Search Results

Search found 373 results on 15 pages for 'johnny grass'.

Page 13/15 | < Previous Page | 9 10 11 12 13 14 15  | Next Page >

  • Is it possible to give an animated GIF a transparent background?

    - by Phil
    I'm making a Fire Emblem-esque game. There are very cute 2D frames I made for each character, and, like a game like Fire Emblem, I want these characters to animate constantly. To circumvent the graphics programming involved I came up with a novel idea! I would make each character an animated gif, and only in special conditions ever halt their constant movement - in that case just change what image is being displayed. Simple enough. But I have a dilemma - I want the background of my .gifs to be transparent (so that the "grass" behind each character naturally shows, as per the screenshot - which has them as still images with transparent backgrounds). I know how to make a background transparent in numerous tools (GIMP, Photoshop). But it seems every .gif creator replaces the transparent background with something and I can't edit it back to transparent. Is it possible to have a .gif with a transparent "background"? Perhaps my knowledge of file formats is limiting me here.

    Read the article

  • How to create reproducible probability in map generation?

    - by nickbadal
    So for my game, I'm using perlin noise to generate regions of my map (water/land, forest/grass) but I'd also like to create some probability based generation too. For instance: if(nextInt(10) > 2 && tile.adjacentTo(Type.WATER)) tile.setType(Type.SAND); This works fine, and is even reproduceable (based on a common seed) if the nextInt() calls are always in the same order. The issue is that in my game, the world is generated on demand, based on the player's location. This means, that if I explore the map differently, and the chunks of the map are generated in a different order, the randomness is no longer consistent. How can I get this sort of randomness to be consistent, independent of call order? Thanks in advance :)

    Read the article

  • What are some ways to texture map a terrain?

    - by ApocKalipsS
    I'm working with XNA on a 3D Game, and I'm trying to have a proper and nice environnement. I actually followed a tutorial to create a terrain from a heightmap. To texture it, I just apply a grass texture on it and tile it a number of times. But what I want to do is to have a really realistic texturing, but also generate it automatically (for example if I want to use Perlin noise to generate a terrain and then texture it). I already learned about multi-texturing, loading a map file with different colors for different textures, but I don't think this is really efficient, for instance for cliffs or very steep areas it will tile a texture badly as it's a view from the top. (Also, I don't know how I'll draw roads or dirt paths with that.) I'm looking for an efficient solution to realistically texture mapping procedurally-generated terrain.

    Read the article

  • Adopt a Java EE 7 JSR!

    - by reza_rahman
    Broad community participation is key to the success of any technology worth it's salt. The Adopt-a-JSR program was launched in recognition of this fact. It is an initiative by some key JUG leaders around the World to encourage JUG members to get involved in a JSR and to evangelize that JSR to their JUG and the wider Java community, in order to increase grass roots participation. There are a number of JUGs that have already jumped in like the Chennai JUG, SouJava, London Java Community, BeJUG, GoJava, Morrocco JUG, Campinas JUG and ItpJava. Note that any developer can participate, there isn't a need to be a JUG leader. There are a number of Java EE 7 JSRs that could use your help right now including WebSocket, JSON, Caching, Concurrency for EE, JAX-RS2 and JMS2. Find out more here.

    Read the article

  • What's the best Open Php newsletter manager ?

    - by Bilel
    Hi :) I'm looking for a nice newsletter management solution. I tried CCmail a good script but whaere I can't imort usernames !!! I would like to find a system that is able to import Opt-in lists in the following format : John Smith;[email protected];other paramaeters...;[like] ;Male;Age... I will develop my own module if I could find another emailing manager Are you already satisfied with a similar application with a trusted (spam-prevention) emailer ? Thank you :)

    Read the article

  • Algorithm to compare people names to detect identicalness

    - by Pentium10
    I am working on address book synchronization algorithm. I would like to reuse some code if there exists, but couldn't find one yet. Does someone know about an algorithm that will tell me in numbers/float/procent how much two names are identical. Levenstein distance is not good in this approach, as names and our adddress books are matching the begining of each of the name sections. John Smith should match Smith Jon, Jonathan Smith, Johnny Smith

    Read the article

  • SQL & Linq To SQL Help

    - by cre-johnny07
    I have a table which is some thing like below.. Date ID 2009-07-01 1 2009-07-01 2 2009-07-01 3 2009-08-01 4 2009-08-01 5 2009-08-01 6 2009-09-01 7 2009-09-01 8 2009-10-01 9 2009-10-01 10 2009-11-01 11 .... Now I need to write a query which will show a output like below. Date Start End 2009-07 1 3 2009-08 4 6 2009-09 7 8 ... How can I do this.. Any help would be highly appreciated Thanking In Advance Johnny

    Read the article

  • Efficient way to store tuples in the datastore

    - by Drew Sears
    If I have a pair of floats, is it any more efficient (computationally or storage-wise) to store them as a GeoPtProperty than it would be pickle the tuple and store it as a BlobProperty? If GeoPt is doing something more clever to keep multiple values in a single property, can it be leveraged for arbitrary data? Can I store the tuple ("Johnny", 5) in a single entity property in a similarly efficient manner?

    Read the article

  • Making a Web Gui to design a Garden Layout

    - by paddydub
    I would like to design a web page Gui where users can design a simple interactive garden. The user would pick a template design and receive price estimates based on the design template and the dimensions entered. I'd like the user to be able to move items such as plants, stones and be able to adjust the dimensions of the grass, paving. I'm thinking i could make it using flash but I would like to know there are any other ways I could use to implement this?

    Read the article

  • PHP array_search nor working?

    - by FFish
    What am I doing wrong here? $array = array('sky'=>'blue', 'grass'=>'green', 'sun'=>'yellow'); $key = array_search('green', $array); echo $key; error: Parse error: syntax error, unexpected T_DOUBLE_ARROW in /Applications/XAMPP/xamppfiles/htdocs/search-array.php on line 2

    Read the article

  • Alice In Wonderland: Good, but not Great

    - by Theo Moore
    We went to see Alice In Wonderland today. We both like Tim Burton a lot (the stranger the better) and like Johnny Depp very well also. After seeing all the previews and such, we were fired up to see this film. Honestly, I thought it was good but not great. I was prepared to be wow-ed, but I wasn't. Perhaps I expected too much. I did like it, but I'll not own it nor would I expect to see it again...unless someone I know decides they want to see it. I was about to say something to reassure you that I wasn't going to provide any spoilers but two things occurred to me: one, I never give spoilers and two, why worry about spoilers for a film that so closely follows a book? My comments about the film are hard to describe, but the basic gist is that it doesn't really feel like it..."works" to me. I can't get any more specific than that, much as I'd like to do so. Something about it seems sort of disjointed and not in that Alice way you'd expect. My only specific comment is that I didn't like the actor who plays Alice very well. She was very flat and just didn't sell he character to me. She seemed a bit, well, plastic. Depp was as good as you'd expect him to be, I am happy to say. Obviously Lewis Carroll couldn't have imagined this made into film, but I can't help thinking that he'd see this and say that Depp was the perfect Mad Hatter. So, I'd definitely recommend seeing it (we saw it in 3D which was cool, but not really necessary) at least once, but don't be surprised if you're kinda meh afterwards.

    Read the article

  • JavaOne 2012 Day 1

    - by Geertjan
    Day 1, Sunday, started the night before for those attending the NetBeans Party at Johnny Foley's: Invitations had been sent out prior to the party to all speakers for NetBeans Day, as well as speakers in JavaOne sessions where NetBeans is going to be used. That turns out to be around 40 people, who hung out until quite late, with snacks and drinks. Next day, NetBeans Day had most sessions with completely packed rooms, which means there were around 300 people! Panel discussions around central themes in the NetBeans ecosystem (Java EE, JavaFX, and NetBeans Platform) were held, which resulted in a whole bunch of people up on stage throughout the day, such as this group of speakers in the Java EE session: From left to right above you see Sean Comerford from ESPN.com, John Yeary the Java EE panel moderator and JUG lead from Greenville, Cagatay Civici the PrimeFaces lead developer, Glenn Holmer long time NetBeans enthusiast (more on him below) from the Weyco Group, and NetBeans/Java EE book author David Heffelfinger. There were panels just like the above for JavaFX and the NetBeans Platform too, with very interesting and dynamic talks, such as one by JavaFX book authors Gail and Paul Anderson, who showed off this brilliant JavaFX/NetBeans Platform mashup: NetBeans Day ended with a good discussion about how to get involved in the NetBeans community, wrapping up with an award ceremony with two very special NetBeans community awards: Then everyone caught buses to the Masonic Auditorium, where 4 hours of keynotes took place. This is what the room looked like: The 4 hours ended with a very well received HTML5/NetBeans demo, showing of NetBeans IDE 7.3 features, by NetBeans director John Ceccarelli. And I liked this slide during an earlier keynote session by Oracle VP Hasan Rizvi: There was really a lot of love for NetBeans during the JavaOne keynote sessions and I don't remember hearing any other IDE being mentioned, in any way at all. Next there was the Duke's Choice Award ceremony, outside the Hilton in a cool lounge area, where, among others, Timon and Angelo from the NetBeans Platform community received their awards for AgroSense and MICE. In between all of the above, I met very many friends from previous conferences, as well as several new ones. It was clearly a great start to the conference. Looking forward to what the rest of the week will bring!

    Read the article

  • New Feature! Automatic Categories for Geekswithblogs.net

    - by Jeff Julian
    One of the features we have been working on is a way to categorize posts without the need of all our bloggers getting on the same page with what categories we have and making them select the categories.  Johnny Kauffman, one of our team members at AJI Software, developed what we call the Sherlock Project over the past few months.  Sherlock is a category suggestion engine based on the content within the posts.  Now, after a post is published, Sherlock will investigate the content and come up with the suggested categories that content fits in.  This will now allow you to go to the specific topics you are interested in and see all the related posts. This is just the beginning, so many more opportunities will arise now that we have our content organized.  One of the first features I will be adding is RSS feeds for each category and sub category.  If you are into ALM, we will have a feed for that! I hope you enjoy these and the engine will continue to get better as we start testing the data.  I hope you are as excited about this as I am :D.  Technorati Tags: Geekswithblogs.net,Categories,Sherlock

    Read the article

  • SysAdmin Career Question: Internal or Client Based

    - by Malnizzle
    ServerFault Community, It seems there are two positions SysAdmins find themselves in, either you are working for a non-IT services based single client (your employer) and providing in-house IT support or you work for a company who provides out sourced IT services to multiple clients. Right now I work for a company who does the latter, and I often consider how nice it would be doing the in-house side of things, to just have one network I am focused on and instead of feeling like I have a dozen bosses between clients and internal management, I would just have one set of management and people to appease. There is also the technical aspect of every client wanting something different, and having to manage numerous different technology platforms, or trying to force clients into using the technologies we prefer, neither situation is enjoyable. Is this just "the grass is greener on the other side" syndrome, or is there some legitimacy to the the stress of client based IT work compared to being an in-house IT guy? Thanks!

    Read the article

  • Movie colors are off on ubuntu using Movieplayer?

    - by chris
    I've been playing with a new SLR that also happens to record movies. When I try to view a movie using Movie Player, it plays fine, and the sound is there, but the colors are off - green grass is purple, and my golden retriever is a blue retriever. VLC reports that the file is broken, offers to repair it, and plays it with the same problem. The same file plays fine under WinXP with both Media Player and Quicktime, and with no problems under MacOS also with Quicktime. What's the problem, and how can I fix it?

    Read the article

  • Movie colors are off on ubuntu

    - by chris
    I've been playing with a new SLR that also happens to record movies. When I try to view a movie using Movie Player, it plays fine, and the sound is there, but the colors are off - green grass is purple, and my golden retriever is a blue retriever. VLC reports that the file is broken, offers to repair it, and plays it with the same problem. The same file plays fine under WinXP with both Media Player and Quicktime, and with no problems under MacOS also with Quicktime. What's the problem, and how can I fix it?

    Read the article

  • creating bounding box list

    - by Christian Frantz
    I'm trying to create a list of bounding boxes for each cube drawn, so I can use the boxes to intersect with a ray that my mouse position is casting, but I have no idea how. I've created a list that stores the boxes, but how am I getting the values from each box? for (int x = 0; x < mapHeight; x++) { for (int z = 0; z < mapWidth; z++) { cubes.Add(new Vector3(x, map[x, z], z), Matrix.Identity, grass); boxList.Add(something here); } } public Cube(GraphicsDevice graphicsDevice) { device = graphicsDevice; var vertices = new List<VertexPositionTexture>(); BuildFace(vertices, new Vector3(0, 0, 0), new Vector3(0, 1, 1)); BuildFace(vertices, new Vector3(0, 0, 1), new Vector3(1, 1, 1)); BuildFace(vertices, new Vector3(1, 0, 1), new Vector3(1, 1, 0)); BuildFace(vertices, new Vector3(1, 0, 0), new Vector3(0, 1, 0)); BuildFaceHorizontal(vertices, new Vector3(0, 1, 0), new Vector3(1, 1, 1)); BuildFaceHorizontal(vertices, new Vector3(0, 0, 1), new Vector3(1, 0, 0)); cubeVertexBuffer = new VertexBuffer(device, VertexPositionTexture.VertexDeclaration, vertices.Count, BufferUsage.WriteOnly); cubeVertexBuffer.SetData<VertexPositionTexture>(vertices.ToArray()); } There aren't any clearly defined variables for the bounds of each cube created, so where do I create the bounding box from?

    Read the article

  • 2D Collision masks for handling slopes

    - by JiminyCricket
    I've been looking at the example at: http://create.msdn.com/en-US/education/catalog/tutorial/collision_2d_perpixel and am trying to figure out how to adjust the sprite once a collision has been detected. As David suggested at XNA 4.0 2D sidescroller variable terrain heightmap for walking/collision, I made a few sensor points (feet, sides, bottom center, etc.) and can easily detect when these points actually collide with non-transparent portions of a second texture (simple slope). I'm having trouble with the algorithm of how I would actually adjust the sprite position based on a collision. Say I detect a collision with the slope at the sprite's right foot. How can I scan the slope texture data to find the Y position to place the sprite's foot so it is no longer inside the slope? The way it is stored as a 1D array in the example is a bit confusing, should I try to store the data as a 2D array instead? For test purposes, I'm thinking of just using the slope texture alpha itself as a primitive and easy collision mask (no grass bits or anything besides a simple non-linear slope). Then, as in the example, I find the coordinates of any collisions between the slope texture and the sprite's sensors and mark these special sensor collisions as having occurred. Finally, in the case of moving up a slope, I would scan for the first transparent pixel above (in the texture's Ys at that X) the right foot collision point and set that as the new height of the sprite. I'm a little unclear also on when I should make these adjustments. Collisions are checked on every game.update() so would I quickly change the position of the sprite before the next update is called? I also noticed several people mention that it's best to separate collision checks horizontally and vertically, why is that exactly? Open to any suggestions if this is an inefficient or inaccurate way of handling this. I wish MSDN had provided an example of something like this, I didn't know it would be so much more complex than NES Mario style pure box platforming!

    Read the article

  • How to design good & continuous tiles

    - by Mikalichov
    I have trouble designing tiles so that when assembled, they don't look like tiles, but look like an homogeneous thing. For example on the image below: even though the main part of the grass is only one tile, you don't "see" the grid; you know where it is if you look a bit carefully, but it is not obvious. Whereas when I design tiles, you can only see "oh, jeez, 64 times the same tile". A bit like on that image: (taken from a gamedev.stackexchange question, sorry; no critic about the game, but it proves my point, and actually has better tile design that what I manage) I think the main problem is that I design them so they are independent, there is no junction between two tiles if put closed to each other. I think having the tiles more "continuous" would have a smoother effect, but can't manage to do it, it seems overly complex to me. I think it is probably simpler than I think once you know how to do it, but couldn't find a tutorial on that specific point. Is there a known method to design continuous / homogeneous tiles? (my terminology might be totally wrong, don't hesitate to correct me)

    Read the article

  • Are Intel compilers really better than Microsoft ones?

    - by Rocket Surgeon
    Years ago I was surprised when discovered that Intel sells Studio compatible compilers. I tried it in particular for C/C++ as well as fantastic diagnostic tools. But the code was simply not that computationally intensive to notice the difference. The only impression was: did Intel really did it for me just now, Wow, amazing tools with nanoseconds resolution, unbeleivable. But the trial ended and team never seriously considered a purchase. From your experience, if license cost does not matter, which vendor is a winner ? It is not broad or vague question or attemt to spark a holy war. This sort of question about 2 very visible tools. Nobody likes when tools have any mysteries or surprises. And choices between best and best are always the pain. I also understand the "grass greener" argument. I want to hear all "what ifs" stories. What if Intel just locally optimizes it for the chip stepping of the month, and not every hardware target will actually work as well as Microsoft compiled ? What if AMD hardware is the target and everything will slow down for no reason ? Or on other hand, what if Intel's hardware has so many unnoticable opportunities, that Microsoft compiler writers are too slow to adopt and never implement in the compiler ? What if both are the same exactly, actually a single codebase just wrapped into 2 different boxes and licensed to both vendors by some 3rd party shop? And so on. But someone knows some answers.

    Read the article

  • Applying Textures to Hexagonal Tiles Seamlessly

    - by PATRY
    I'm doing a tactical game (X-Com / Fallout style) for fun. I've decided to use a hexagonal map, but I'm having a graphic problem. My current map display is HUD-like, with only the border of the map cells displayed, without any texture. it's simple and allow for display of different types of informations by varying the color of the border. For exemple the "danger view mode" displays the borders with a color going from green (no damage possible) to red (prob of damage 90%). Now, It's a bit hard to differentiate the kind of tile the player is on. I could put a plain color (green is grass, pale blue is water...), but this is going to limit the possibilities. Thus, i would like to display a texture on my tiles. Since the map are generated, i can not use a picture for the whole map with the HUD over. So, my question is : does any one knows how i could generate the sealess hexagonal textures (algo or plugin), or if there is a site with some hexagonal tiles ?

    Read the article

  • How can I design good continuous (seamless) tiles?

    - by Mikalichov
    I have trouble designing tiles so that when assembled, they don't look like tiles, but look like a homogeneous thing. For example, see the image below: Even though the main part of the grass is only one tile, you don't "see" the grid; you know where it is if you look a bit carefully, but it is not obvious. Whereas when I design tiles, you can only see "oh, jeez, 64 times the same tile," like in this image: (I took this from another GDSE question, sorry; not be critical of the game, but it proves my point. And actually has better tile design that what I manage, anyway.) I think the main problem is that I design them so they are independent, there is no junction between two tiles if put closed to each other. I think having the tiles more "continuous" would have a smoother effect, but can't manage to do it, it seems overly complex to me. I think it is probably simpler than I think once you know how to do it, but couldn't find a tutorial on that specific point. Is there a known method to design continuous / homogeneous tiles? (My terminology might be totally wrong, don't hesitate to correct me.)

    Read the article

  • Are Intel compilers really better than the Microsoft ones?

    - by Rocket Surgeon
    Years ago, I was surprised when I discovered that Intel sells Visual Studio compatible compilers. I tried it in particular for C/C++ as well as fantastic diagnostic tools. But the code was simply not that computationally intensive to notice the difference. The only impression was: did Intel really do it for me just now, wow, amazing tools with nanoseconds resolution, unbelievable. But the trial ended and the team never seriously considered a purchase. From your experience, if license cost does not matter, which vendor is the winner? It is not a broad or vague question or attemt to spark a holy war. This sort of question is about two very visible tools. Nobody likes when tools have any mysteries or surprises. And choices between best and best are always the pain. I also understand the grass is always greener argument. I want to hear all "what ifs" stories. What if Intel just locally optimizes it for the chip stepping of the month, and not every hardware target will actually work as well as Microsoft compiled? What if AMD hardware is the target and everything will slow down for no reason? Or on the other hand, what if Intel's hardware has so many unnoticable opportunities, that Microsoft compiler writers are too slow to adopt and never implement it in the compiler? What if both are the same exactly, actually a single codebase just wrapped into two different boxes and licensed to both vendors by some third-party shop? And so on. But someone knows some answers.

    Read the article

  • How should I load level data in java?

    - by Matthew G.
    I'm setting up my engine for a certain action/arcade game to have a set of commands that would look something like this. Set landscape to grass Create rocks at ... Create player at X, Y Set goal to "Get to point X Y" Spawn enemy at X, Y I'd then have each object knowing what it has to do, and acting on its own. I've been thinking about how to store this data. External data files could be parsed by a level class, and certain objects can be spawned through that. I could also create a base level class and extend it for each level, but that'd create a large amount of classes. Another idea is to have one level parser class, but have a case for each level. This would be extremely silly and bulky, but I mention it because I found that I did this at 2 AM last night. I'm finally getting why I have to plan out my inheritances, though. RIP project. I might be completely missing another option.

    Read the article

< Previous Page | 9 10 11 12 13 14 15  | Next Page >