick IF I was to move this game to the xbox, I'd have to track which menu item is currently selected (unless I do a mouse pointer type thing.) WindowObject has a scene A Scene has many GameObjects GameObject has a position graphic or animation MenuObject is a GameObject which has a mouse in, mouse out, and click event which either does something graphically (animation), does something with sound, or moves to another screen.  Character Customisation Screen With either the 1 or 2 player option selected, both selections will come to this screen; a wizard requires a name, powers, and vestements of course! Player one will configure his character first and then player two. I considered a split screen for PC but to have two people fighting over a keyboard would probably suck. For XBox, a split screen could work; maybe when I get into the networking portion (phase 2 blog?) of this game I will remove the 2 player option for PC and provide only multiplayer and I will leave 2 player for xbox...hmm... Anyhow...I picture the creation process as follows: Name: (textbox / keyboard entry) - for xbox, this would have to be different. Robe Color: (color box, or something) Stats: Speed, Oomph, and Health. (as sliders) 1 as minimum and 10 as maximum. Ok, Back, and Cancel buttons / options. Each stat has a benefit which are listed below. The idea is the player decides if he wants his wizard to run fast, be a tank and ... hit with a purse.Regardless, the player will have a pool of 12 points to use. Ideally, A balanced wizard will have 5 in each attribute. Spells? The only spell of choice is a ball of fire which comes without question. The music and screen should still feel like a ritual. The Character Speed Basically, how fast your character moves and casts. Oomph (Best Monster Truck Voice): PURE POWAH!!! The damage output of your fireball. Health How much damage you can take. Notes: I realise the game dynamics may sound uninteresting at the moment; but I think after a couple releases, we could have some other grand ideas such as: saved profiles, gold to upgrade arsenal of spells, talents, etc...but for now...a vanilla fireball thrower mage will suffice for this experiment. OK. So... a MenuObject  may need to be loosely coupled to allow future items such as networking? may be a button? a CharacterObject has a name speed oomph health and a funky robe color. cap on the three stats (1-10) an arsenal of 1 spell (possibly could expand this) The Loading Screen As is. The Battleground Screen For now, I'm keeping the screen as max resolution for the PC. The screen isn't going to move or even be a split screen. I'm not aiming high here because I want to see what level of change is involved when new features / concepts are added to game content. I'm interested to find out if we could apply techniques such as MVC or MVVM to this type of development or is it too tightly coupled? This reminds me when when my best friend and I were brainstorming our game idea (this is going back a while...1994, 6?) and he cringed at the thought of bringing business technology into games, especially when I suggested a database to store character information and COM / DCOM as the medium, but it seems I wasn't far off (reflecting); just like his implementation of a xml "config file" for dynamic direct-x menus back before .net in 1999...anyhow...i digress... The Battle One screen, two characters lobing balls of fire at each other...It doesn't get better than that. Every so often a scroll appears...and the fireballs bounce off walls, or the wizard has rapid fire, or even scrolls of healing! The scroll options are endless. Two bars at the top, each the color of the wizard (with their name beside the bar) indicate how much health they have. Possibly the appearance of the scrolls means the battle is taking too long? I'm thinking 1 player controls: up, down, left, right and space to fire the button. Or even possibly, mouse click and shift - mouse button to fire a spell in the direction they are facing. Two player controls: a, s, d, f and space AND arrows (up, down, left, right) and Del key or Crtl. The game ends when a player has 0 health and a dialog box appears asking for a rematch / reconfigure / exit. Health goes down when a fireball (friendly or not), connects with a wizard. When a wizard connects with a scroll, a countdown clock / icon appears near the health bar and the wizard begins to glow. For the most part, a wizard can have only scroll 1 effect on him at a time. Notes: Ok, there's alot to cover here. a CharacterObject is a GameObject it travels at a set velocity it travels in a direction it has sounds (walking, running, casting, impact, dying, laughing, whistling, other?) it has animations (walking, running, casting, impact, dying, laughing, idle, other?) it has a lifespan (determined by health) it is alive or dead it has a position a ScrollObject is a GameObject it carries a transferance of points "damage" (or healing, bad scroll effect?) (determinde by caster) it carries a transferance of "other" it is stationary it has a sound on impact it has a stationary animation it has an impact animation / or transfers an impact animation it has a fade animation? it has a lifespan (determined by game) it is alive or dead it has a position a WallObject is a GameObject it has a sound on fireball impact? it is a still image / stationary it has an impact animation / or transfers an impact animation it is dead it has a position A FireBall is a GameObject it carries a transferance of poinst "damage" (or healing, bad scroll effect?) (determinde by caster) it travels at a set velocity it travels in a direction it has a sound it has a travel animation it has an impact animation / or transfers an impact animation it has a fade animation? it has a lifespan (determined by caster) it is alive or dead it has a position As I look at this, I can see some common attributes in each object that I can carry up to the GameObject. I think I'm going to end the documentation here, it's taken me a bit of time to type this all out, tomorrow. I'll load up my IDE and my paint studio to get some good old fashioned cowboy hacking going!   D.

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  • Desktop Fun: Valentine’s Day 2011 Wallpaper Collection [Bonus Edition]

    - by Asian Angel
    First, we brought you fonts for your Valentine’s Day stationary needs followed by icon packs to help customize your desktop. Today we finish our romantic holiday trio out with a larger than normal size wallpaper collection Latest Features How-To Geek ETC How to Integrate Dropbox with Pages, Keynote, and Numbers on iPad RGB? CMYK? Alpha? What Are Image Channels and What Do They Mean? How to Recover that Photo, Picture or File You Deleted Accidentally How To Colorize Black and White Vintage Photographs in Photoshop How To Get SSH Command-Line Access to Windows 7 Using Cygwin The How-To Geek Video Guide to Using Windows 7 Speech Recognition Android Notifier Pushes Android Notices to Your Desktop Dead Space 2 Theme for Chrome and Iron Carl Sagan and Halo Reach Mashup – We Humans are Capable of Greatness [Video] Battle the Necromorphs Once Again on Your Desktop with the Dead Space 2 Theme for Windows 7 HTC Home Brings HTC’s Weather Widget to Your Windows Desktop Apps Uninstall Batch Removes Android Applications

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  • Need help starting with a game in Flash/AS3

    - by Hossein
    Hi, I am kinda new to flash/AS3. I have written some stuff and now I now the basics of AS. I want to develop a game in which my character moves. exactly like the way Super Mario moves(the background changes and new obstacles come in the way like and animation with which you can interact by climbing and shooting etc.) There is one big thing that I don't understand is that how to make my background moving and introduce new obstacles when my character moves forward. Currently my scene is static which means the background is the same and obstacles are also stationary. Can some point me to a tutorial or give me an answer that solves my confusion? thanks

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  • How should I replan A*?

    - by Gregory Weir
    I've got a pathfinding boss enemy that seeks the player using the A* algorithm. It's a pretty complex environment, and I'm doing it in Flash, so the search can get a bit slow when it's searching over long distances. If the player was stationary, I could just search once, but at the moment I'm searching every frame. This takes long enough that my framerate is suffering. What's the usual solution to this? Is there a way to "replan" A* without redoing the entire search? Should I just search a little less often (every half-second or second) and accept that there will be a little inaccuracy in the path?

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  • 2D game collision response: SAT & minimum displacement along a given axis?

    - by Archagon
    I'm trying to implement a collision system in a 2D game I'm making. The separating axis theorem (as described by metanet's collision tutorial) seems like an efficient and robust way of handling collision detection, but I don't quite like the collision response method they use. By blindly displacing along the axis of least overlap, the algorithm simply ignores the previous position of the moving object, which means that it doesn't collide with the stationary object so much as it enters it and then bounces out. Here's an example of a situation where this would matter: According to the SAT method described above, the rectangle would simply pop out of the triangle perpendicular to its hypotenuse: However, realistically, the rectangle should stop at the lower right corner of the triangle, as that would be the point of first collision if it were moving continuously along its displacement vector: Now, this might not actually matter during gameplay, but I'd love to know if there's a way of efficiently and generally attaining accurate displacements in this manner. I've been racking my brains over it for the past few days, and I don't want to give up yet! (Cross-posted from StackOverflow, hope that's not against the rules!)

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