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  • Design leaderboard ratings for quiz games

    - by PeterK
    Back in March 2011 i started the following post: How to design a leaderboard? Now my quiz game have been out for approximately a year and sold pretty decently. I am working on to update the game design and is again looking into the leaderboard design to make it better as i am not happy with it. Currently i rate players on number of correct answers, which is not good as it does not consider things like number of games, difficulty levels etc. I also have "extended" stats behind the UITableView (Leaderboard). A player can play based on three levels of difficulty: hard, medium or easy Difficulty levels can be mixed between players in a game Each game can be one to six players, so there can be single games or duels Between 2 and 30 questions per game As i am considering integrating Game Center Leaderboard i need to design a better rating system so i would like to ask for some ideas how to do the rating based on the above. I am thinking about how much a point would be worth and what it includes.

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  • Making retro games: Any good known game architectures?

    - by A.Quiroga
    I'm trying to do a remake of Snowbros . I'm doing it using libgdx but at each time i must try to thought how things got done . For example the physics of the jump and collisions . It seams to be time perfect , but i use the deltaTime to try to aproximate the value in game . I think in this case maybe its using some calcs with processor Hz , but i don't know. Then the simple question , is there any resources of how did they programm this games? Or any idea of the simple ideas repeated each game to game in the old style retro games.

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  • Simple Interactive Search with jQuery and ASP.Net MVC

    - by Doug Lampe
    Google now has a feature where the search updates as you type in the search box.  You can implement the same feature in your MVC site with a little jQuery and MVC Ajax.  Here's how: Create a javascript global variable to hold the previous value of your search box. Use setTimeout to check to see if the search box has changed after some interval.  (Note: Don't use setInterval since we don't want to have to turn the timer off while Ajax is processing.) Submit the form if the value is changed. Set the update target to display your results. Set the on success callback to "start" the timer again.  This, along with step 2 above will make sure that you don't sent multipe requests until the initial request has finished processing. Here is the code: <script type="text/javascript"> var searchValue = $('#Search').val(); $(function () {     setTimeout(checkSearchChanged, 0.1); }); function checkSearchChanged() {     var currentValue = $('#Search').val();     if ((currentValue) && currentValue != searchValue && currentValue != '') {         searchValue = $('#Search').val();         $('#submit').click();     }     else {         setTimeout(checkSearchChanged, 0.1);     } } </script> <h2>Search</h2> <% using (Ajax.BeginForm("SearchResults", new AjaxOptions { UpdateTargetId = "searchResults", OnSuccess = "checkSearchChanged" })) { %>     Search: <%   = Html.TextBox("Search", null, new { @class = "wide" })%><input id="submit" type="submit" value="Search" /> <% } %> <div id="searchResults"></div> That's it!

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  • what knowledge would I need to make a good simulation games

    - by Skeith
    I have an idea for a game like theme park but don't know how simulation games are made. I am not some noob on his first game so I appreciated constructive answers instead of "its hard, don't do it". What I want is to know how simulation game mechanics are put together. I figure it would be heaver on the AI than normal games and not knowing much about AI would like to know some programming techniques I should look into for this style game. specific techniques please not just a book on ai. what sort of architecture would be used? I guess it would have some sort of probability engine with pre designed events that are triggered based on the AI state. Would it use a FSM or be purely event driven ? Any information on how a sims game functions would be cool.

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  • Google Games Chat #6

    Google Games Chat #6 Google Games Chat is back once again. What kinds of crazy topics will be talking about this time around? Will Todd ever finish Skyrim? What Google employee and/or homeless person is sleeping behind the couch this week? Tune in and find out! Ask us questions in the moderator link! We might even get around to answering them! From: GoogleDevelopers Views: 0 0 ratings Time: 00:00 More in Science & Technology

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  • How to prevent "underwater sight" in games

    - by CPP_Person
    In many games where the player can go underwater, it seems like when you look where the top half of the screen is in the air, and the bottom half the screen is in the water, it's almost like the water doesn't exist and the player is... flying slowly with water sounds? Is there a logical way to solve this? An algorithm? Doesn't seem like any solution has come up yet since many games still have this. I don't want to make the same mistake.

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  • How to design brain games [on hold]

    - by samesky
    I will wonder if anybody has some information about designing games for brain improvement. Recently lumosity is into a gear. I guess they research a lot or have experts. But is there any other research paper that is publicly available for designing the brain games ? Any equation or data that can help? Or what characteristics a brain game should have ? I am getting interested on this and search internet a lot, but unfortunately I could not find the core structure of it. It will really a helpful for me if somebody can give some information. Thank you.

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  • Designing extensible, interactive systems

    - by vemv
    Steve Yegge's The Pinoccio Problem describes a very special type of program: one that not only fulfills the original purpose of its creators, but also is capable of performing arbitrary, user-defined computations. They typically also host a console, by which one can reprogram the software on runtime, maybe persisting the modifications. I find this problem very hard to reason about - there seems to be a conflict between implementing the 'core modules' of a program, and making the system really implementation-agnostic (i.e. no functionality is hard-coded). So, how to architecture such a program - what techniques can help? Is it a well-studied topic?

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  • Whats the best way of learning how to Develop Java Games

    - by Shaun
    As the Title says, the question is Whats the best way of learning how to Develop Java Games? Indeed there's over thousands of tutorials explaining and teaching you the basic's of Java and how It works but they are usually and majority of the tutorial's teaching you Java basic's are boring and don't push you as you could do. Basically, is there any tutorials out there that push you so and give you problems you have to solve and push your knowledge so you get a much better understanding of creating java games. This seems a ideal question for new people learning Java and hopefully should help newbie's learning Java. (Sorry if this sounds noobish).

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  • A proper way to create non-interactive accounts?

    - by AndreyT
    In order to use password-protected file sharing in a basic home network I want to create a number of non-interactive user accounts on a Windows 8 Pro machine in addition to the existing set of interactive accounts. The users that corresponds to those extra accounts will not use this machine interactively, so I don't want their accounts to be available for logon and I don't want their names to appear on welcome screen. In older versions of Windows Pro (up to Windows 7) I did this by first creating the accounts as members of "Users" group, and then including them into "Deny logon locally" list in Local Security Policy settings. This always had the desired effect. However, my question is whether this is the right/best way to do it. The reason I'm asking is that even though this method works in Windows 8 Pro as well, it has one little quirk: interactive users from "User" group are still able to see these extra user names when they go to the Metro screen and hit their own user name in the top-right corner (i.e. open "Sign out/Lock" menu). The command list that drops out contains "Sign out" and "Lock" commands as well as the names of other users (for "switch user" functionality). For some reason that list includes the extra users from "Deny logon locally" list. It is interesting to note that this happens when the current user belongs to "Users" group, but it does not happen when the current user is from "Administrators". For example, let's say I have three accounts on the machine: "Administrator" (from "Administrators", can logon locally), "A" (from "Users", can logon locally), "B" (from "Users", denied logon locally). When "Administrator" is logged in, he can only see user "A" listed in his Metro "Sign out/Lock" menu, i.e. all works as it should. But when user "A" is logged in, he can see both "Administrator" and user "B" in his "Sign out/Lock" menu. Expectedly, in the above example trying to switch from user "A" to user "B" by hitting "B" in the menu does not work: Windows jumps to welcome screen that lists only "Administrator" and "A". Anyway, on the surface this appears to be an interface-level bug in Windows 8. However, I'm wondering if going through "Deny logon locally" setting is the right way to do it in Windows 8. Is there any other way to create a hidden non-interactive user account?

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  • Should iOS games use a Timer?

    - by ????
    No matter what frameworks we use -- Core Graphics, Cocos2D, OpenGL ES -- to write games, should a timer be used (for games that has animation even when a user doesn't do any input, such as after firing a missile and waiting to see if the UFO is hit)? I read that NSTimer might not get fired until after scheduled time (interval), and CADisplayLink can delay and get fired at a later time as well, only that it tells you how late it is so you can move the object more, so it can make the object look like it skipped frame. Must we use a Timer? And if so, what is the best one to use?

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  • Creating a interactive grid for puzzle game

    - by Noupoi
    I am trying to make a slitherlink game, and am not too sure how to approach creating the game, more specifically the grid structure on which the puzzle will be played on. This is what a empty and completed slitherlink grid would look like. The numbers in the squares are sort of clues and the areas between the dots need to be clickable. http://i.stack.imgur.com/U1kXn.gif http://i.stack.imgur.com/RMwiv.gif I would like to create the game in VB .NET. What data structures should I try to use, and would it be beneficial using any frameworks such as XNA?

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  • STL for games, yea or nay?

    - by munificent
    Every programming language has its standard library of containers, algorithms, and other helpful stuff. With languages like C#, Java, and Python, it's practically inconceivable to use the language without its standard lib. Yet, on many C++ games I've worked on, we either didn't use the STL at all, used a tiny fraction of it, or used our own implementation. It's hard to tell if that was a sound decision for our games, or one simply made out of ignorance of the STL. So... is the STL a good fit or not?

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  • 12.04 - sound is laggy when running games through Wine

    - by orzechowskid
    Lenovo U400 Wine 1.5.5 Ubuntu 12.04 with all updates applied I'm experiencing severe (~500ms) audio lag in all games run in Wine. Portal 2, Half-Life, World of Goo, and Fallout are all exhibiting this problem. When I run winecfg though and click the "Test Sound" button at the bottom of the Audio tab, the sound effect appears to play immediately. So I'm not sure what's going on. I don't think it's a problem with PulseAudio by itself since totem videos and Youtube clips both play in perfect sync. Anyone have any ideas on where to start fixing this? thanks! (edit: I thought this was limited to Steam games but I installed a non-Steam game and I now see that's not the case. I get audio lag in other apps too.)

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  • Knowledge of a Language vs. Games in Portfolio

    - by RedShft
    How important is the knowledge of a language versus the games that you have developed in your portfolio? To be more specific. Personally, I dislike C++ for several reason(mainly due to it's complexity, and pointers, and I prefer D as my language of choice thus far. Due to this, I've written two games in D instead of C++ that are my personal projects. Am I wasting my time with D? Should I start using C++ again? For reference, I have 6 months of experience in C++. It's the first language I learned. I have messed around with SDL/SFML and a bit of Direct3D with C++ as well. Even though I like D, i'd rather not waste my time learning it, if it in no way will help me get a job in the gaming industry.

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  • STL for games, yea or nay?

    - by munificent
    Every programming language has its standard library of containers, algorithms, and other helpful stuff. With languages like C#, Java, and Python, it's practically inconceivable to use the language without its standard lib. Yet, on many C++ games I've worked on, we either didn't use the STL at all, used a tiny fraction of it, or used our own implementation. It's hard to tell if that was a sound decision for our games, or one simply made out of ignorance of the STL. So... is the STL a good fit or not?

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  • Do open world games need less backstory?

    - by Raceimaztion
    I've played a few open-world games and really enjoyed them, though the ones I've really enjoyed have generally received complaints about how little story there is to them. The Saboteur is one example of this. Fully open-world, good enough story (for me, anyway), engaging gameplay, and still has received complaints in reviews about not having enough story. Do open-world games actually need a full, all-encompassing story? Or can fun and engaging gameplay fill in the gap and let the designer get away with a slightly less complete story?

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  • Increasing Site Traffic Through Interactive Marketing

    Many of the usual advertising methods are no longer working on the everyday audience. People tend to avoid being advertised to, or ignore these ads completely, and many advertisers are taking note of this. Utilizing Internet advertising channels and campaigns are essential to establishing your brand and getting in touch with customers, even if you do not sell your products or services online.

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  • Single-player pong game

    - by Jam
    I am just starting out learning pygame and livewires, and I'm trying to make a single-player pong game, where you just hit the ball, and it bounces around until it passes your paddle (located on the left side of the screen and controlled by the mouse), which makes you lose. However, I keep getting the error: "Cannot have more than on Screen object", which I can find no references to online really, and I can't make sense of it. I want to eventually make the game more complicated, but I need to make it work first. Help please! Here's the code so far: from livewires import games games.init(screen_width=640, screen_height=480, fps=50) class Paddle(games.Sprite): image=games.load_image("paddle.bmp") def __init__(self): super(Paddle, self).__init__(image=Paddle.image, y=games.mouse.y, left=0) self.score=games.Text(value=0, size=25, top=5, right=games.screen.width-10) games.screen.add(self.score) def update(self): self.y=games.mouse.y self.check_collide() def check_collide(self): for ball in self.overlapping_sprites: self.score.value+=1 self.score.right=games.screen.width-10 ball.handle_collide() class Ball(games.Sprite): image=games.load_image("ball.bmp") speed=1 def __init__(self, x, y=90): super(Ball, self).__init__(image=Ball.image, x=x, y=y, dx=Ball.speed, dy=Ball.speed) def update(self): if self.left<0: self.end_game() self.destroy() def handle_collide(self): if self.right>games.screen.width: self.dx=-self.dx if self.bottom>games.screen.height or self.top<0: self.dy=-self.dy def ball_destroy(self): self.destroy() def main(): background_image=games.load_image("background.bmp", transparent=False) games.screen.background=background_image the_ball=Ball() games.screen.add(the_ball) the_paddle=Paddle() games.screen.add(the_paddle) games.mouse.is_visible=False games.screen.event_grab=True games.screen.mainloop() main()

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  • What is the best way to generate income from mobile games?

    - by Thomas
    As the title states, what is the best way to get income from mobile games? (taking into consideration that creating the games only costs a lot of time and the games are relatively simple) As I see it, there are multiple ways of getting money from mobile games, Selling them for a fixed price (seems like a high threshold for potential buyers) In-game purchases (I can imagine this only works for several types of games, I don't see this working well for monopoly unless you like really fancy hotels ;) Ingame advertisements / sponsorships Which way will most likely bring the most profit?

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  • Professional Windows Phone 7 Game Development: Creating Games using XNA Game Studio 4

    - by Chris Williams
    In 24 short days*, my (along with the awesome George W. Clingerman) first book will be released:   Professional Windows Phone 7 Game Development: Creating Games using XNA Game Studio 4 (or as we like to call it, that damned 550 page monstrosity that nearly killed us) Weighing in at 552 pages and featuring a foreward by the legendary James Silva (Ska Studios, creator of The Dishwasher: Dead Samurai, The Dishwasher: Vampire Smile, I MAED A GAME W1TH Z0MB1ES 1NIT!!!1, and more...) this book gives thorough coverage of XNA 4.0 as it relates to Windows Phone 7. The book is written in a light, conversational tone, which means (unlike some books) you won't be compelled to gouge your eyes out with a rusty spork after reading the first few pages. At least, that’s the intent. If you do feel compelled to engage in some feats of eye-gouging sporkage, we (the authors of this book) would like to point out that we are not responsible and that seeking the help of a mental health professional might be advised. (We’re not qualified to dispense medical advice either.) The book is structured to introduce relevant material first, with code snippets and samples of how to use various phone features and XNA concepts, with helpful side notes along the way. After you've been exposed to a few chapters worth of concepts, you get the chance to bring them together by building a game that leverages those features. This book contains THREE (3!) complete games, including: Drive & Dodge (a racing game), Poker Dice (roll dice to make poker hand combinations) and Picture Puzzle (take a photo and turn it into a jigsaw puzzle.) Writing this book has been an incredible experience, and we hope reading it will be equally informative for all of you. We’re also happy to announce there will be a Kindle edition available, along with various other electronic media. Get your copy from Wiley.com, Amazon.com, Barnes & Noble, and anywhere else awesome books are sold. *more or less… some sites list the publication date as early march, but the official street date is 2/21/2011

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  • More Retro Games

    - by Matt Christian
    Last week I made 2 stops to my local game stores and spent a load of cash on a bunch of new retro games for my collection.  Here are the recent additions: NES - Mega Man 2 - The Adventures of Bayou Billy - Ducktales - Metal Gear - Super Mario Bros / Duck Hunt - Firestorm - Dragon's Lair - Bartman Meets Radioactive Man N64 - Superman 64 - Zelda: Ocarina of Time (in original box, box is in poor condition) Atari - Superman - Adventure - Donkey Kong - Raiders of the Lost Ark Dreamcast - Memory card with view screen - Space Channel 5 Genesis (all in case) - Jurassic Park - Sonic Spinball - Sonic the Hegehog 3 (missing manual) - Spiderman (also called Spiderman vs. The Kingpin) GameGear - Bart vs The Space Mutants Quite a large haul given it was all purchased in 2 days.  Although, Metal Gear I got for a great deal and almost considered buying their other copy simply to resale for more though I decided against it to let another lucky soul find it.  I may need to run over there again because I think they had TMNT 2 (NES) for around $6 and it usually sells for more than that.  I could have sworn I grabbed it and bought it but my receipt tells me differently. I also found my copy of Super Mario 3 and added that to my collection.  Unfortunately one of the corners of the label has begun to peel up pretty badly which sucks although it's still a good item for the collection. In other retro news, this weekend was Easter and while at my grandparents the cousins wanted to play on their NES which was not working.  Me being the retro NES nerd I am, grabbed a screw driver, some Windex, a few toothpicks, and a few cotton swabs and had it up and running under an hour (that includes eating dinner!).  The NES holds the games tighter, has a better connection, and works almost instantly.  I should do THAT for a living!

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  • Has anyone else read "Programming video games for the Evil Genius"

    - by Martin
    I bought this book called "Programming Video Games for the Evil Genius" by Ian Cinnamon. If there is anyone who has read or is familiar with this book I am wondering if they think it is worth reading. I am interested in making video games. I have already taken intro courses in C++, Java and Python and got through okay. I've been going through this book for about a month now(SLOWLY). All I have to do is type the code exactly in the book, BUT a lot of the code is not clearly explained. I do some research online but I usually still have some trouble answering my questions. Then I found stack overflow. It's been a ton of help. Right now I am trying to make a racing game right out of this book and I got to a point where the author left a bunch of errors in his code. One of the members of this website fixed it up for me, but added some stuff that I'm having trouble understanding. I spend more time trying to figure out the authors errors and fix them or get someone to help me fix them than I actually do learning code. I REALLY want to learn how to do this and I am ready and willing to put in the time, but I'm not sure if my time would be better spent learning from a different source. Are there any veterans out there that are familiar with this book and think it's worth it/not worth it? Should I try to move onto another book? Any advice for a fresh start for someone who wants to learn some video game programming?

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