Search Results

Search found 12157 results on 487 pages for 'game mods'.

Page 123/487 | < Previous Page | 119 120 121 122 123 124 125 126 127 128 129 130  | Next Page >

  • How to work around a possible XNA Game Studio or Windows Phone SDK install failure on Windows 8

    - by Laurent Bugnion
    I am not sure if you guys know Aaron Stebner. Aaron works at Microsoft, and has pulled thorns from my side many many times already. His blog is at http://blogs.msdn.com/b/astebner and it is a gold mine of tips and tricks to debug and solve many cryptic issues happening during installation and removal of programs. For example, Aaron taught me how to remove programs that do not appear in the Programs and Features list, amongst many other things. The last nugget I used from Aaron’s blog saved my butt just before a presentation where I had to run both Visual Studio 10 with the Windows Phone SDK, and Visual Studio 11 for WinRT development. Of course this had to be on Windows 8. Unfortunately when you install the Windows Phone SDK on Windows 8, you may (or may not, I saw both scenarios) encounter an issue with XNA, and the installation fails. Unfortunately, even if you don’t use XNA in your apps, this will prevent even normal Windows Phone app development. Fortunately, Aaron has a fix for that. I hope that this helps spread the word, and increase Aaron’s blog’s visibility! Happy coding, Laurent   Laurent Bugnion (GalaSoft) Subscribe | Twitter | Facebook | Flickr | LinkedIn

    Read the article

  • Arrays for a heightmap tile-based map

    - by JPiolho
    I'm making a game that uses a map which have tiles, corners and borders. Here's a graphical representation: I've managed to store tiles and corners in memory but I'm having troubles to get borders structured. For the tiles, I have a [Map Width * Map Height] sized array. For corners I have [(Map Width + 1) * (Map Height + 1)] sized array. I've already made up the math needed to access corners from a tile, but I can't figure out how to store and access the borders from a single array. Tiles store the type (and other game logic variables) and via the array index I can get the X, Y. Via this tile position it is possible to get the array index of the corners (which store the Z index). The borders will store a game object and accessing corners from only border info would be also required. If someone even has a better way to store these for better memory and performance I would gladly accept that. EDIT: Using in C# and Javascript.

    Read the article

  • Resolution independent physics

    - by user46877
    I'm making a game like Doodlejump but don't know how to make the physics scale on multiple resolutions. I also can't find anything related to this on Google. Right now I'm scaling the game using letterboxing and tested scaling the jump height with this code: gravity = graphics.getHeight() * 0.001f; jumpVel = graphics.getHeight() * -0.04f; ... velY += gravity; y += velY; But if I test this on my smartphone or emulator with different resolutions, I always get a slightly different jump height. I know that Farseer is resolution independent. How can I replicate this in my game? Thanks in advance.

    Read the article

  • How to organize timeline in a Flash project?

    - by miguelSantirso
    Hi, I am starting a new Flash game and I was wondering if there is a better way to organize the timeline of the project. In my previous games I define a keyframe for each possible status of the game (loading, sponsor, intro, menu, gameplay, etc...). This method works but has some problems... For instance, it is not easy to implement transitions between the different screens in the game. How do you do this? Do you know of some better way?

    Read the article

  • Entity Component System, weapon

    - by Heorhiy
    I'm new to game programming and currently trying to understand Entity Component System design by implementing simple 2d game. By ECS I mean design, described here for example In my game I have different kind of weapons: automatic, gun, grenade, etc... Each type of weapon has it's own affect area (gun shots along the straight line and grenade explodes and covers some spherical area) , damage impact, visual effect and bullet amount, delay between shots. So I don't completely understand how to implement weapons. Should weapon be an Entity or it should be a component? And how the player should pick up a weapon, switch between different types of weapons and etc.

    Read the article

  • XAudio2 - Multiple instances of the same sound

    - by Boreal
    Right now, I'm adding a rudimentary sound engine to my game. So far, I am able to load in a WAV file and play it once, then free up the memory when I close the game. However, the game crashes with a nice ArgumentOutOfBoundsException when I try to play another sound instance. Specified argument was out of the range of valid values. Parameter name: readLength I'm following this tutorial pretty much exactly, but I still keep getting the aforementioned error. Here's my sound-related code. http://pastebin.com/FgaqfXTs The exception occurs on line 156 when I am playing the sound: source.SubmitSourceBuffer(buffer);

    Read the article

  • Using DLLEXPORT to export DLL function With Class to C#

    - by SICGames2013
    In my previous revision game engine I deported major functions for the game editor for C#. Now, I'm beginning to revise the game engine with a static library. There's a already dynamic library created in C++ to use DLLEXPORT for C#. Just now I want to test out the newer functions and created a DLL file from C++. Because the DLL contains classes I was wondering how would I be able to use DLL Export. Would I do this: [DLLEXPORT("GameEngine.dll", EntryPoint="SomeClass", Conventional=_stdcall)] static extern void functionFromClass(); I have a feeling it's probably DLLImport and not DLLExport. I was wondering how would I go about this? Another way I was thinking was because I already have the DLL in C++ prepared already to go the C# Class Library. I could just keep the new engine as a lib, and link the lib with the old DLL C++ file. Wouldn't the EntryPoint be able to point to the class the function is in?

    Read the article

  • 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):

    Read the article

  • Help comparing Cocos2d and Unity3d for this project.....

    - by Omega
    I will not go into details, but I would like to hear your opinions about this: Essentially, my project will be a 2d game, with lots of complex levels, where some might be simple and others might be a bit more deep, with physics, etc. We want to implement our very own online structure: logging in, leaderboards, achievements, friends etc with our own servers. This means no OpenFeint nor GameCenter at all. We expect this game to be very large in both graphics and audio. We wish to use in-app purchases. Now, we considered two options. Cocos2d and Unity3d. We need help deciding using the factors I mentioned before (networking, good performance even for a large game in terms of graphics and audio like this, in-app purchases, etc) which option would fit better this? Technically, both options can create 2d games. I'd like to hear your opinion.

    Read the article

  • Lighting a Voxel World Realistically

    - by sharethis
    I am new to game development and never implemented a complicated (and realistic) lighting. My game uses a 3d voxel terrain world (like Minecraft). To hold the data I use octrees. My goal is to render a more realistic world scene like in most voxel games. For that I want to use a bezier algorithm to round out the blocky world. Assume that I already have a large generated polygon of my terrain (or some of them). I heard of some techniques like volumetric light, global illumination, ... What approaches of a very realistic lighting are there for my "organic shaped" voxel game?

    Read the article

  • Hero/Character sprite size in comparison to tile size?

    - by Kid
    So I'm making this simple platformer where the Hero is 16x16 in size, but also, the tile size is 16x16. Which sounds fine right? But my game window/world is 800x416, which makes the Hero is really really tiny in comparison. This really surprised me, but given Ive never made a platformer before it is also a new discovery. Is there a rule set for scale in platformer games? I'd like to have my game window remain the size it is (800x416), cause the game involves large levels. But how big should my hero be? I hope I was clear with the question, and I appreciate any insight. Thanks

    Read the article

  • I need to sell an almost-complete MMORPG project. How can I do that?

    - by Tomasz
    I need your help. We have to sell MMORPG at an advanced stage. The game has a unique engine, written on the need for the game, graphics, sound, map editor, web site etc. As it happens in the play mmorpg we can develop the characters, monsters. We can fight with other characters or to establish cooperation in solving the challenges. We can fight using own monsters, or throwing their own cards with spells. Unfortunately we have no idea how to promote the game. Ended fund and I think the whole team surrendered. How can I find a buyer? Where can I find him? Thank you for your help.

    Read the article

  • Ouya build experiencing odd graphical artifacts, screen half black

    - by Neeko
    I'm witnessing very odd graphical artifacts when I run my Unity game on Ouya. After the Unity splash screen, the game loads with the screen half black. This seemingly has started occurring out of the blue. It also doesn't occur in the editor or the standalone build, only on Ouya. I can't think of a single reason why this would be happening. If I open the Ouya menu screen and close it, the game returns to normal; somewhat, as there may be some artifacts lingering but the screen isn't half black like in the screen shot above. I know there's not much to go off of, but any insight into why this may be happening is greatly appreciated.

    Read the article

  • How to implement a score database in Android

    - by Michael Seun Araromi
    I making a 2d game for android using opengl-es technology. It is a space shooting game where the player shoots enemy ships. I want to keep a track of score for the amount of enemy ships destroyed and a record of a local highscore, I want the score to be incremented whenever an enemy is destroyed. I also want a way of displaying both score and highscore on the game screen. I am not farmiliar with databases at all and I will appreciate a clear answer or a link to a good tutorial for my cause. Thanks

    Read the article

  • GameState management hierarchical FSM vs stack based FSM

    - by user8363
    I'm reading a bit on Finite State Machines to handle game states (or screens). I would like to build a rather decent FSM that can handle multiple screens. e.g. while the game is running I want to be able to pop-up an ingame menu and when that happens the main screen must stop updating (the game is paused) but must still be visible in the background. However when I open an inventory pop-up the main screen must be visible and continue updating etc. I'm a bit confused about the difference in implementation and functionality between hierarchical FSM's and FSM's that handle a stack of states instead. Are they basically the same? Or are there important differences?

    Read the article

  • rts libgdx design?

    - by user36531
    I am attempting to create a simple rts multi-player strategy game using libgdx. I am stumped at the moment. I want the underlying game world to run at all times and be aware of where all items are on the map.. so if player A logs in and moves unit to some location on the grid and logs off, that unit info is still there and can be accessed again by player A when they log back on to move somewhere else (if it didnt get attacked during the playerA was logged off). How can i do this? Do i create a main game world on the server and when players connect make client just sequentially request whats in each visible tile? Is there an easier way to get this done? Or go SQL route? Whats better?

    Read the article

  • XNA windows phone release black textures

    - by Lukasz Kajstura
    i just made a 3d game in XNA for windows phone 7. I build it in release mode on visual studio 2010 and suddenly when I run game there is no textures on models - 2 models are black and one is transparent. Models are in .X format exported from 3dsmax and have textures in .jpg also added to game content. I set build action to none and all worked fine in debug mode. When I change to release mode - black textures. When I set build action to compile it gives me warning: Asset was built 2 times with different settings: using TextureImporter and TextureProcessor using TextureImporter and TextureProcessor, referenced by... and still no textures. What can I do?

    Read the article

  • How do I implement a score database in Android?

    - by Michael Seun Araromi
    I making a 2D game for Android using OpenGL-ES technology. It is a space shooting game where the player shoots enemy ships. I want to keep a track of score for the amount of enemy ships destroyed and a record of a local highscore. The score should be incremented whenever an enemy is destroyed. I also want a way of displaying both the current score and highscore on the game screen. I am not familiar with databases at all and I will appreciate a clear answer or a link to a good tutorial for my cause. Thanks.

    Read the article

  • Fixed timestep and interpolation question

    - by Eric
    I'm following Glenn Fiedlers excellent Fix Your Timestep! tutorial to step my 2D game. The problem I'm facing is in the interpolation phase in the end. My game has a Tween-function which lets me tween properties of my game entites. Properties such as scale, shear, position, color, rotation etc. Im curious of how I'd interpolate these values, since there's a lot of them. My first thought is to keep a previous value of every property (colorPrev, scalePrev etc.), and interpolate between those. Is this the correct method? To interpolate my characters I use their velocity; renderPostion = position + (velocity * interpolation), but I cannot apply that to color for example. So what is the desired method to interpolate various properties or a entity? Is there any rule of thumb to use?

    Read the article

  • High level project workflow

    - by user775060
    We are a small software company trying our hand at our second game. Since our first games' process was a living nightmare (since we used webdevelopment workflow) I have decided to educate myself on how to manage a game project on a high level. How does your process work, from idea to launch? Preferably in situations where you have a team that needs to cooperate. I've seen these 2 links, which are useful in a way, but was wondering if there are better/more comprehensive ways to do this? http://www.goodcontroller.com/blog/?p=136 http://gogogic.wordpress.com/2009/02/09/symbol6-how-we-created-an-iphone-game/ All input would be infinitely appreciated.

    Read the article

  • creating the nodes for path finding during run time - more like path making and more

    - by bigbadbabybear
    i'm making my 1st game. i'm using javascript as i currently want to learn to make games without needing to learn another language but this is more of a general game dev question its a 2d turn-based tile/grid game. you can check it here http://www.patinterotest.tk/ it creates a movable area when you hover a player and it implements the A* algo for moving the player. The Problem: i want to make the 'dynamic movable area creation' already implement a limited number of steps for a player. The Questions: what is a good way to do this? is there another algorithm to use for this? the A* algorithm needs a start and destination, with what i want to do i don't have a destination or should i just limit the iteration of the A* algo to the steps variable? hopefully you understand the problem & questions easily

    Read the article

  • 3d environments and managing them on iOS

    - by alJaree
    I would like to start learning 3d game development and currently only develop 2d games. A few basic questions I am interested in are: What is used to create the 3d environments? Are they all done in e.g. Maya, Lightwave, 3d modeling software? What is the output format for these models and how are they manipulated in iOS? Is it all done using openGL(GL ES on iOS)? e.g a monster needs to be spawned in the game world. What coordinates are used? Are the concepts the same as 2d in terms of collision on the coordinates and movement on the coordinates of the game world? How are 3d games managed in iOS on the low available memory. (e.g. FPS games) Lastly, Can someone please recommend a good book that is up to date and can be applied to todays techniques. Thanks

    Read the article

  • Can you plug DVD/Game system into an LCD?

    - by Xeoncross
    All the LCD's in our house have DVI and VGA inputs. None support S-Video or any analog formats. Our game systems (nes, snes, n64, ps, ps2, gamecube, etc..) and DVD and VHS players only have composite (the yellow/red/white cords..?) or S-Video (that PS2-input like cable..?). How can I convert the signal these analog systems output to work on VGA or DVI?

    Read the article

  • What's the best way to create animations when doing Android development?

    - by Adam Smith
    I'm trying to create my first Android game and I'm currently trying to figure out (with someone that will do the drawings and another programmer) what the best way to create animation is. (Animations such as a character moving, etc.) At first, the designer said that she could draw objects/characters and animate them with flash so she didn't have to draw every single frame of an action. The other programmer and I don't know Flash too much so I suggested extracting all the images from the Flash animation and making them appear one after the other when the animation is to start. He said that would end up taking too much resource on the CPU and I tend to agree, but I don't really see how we're supposed to make smooth animations without it being too hard on the hardware and, if possible, not have the designer draw every single frame on Adobe Illustrator. Can an experienced Android game developper help me balance this out so we can move on to other parts of the game as I have no idea what the best way to create animations is.

    Read the article

< Previous Page | 119 120 121 122 123 124 125 126 127 128 129 130  | Next Page >