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  • 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

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  • How can I test if my rotated rectangle intersects a corner?

    - by Raven Dreamer
    I have a square, tile-based collision map. To check if one of my (square) entities is colliding, I get the vertices of the 4 corners, and test those 4 points against my collision map. If none of those points are intersecting, I know I'm good to move to the new position. I'd like to allow entities to rotate. I can still calculate the 4 corners of the square, but once you factor in rotation, those 4 corners alone don't seem to be enough information to determine if the entity is trying to move to a valid state. For example: In the picture below, black is unwalkable terrain, and red is the player's hitbox. The left scenario is allowed because the 4 corners of the red square are not in the black terrain. The right scenario would also be (incorrectly) allowed, because the player, cleverly turned at a 45* angle, has its corners in valid spaces, even if it is (quite literally) cutting the corner. How can I detect scenarios similar to the situation on the right?

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  • TileMapRenderer in libGDX not drawing anything

    - by Benjamin Dengler
    So I followed the tutorial on the libGDX wiki to draw Tiled maps but it doesn't seem to render anything. Here's how I setup my OrthographicCamera and load the map: camera = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); map = TiledLoader.createMap(Gdx.files.internal("maps/test.tmx")); atlas = new TileAtlas(map, Gdx.files.internal("maps")); tileMapRenderer = new TileMapRenderer(map, atlas, 8, 8); And here is my render function: Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); camera.update(); tileMapRenderer.render(camera); Also I did pack the tile map using the TiledMapPacker. I'm completely stumped... am I missing anything obvious here? EDIT: While debugging I noticed that the TileAtlas seems to be empty, which I guess shouldn't be the case, but I have no idea why it's empty.

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  • Recommended method towards making custom maps for a 2d game?

    - by Qasim
    I am planning on making a 2D game, however different from my last personal projects I want this one to have enhanced graphics, with custom-designed levels. My previous 2d platformers were tile-based, in which I made a map editor for to create levels. However, I am wondering the best way to implement custom designed maps? For say, some grass is a litter higher than others, flowers here and there, cool drawings and structures along the way, etc. instead of just the same old tiles over and over again. I am thinking but I just can't grasp the idea of how to implement it. I have seen it done in other games and am interested to see how they accomplish it, but can't get my hands on some source code. :(

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  • HP Pavilion g6 1190sm laptop has overheat/hibernation/graphics issues

    - by Jan
    Every time I reboot or shutdown my laptop, while the laptop is booting again I get a screen (before loading the OS) that HP discovered overheating and system went into hibernation. But the point is that the laptop is not overheating nor going into hibernation by itself. Also, because of the hybrid graphics card I cannot install additional drivers. Desktop resolution and all works perfectly but I cannot use Unity 3D. Also, OpenGL doesn't work as it should (with Cairo Dock). As I've read some posts, people say that vgaswitcheroo doesn't work on 12.04 so I haven't tried it.

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  • How do I determine the draw order in an isometric view flash game?

    - by Gajet
    This is for a flash game, with isometric view. I need to know how to sort object so that there is no need for z-buffer checking when drawing. This might seem easy but there is another restriction, a scene can have 10,000+ objects so the algorithm needs to be run in less than O(n^2). All objects are rectangular boxes, and there are 3-4 objects moving in the scene. What's the best way to do this? UPDATE in each tile there is only object (I mean objects can stack on top of each other). and we access to both map of Objects and Objects have their own position.

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  • Ask The Readers: How Do You Organize Your Apps?

    - by Jason Fitzpatrick
    Application organization and launching has improved significantly over the years but there’s always room for improvement and customization. This week we’re interested in hearing about your tips, tricks, and tools for efficiently organizing and launching your apps. Do you stick with the OS defaults? Do you use third-party app launchers to streamline your workflow? Whether you’ve done some minor tweaking to the Start Menu or installed a brand new application dock, we want to hear all about it. Sound off in the comments with your tips and tricks for avoiding time wasted searching for application shortcuts–check back in on Friday for the What You Said roundup to see how your fellow readers are wrangling their applications. The HTG Guide to Hiding Your Data in a TrueCrypt Hidden Volume Make Your Own Windows 8 Start Button with Zero Memory Usage Reader Request: How To Repair Blurry Photos

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  • Remove bottom panel from a remastered LiveCD

    - by Uri Herrera
    How can I remove or autohide to 0 the bottom Gnome panel from a remastered liveCD and autostart AWN (or any dock for that matter...) to replace it? , just as moonOS 4 (the distro that gave me the idea to try to do this) Using this command to enable the auto hide gconftool-2 -t bool -s /apps/panel/default_setup/toplevels/bottom_panel/auto_hide "true" i Figured out how to Autostart AWN,however that involves removing BOTH panels, so im not quite there yet Using UCK gconf-editor to manually edit the option to auto hide the bottom panel doesn't work, when testing the livecd BOTH panels are still there, even though i use the command and then run gconf-editor to check that the option is eneabled, which it is, however, once the livecd starts the autohide feature is disabled

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  • Where do I get extra Compiz plugins?

    - by jasoncruz98
    I installed Compiz on my laptop running Ubuntu 11.10 last week. The way I installed it was kind of different, I opened up a terminal and typed this command: sudo apt-cache search compiz After that, I installed all the packages that appeared in the terminal window. I enjoyed all the effects of Compiz like Paint fire on screen, Desktop Cube, but I can't help but noticing people having some extra plugins which I don't have, such as Atlantis, Snow, Tile and much more. Where are they getting all those plugins and how do I get them?

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  • How to cull liquids

    - by Cyral
    I use culling on my Tiles in my 2D Tile Based Platformer, so only ones needed are drawn on screen. Thats easy to do. However, My Liquid tiles (Water, lava, etc) require an Update Method aswell as the normal Draw, which does checks against tiles, makes it flow, etc. So how should I cull liquid updates in my game? Not culling is to slow, culling only on screen looks awkward when you move. What do you think would be best for the player? Maybe someway of culling the visible tiles PLUS also adding the width/height of the viewport to start culling tiles at a fast enough rate in front of the player so it dosent look awkward when moving? (Not sure how to do this though, something with MaxSpeed of player and width of screen)

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  • Good resources for JavaScript 2D game programming?

    - by DJCouchyCouch
    As an exercise, I've decided to look into JavaScript for game programming. While it's far from being the best language for that, I do like the idea that it's cross-platform and it's always available as a web page. So I thought I'd see what I could do with it. Specifically, I'd like to make a 2D tile-based game of some kind. Where can I find resources to do that? I'm sure this question's come up before, but I can't find any reference to it.

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  • Where do I get the source code to customize Unity?

    - by Muhammad Khan
    So one of the main reasons I migrated to Ubuntu 12.04 from Windows 7 was to be able to have more control over my system due to the flexibility and customizability of a Linux operating system. However, with Ubuntu I do not feel as if I am as in control as I can be. What I mean to say is, where are the source codes and everything for all of this that I can edit on my machine. For example, suppose I want to position my dock on the left to be on the right without wanting to install any new software. I simply want to see the GUI files and reposition it myself. How can I do that, if that's even possible? Thank You!

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  • Obtain rectangle indicating 2D world space camera can see

    - by Gareth
    I have a 2D tile based game in XNA, with a moveable camera that can scroll around and zoom. I'm trying to obtain a rectangle which indicates the area, in world space, that my camera is looking at, so I can render anything this rectangle intersects with (currently, everything is rendered). So, I'm drawing the world like this: _SpriteBatch.Begin( SpriteSortMode.FrontToBack, null, SamplerState.PointClamp, // Don't smooth null, null, null, _Camera.GetTransformation()); The GetTransformation() method on my Camera object does this: public Matrix GetTransformation() { _transform = Matrix.CreateTranslation(new Vector3(-_pos.X, -_pos.Y, 0)) * Matrix.CreateRotationZ(Rotation) * Matrix.CreateScale(new Vector3(Zoom, Zoom, 1)) * Matrix.CreateTranslation(new Vector3(_viewportWidth * 0.5f, _viewportHeight * 0.5f, 0)); return _transform; } The camera properties in the method above should be self explanatory. How can I get a rectangle indicating what the camera is looking at in world space?

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  • Volume setting isn't remembered after restart/shutdown

    - by Iulian
    This is my first time here and I'm new to linux and also to Ubuntu. I've installed first version 11.10 and there was some problems with the unity dock and also the problem with the volume not being remembered after restart or shutdown. I'm using dualboot with Windows 7. Ubuntu was installed after windows. I have 2 sound cards. One is onboard, on the motherboard, and the other is external, an E-MU 0404 USB 2.0 sound card. The last one is my primary sound card and I've choosed it as default output sound card. I've upgraded to 12.04 hopeing that this was fiex but even in this version the OS doesn't keep the volume where it was last time. The big problem is that sometimes I forget about this problem and start music and it starts at full volume and soon I think I will die of heart attack. Is there a way to make it remember or at least to tell him to start at a specific volume not at 100%?

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  • How to show other characters in online 2D rpg

    - by Loligans
    I have Player 1 and Player 2 I am using Json to send and retrieve player data between the client and the server, but when another player logs in, and is in the same map, how would I send that data to both players to update the graphics engine to show there are 2 Players on the map? About my game it is a 2D RPG tile based game it is 24x15 Tiles it is Real time Action it should interact anywhere between 10-150 ping players interact with each other when in the same map and can see each other moving around the game world is persistent, and is saved when the server shuts down Right now the server just sends the player Only their information which is inside a Json Object Here is an example of what I am talking about If you notice there are 2 separate characters in 2 separate clients, but they are running on the same server. I am trying to get them to show up on both clients, but I don't know how I should accomplish this. Should I send it as an added value in the Json object? Also what is the name of this process so I can look it up and find more info on it?

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  • Cocos2d Tiled Dynamic Object Layer

    - by Rodrigo Camargo
    I'm trying to develop a cocos2d tiled based game using a sort of 'dynamic' object layer. What I want to do is after the tiled map is loaded, the user can drag something into the map and that will become an event when the 'hero' pass over it. I know how to build an object layer in tiled but it seems that is for fixed positions and what I want is a dynamic action position based on what the user can select. For instance, the user can drag a rock into a tile and when the character hit that rock he may die, or something. I'm a little lost about how to make it work. Do you have any idea of what should I use or what should I look for? Thanks in advance!

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  • Icon zoom on gnome panel with mouseover?

    - by brent.with.a.mustache
    I'm actually quite surprised that I couldn't find any information regarding this question through simple google-ing; I would think that it was something of a no-brainer kind of question. I'm basically trying to figure out if there's any way to have the icons in the side panel/favorites bar magnify as you mouseover them, much like you'd see in any the popular launcher programs (i.e. rocket dock or apple's launcher)? I'm on a netbook with a rather limited amount of screen real estate to work with, so the icons depicting my "favorite applications" have been reduced to a permanent, unsatisfying handful of pixels. Again, it seems to me that this should be a fairly obvious feature to include in the options for the panel, so I'm hoping that there's an easy solution. Unfortunately, I haven't found any way to make this happen, so any help would be appreciated. Here's a screenshot :squint: http://i.imgur.com/OpMIF.jpg -- ubuntu 11.10; gnome 3; hp mini 110

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  • Placing newly opened windows while having a window maximized?

    - by Wauzl
    I'm often working in a maximized window from which I'm opening new windows, that do not appear maximized. They are placed at the very top at the desktop in the way that I can not see the upper window decoration. The upper dock of the maximized window is in front of it. This is very unhandy, because I can not easily close or move the newly opened window. Is there a way to fix this behaviour? I played around with the Place Windows plugin in compiz but it didn't work at all. Greetings, Wauzl

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  • How to add a sound that an enemy AI can hear?

    - by Chris
    Given: a 2D top down game Tiles are stored just in a 2D array Every tile has a property - dampen (so bricks might be -50db, air might be -1) From this I want to add it so a sound is generated at point x1, y1 and it "ripples out". The image below kind of outlines it better. Obviously the end goal is that the AI enemy can "hear" the sound - but if a wall is blocking it, the sound doesn't travel as far. Red is the wall, which has a dampen of 50db. I think in the 3rd game tick I am confusing my maths. What would be the best way of implementing this?

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  • How to prevent Gnome desktop from crashing?

    - by nixnotwin
    I have ubuntu 10.10 32bit running on my Asus EEEPC 1005PX. I am experiencing frequent desktop crashes. When I turn on my netbook at least once in 5 times the defualt ubuntu theme disapears and the classic gnome theme appears. Many times while doing some work, the desktop crashes and the CLI gets shown, and after a few seconds the login screen appers. I am not using any widgets or dock bars, I just have a single gnome panel with default menus. The crashes also happen when using the default bundled ubuntu apps. Is there any way to avoid these crashes?

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  • OpenGL 2D Rasterization Sub-Pixel Translations

    - by Armin Ronacher
    I have a tile based 2D engine where the projection matrix is an orthographic view of the world without any scaling applied. Thus: one pixel texture is drawn on the screen in the same size. That all works well and looks nice but if the camera makes a sub-pixel movement small lines appear between the tiles. I can tell you in advance what does not fix the problem: GL_NEAREST texture interpolation GL_CLAMP_TO_EDGE What does “fix” the problem is anchoring the camera to the nearest pixel instead of doing a sub-pixel translation. I can live with that, but the camera movement becomes jerky. Any ideas how to fix that problem without resorting to the rounding trick I do currently?

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  • Getting isometric grid coordinates from standard X,Y coordinates

    - by RoryHarvey
    I'm currently trying to add sprites to an isometric Tiled TMX map using Objects in cocos2d. The problem is the X and Y metadata from TMX object are in standard 2d format (pixels x, pixels y), instead of isometric grid X and Y format. Usually you would just divide them by the tile size, but isometric needs some sort of transform. For example on a 64x32 isometric tilemap of size 40 tiles by 40 tiles an object at (20,21)'s coordinates come out as (640,584) So the question really is what formula gets (20,21) from (640,584)?

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  • Custom extensible file format for 2d tiled maps

    - by Christian Ivicevic
    I have implemented much of my game logic right now, but still create my maps with nasty for-loops on-the-fly to be able to work with something. Now I wanted to move on and to do some research on how to (un)serialize this data. (I do not search for a map editor - I am speaking of the map file itself) For now I am looking for suggestions and resources, how to implement a custom file format for my maps which should provide the following functionality (based on MoSCoW method): Must have Extensibility and backward compatibility Handling of different layers Metadata on whether a tile is solid or can be passed through Special serialization of entities/triggers with associated properties/metadata Could have Some kind of inclusion of the tileset to prevent having scattered files/tilesets I am developing with C++ (using SDL) and targetting only Windows. Any useful help, tips, suggestions, ... would be appreciated!

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  • How can I remove a Unity window entry?

    - by Pol Delgado Martin
    I installed Eclipse long time ago from the Software Center, but recently I needed a newer version than the repo one. Then I removed it via Software Center and installed Eclipse Kepler in /opt. However, the window opened is not called Eclipse, it is the name of an old program I made (Eclipse- GMM). However, that's not the main issue, but that even if I created a .desktop file it launches the same, having "two" eclipses in the dock, the actual program and the launcher. How can I remove Unity .desktop cache or wathever it is this?

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  • Structuring game world entities and their rendering objects

    - by keithjgrant
    I'm putting together a simple 2d tile-based game. I'm finding myself spinning circles on some design decisions, and I think I'm in danger of over-engineering. After all, the game is simple enough that I had a working prototype inside of four hours with fewer than ten classes, it just wasn't scalable or flexible enough for a polished game. My question is about how to structure flow of control between game entity objects and their rendering objects. Should each renderer have a reference to their entity or vice-versa? Or both? Should the entity be in control of calling the render() method, or be completely oblivious? I know there are several valid approaches here, but I'm kind of feeling decision paralysis. What are the pros and cons of each approach?

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