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  • 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.

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  • What are the most common AI systems implemented in Tower Defense Games

    - by the_Dan
    I'm currently in the middle of researching on the various types of AI techniques used in tower defense type games. If someone could be help me in understanding the different types of techniques and their associated advantages. Using Google I already found several techniques. Random Map traversal Path finding e.g. Cost based Traversing Algorithms i.e. A* I have already found a great answer to this type of question with the below link, but I feel that this answer is tailored to FPS. If anyone could add to this and make it specific to tower defense games then I would be truly great-full. How is AI most commonly implemented in popular games? Example of such games would be: Radiant Defense Plant Vs Zombies - Not truly Intelligent, but there must be an AI system used right? Field Runners Edit: After further research I found an interesting book that may be useful: http://www.amazon.com/dp/0123747317/?tag=stackoverfl08-20

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  • How to Transfer Files Between Your PC and Android Phone Wirelessly

    - by Zainul Franciscus
    Mounting your Android phone to transfer files is fast and efficient, but nothing beats the convenience of a wireless file transfer. Today, we’ll show you how to transfer files between Android and your computer without a USB cable Latest Features How-To Geek ETC 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 How To Create Your Own Custom ASCII Art from Any Image How To Process Camera Raw Without Paying for Adobe Photoshop How Do You Block Annoying Text Message (SMS) Spam? Change Your MAC Address to Avoid Free Internet Restrictions Battlestar Galactica – Caprica Map of the 12 Colonies (Wallpaper Also Available) View Enlarged Versions of Thumbnail Images with Thumbnail Zoom for Firefox IntoNow Identifies Any TV Show by Sound Walk Score Calculates a Neighborhood’s Pedestrian Friendliness Factor Fantasy World at Twilight Wallpaper

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  • How can I solve for the game's world coordinates?

    - by HyperGroups
    I've used 3DReaperDX to get a obj file, the header information are shown as follows: #AR=2.00606, FOV=45.09583(height), Xscale:0.83290, Yscale:0.41519, Zscale:1.0 #************************************************** #ALPHABLENDENABLE: No #ZENABLE: Yes #ZWRITEENABLE: Yes #TWOSIDED: No #INVALID: No #THIN: No #RENDERTARGET_IS_BACKBUFFER: Yes #WIDTH_DO_MATCH: Yes #RGBWRITEDISABLED: No # object DrawCall_0 to come ... g v 2143.35547 6654.99023 25835.37109 v 2243.17773 6296.61523 25957.53906 v 2343.00000 5856.84473 26093.97656 How can I get the game's world coordinates. For example: I can map the scaleTransform to the VertexData scaleTransform={X1scale,Y1scale,Z1scale} {0.8329,0.41519,1.} Is the obj file enough to get the game's world coordinates? I want to put a object in this ground, and the coordinates is the same to that in the Game Engine, And I can place something(with some fixed coordinates) in the Game and then to use 3DReaper to get the obj file. If the file is not enough itself to get the game world coordinates.

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  • How to refactor an OO program into a functional one?

    - by Asik
    I'm having difficulty finding resources on how to write programs in a functional style. The most advanced topic I could find discussed online was using structural typing to cut down on class hierarchies; most just deal with how to use map/fold/reduce/etc to replace imperative loops. What I would really like to find is an in-depth discussion of an OOP implementation of a non-trivial program, its limitations, and how to refactor it in a functional style. Not just an algorithm or a data structure, but something with several different roles and aspects - a video game perhaps. By the way I did read Real-World Functional Programming by Tomas Petricek, but I'm left wanting more.

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  • Structure gameobjects and call events

    - by waco001
    I'm working on a 2D tile based game in which the player interacts with other game objects (chests, AI, Doors, Houses etc...). The entire map will be stored in a file which I can read. When loading the tilemap, it will find any tile with the ID that represents a gameobject and store it in a hashmap (right data structure I think?). private static HashMap<Integer, Class<GameObject>> gameObjects = new HashMap<Integer, Class<GameObject>>(); How exactly would I go about calling, and checking for events? I figure that I would just call the update, render and input methods of each gameobject using the hashmap. Should I got towards a Minecraft/Bukkit approach (sorry only example I can think of), where the user registers an event, and it gets called whenever that event happens, and where should I go as in resources to learn about that type of programming, (Java, LWJGL). Or should I just loop through the entire hashmap looking for an event that fits? Thanks waco

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  • Dynamic obstacles avoidance in navigation mesh system

    - by Variable
    I've built my path finding system with unreal engine, somehow the path finding part works just fine while i can't find a proper way to solve dynamic obstacles avoidance problem. My characters are walking allover the map and collide with each other while they moving. I try to steering them when collision occurs, but this doesn't work well. For example, two characters block on the road while the third one's path is right in the middle of them and he'll get stuck. Can someone tell me the most popular way of doing dynamic avoidance? Thanks a lot.

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  • 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?

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  • How to store character moves (sprite animations)?

    - by Saad
    So I'm thinking about making a small rpg, mainly to test out different design patterns I've been learning about. But the one question that I'm not too sure on how to approach is how to store an array of character moves in the best way possible. So let's say I have arrays of different sprites. This is how I'm thinking about implementing it: array attack = new array (10); array attack2 = new array(5); (loop) //blit some image attack.push(imageInstance); (end loop) Now every time I want the animation I call on attack or attack2; is there a better structure? The problem with this is let's say there are 100 different attacks, and a player can have up to 10 attacks equipped. So how do I tell which attack the user has; should I use a hash map?

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  • Building a Store Locator ASP.NET Application Using Google Maps API (Part 1)

    Over the past couple of months I've been working on a couple of projects that have used the free <a href="http://code.google.com/apis/maps/">Google Maps API</a> to add interactive maps and <a href="http://en.wikipedia.org/wiki/Geocoding">geocoding</a> capabilities to ASP.NET websites. In a nutshell, the Google Maps API allow you to display maps on your website, to add markers onto the map, and to compute the latitude and longitude of an address, among many other tasks.With some Google Maps API experience under my belt, I decided it would be fun to implement a store locator feature and share it here on 4Guys. A store locator lets a visitor enter an address or postal code and then shows the nearby stores. Typically, store locators display the

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  • How can I get six Xbox controllers to provide input to an HTML5 game?

    - by Daniel X Moore
    I'm creating a six player HTML 5 game designed to be played locally (Red Ice). I've previous set up handling 7 Wiimotes using something along the lines of Joy2Key to map each input for each player to a separate keyboard key, but Wiimotes are pretty hard on the hands for these types of games and not very ergonomic so I thought I'd try and get Xbox controller support. I don't believe that any simple key mapping solution will work due to the nature of the directional stick. My inclination is that this will require a browser plugin and if so I'd prefer to write the plugin for Google Chrome. How do I create a Chrome browser plugin to handle multiple Xbox controllers or is there some other way? Please do not answer this question saying it can't be done, because it absolutely can. EDIT: I don't believe any keymapping/mouse simulating solution will work unless it can reliably distinguish six axis of inputs, one per player.

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  • Ubuntu 11.10 mounting Synology DS212 problems

    - by Vigo
    I Have installed Ubuntu 11.10 and want to mount a synology ds212. I can see the diskstation in de filebrowser (before mounting with nfs) but can not open it. I've tried to mount it with nfs but no succes. Everything should be right at the Synology (nfs is on and maps are selected), and I've added a line in fstab. If I type sudo mount -a I dont't get an error. If I go to the mounted map I can't see anything in it..... What is going wrong? maybe router? Hope someone can help..!

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  • Drupal to Wordpress migration scope for SEO

    - by Shane
    I'm not sure if this is the appropriate forum, please let me know if it's not (or if there is a better one) and I'll withdraw the question. I'm migrating a drupal site to wordpress and I was wondering what the concerns are with respect to preserving google rank, etc. while assuming the page content is somewhat similar. I've set up 301 redirects, and created a new site map, but the surrounding html / menus, etc are different. Is this considered a concern and are there a best practice for this kind of migration?

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  • What are the files pushed to MDS?

    - by harsh.singla
    All files which are under AIAComponents will move to MDS. This contains EnterpriseObjectLibrary, EnterpriseBusinessServiceLibrary, ApplicationObjectLibrary, ApplicationBusinessServiceLibrary, B2BObjectLibrary, ExtensionServiceLibrary, and UtilityArtifacts. Also there are some common transformation (.xsl) files, which are kept under Transformations folder, moved to MDS. AIAConfigurationProperties.xml file will be there in MDS. Every cross reference (.xref) object will also be there. Every Domain value Map (.dvm) will also be there. Common fault policy, which by default included in composite during composite generation, if a user does not choose to customize fault policy. All these files are location under AIAMetaData directory and then placed in their respective folders. We are planning to put Error handling and BSR systems related data also to MDS.

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  • XNA RTS A* pathfinding issues

    - by Slayter
    I'm starting to develop an RTS game using the XNA framework in C# and am still in the very early prototyping stage. I'm working on the basics. I've got unit selection down and am currently working on moving multiple units. I've implemented an A* pathfinding algorithm which works fine for moving a single unit. However when moving multiple units they stack on top of each other. I tried fixing this with a variation of the boids flocking algorithm but this has caused units to sometimes freeze and get stuck trying to move but going no where. Ill post the related methods for moving the units below but ill only post a link to the pathfinding class because its really long and i don't want to clutter up the page. These parts of the code are in the update method for the main controlling class: if (selectedUnits.Count > 0) { int indexOfLeader = 0; for (int i = 0; i < selectedUnits.Count; i++) { if (i == 0) { indexOfLeader = 0; } else { if (Vector2.Distance(selectedUnits[i].position, destination) < Vector2.Distance(selectedUnits[indexOfLeader].position, destination)) indexOfLeader = i; } selectedUnits[i].leader = false; } selectedUnits[indexOfLeader].leader = true; foreach (Unit unit in selectedUnits) unit.FindPath(destination); } foreach (Unit unit in units) { unit.Update(gameTime, selectedUnits); } These three methods control movement in the Unit class: public void FindPath(Vector2 destination) { if (path != null) path.Clear(); Point startPoint = new Point((int)position.X / 32, (int)position.Y / 32); Point endPoint = new Point((int)destination.X / 32, (int)destination.Y / 32); path = pathfinder.FindPath(startPoint, endPoint); pointCounter = 0; if (path != null) nextPoint = path[pointCounter]; dX = 0.0f; dY = 0.0f; stop = false; } private void Move(List<Unit> units) { if (nextPoint == position && !stop) { pointCounter++; if (pointCounter <= path.Count - 1) { nextPoint = path[pointCounter]; if (nextPoint == position) stop = true; } else if (pointCounter >= path.Count) { path.Clear(); pointCounter = 0; stop = true; } } else { if (!stop) { map.occupiedPoints.Remove(this); Flock(units); // Move in X ********* TOOK OUT SPEED ********** if ((int)nextPoint.X > (int)position.X) { position.X += dX; } else if ((int)nextPoint.X < (int)position.X) { position.X -= dX; } // Move in Y if ((int)nextPoint.Y > (int)position.Y) { position.Y += dY; } else if ((int)nextPoint.Y < (int)position.Y) { position.Y -= dY; } if (position == nextPoint && pointCounter >= path.Count - 1) stop = true; map.occupiedPoints.Add(this, position); } if (stop) { path.Clear(); pointCounter = 0; } } } private void Flock(List<Unit> units) { float distanceToNextPoint = Vector2.Distance(position, nextPoint); foreach (Unit unit in units) { float distance = Vector2.Distance(position, unit.position); if (unit != this) { if (distance < space && !leader && (nextPoint != position)) { // create space dX += (position.X - unit.position.X) * 0.1f; dY += (position.Y - unit.position.Y) * 0.1f; if (dX > .05f) nextPoint.X = nextPoint.X - dX; else if (dX < -.05f) nextPoint.X = nextPoint.X + dX; if (dY > .05f) nextPoint.Y = nextPoint.Y - dY; else if (dY < -.05f) nextPoint.Y = nextPoint.Y + dY; if ((dX < .05f && dX > -.05f) && (dY < .05f && dY > -.05f)) stop = true; path[pointCounter] = nextPoint; Console.WriteLine("Make Space: " + dX + ", " + dY); } else if (nextPoint != position && !stop) { dX = speed; dY = speed; Console.WriteLine(dX + ", " + dY); } } } } And here's the link to the pathfinder: https://docs.google.com/open?id=0B_Cqt6txUDkddU40QXBMeTR1djA I hope this post wasn't too long. Also please excuse the messiness of the code. As I said before this is early prototyping. Any help would be appreciated. Thanks!

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  • Kansas City Developer's Conference

    - by Brian Schroer
    I just found about about / registered for Saturday’s Kansas City Developer’s Conference, and am going to make the drive over from the right side of the state (Hey, no offense, KC – I’m just looking at a map, and St. Louis is on the right side, Kansas City’s on the left). (I’m sure the event’s been mentioned on geekswithblogs several times, but I’m on a “staycation” this week, getting cabin fever, and noticed @leebrandt’s tweet today.) I’m looking forward to some of the presentations in the Agile and Patterns tracks. I’m going to have to get up pretty early Saturday morning to descend from St. Louis to Kansas City (Again, no offense – St. Louis is just at a higher elevation*, that’s all), so if you see a tired-looking guy wandering around wearing a St. Louis Day of .NET shirt, please be nice. I’m not sure how much longer registration will be open, but here’s the link: http://kcdc.eventbrite.com/ *Not true – St. Louis is closer to sea level than Kansas City, but I’ll start my drive from the top of the Arch, OK?

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  • Detecting if an object is following a path

    - by justin.m.chase
    I am attempting to take GPS data and track it on a map and see if it follows a given path. I have the path as a set of points and the GPS data streams in as a similar set of points. I am attempting to track the progression of the current position across the path and I am wondering if there are any well known algorithms for this. I have come up with my own that works ok but it is a complex enough problem that I would like to minimize the amount of re-inventing of the wheel that I do. What approach or algorithm would you recommend taking for this problem?

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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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  • Introdução ao NHibernate on TechDays 2010

    - by Ricardo Peres
    I’ve been working on the agenda for my presentation titled Introdução ao NHibernate that I’ll be giving on TechDays 2010, and I would like to request your assistance. If you have any subject that you’d like me to talk about, you can suggest it to me. For now, I’m thinking of the following issues: Domain Driven Design with NHibernate Inheritance Mapping Strategies (Table Per Class Hierarchy, Table Per Type, Table Per Concrete Type, Mixed) Mappings (hbm.xml, NHibernate Attributes, Fluent NHibernate, ConfORM) Supported querying types (ID, HQL, LINQ, Criteria API, QueryOver, SQL) Entity Relationships Custom Types Caching Interceptors and Listeners Advanced Usage (Duck Typing, EntityMode Map, …) Other projects (NHibernate Validator, NHibernate Search, NHibernate Shards, …) ASP.NET Integration ASP.NET Dynamic Data Integration WCF Data Services Integration Comments?

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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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  • Procedural Mesh: UV mapping

    - by Esa
    I made a procedural mesh and now I want to apply a texture to it. The problem is, I cannot get it to stick the way I want it to. The idea is to have the texture painted only once over the whole mesh, so that there is no repeating. How should I map the UV to make that happen? My mesh is a simple plane consisting of 56 triangles. I'd add pictures to clear things up but I cannot since my reputation is below 10 points. Any help is appreciated. EDIT(Kind people gave me up votes, thank you): Meet my mesh: And when textured(tried to repeat the texture): And my texture:

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  • Process arbitrarily large lists without explicit recursion or abstract list functions?

    - by Erica Xu
    This is one of the bonus questions in my assignment. The specific questions is to see the input list as a set and output all subsets of it in a list. We can only use cons, first, rest, empty?, empty, lambda, and cond. And we can only define exactly once. But after a night's thinking I don't see it possible to go through the arbitrarily long list without map or foldr. Is there a way to perform recursion or alternative of recursion with only these functions?

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  • How can I test different TV display types for my XBLIG game?

    - by Steve Dunn
    The XBLIG submission check-list says to ensure that all important stuff critical to game-play be visible in the 'TitleSafeArea'. I've received a bug report during play-test of my game (Crazy Balloon Lite) that says parts of my scrolling 2D map are only half visible (i.e. chopped at the left of the screen). I've tested my game myself on a 47" TV and also a 19" VGA monitor, both of which look fine. The bug report says the issue occurs on a standard 20" TV. My question is: without buying different sizes of TVs, is there a way to test what my game will look like on different sized displays?

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  • A Closed Mind Killed the Retail Star

    Im on the plane flying back to New Zealand and Im astonished how quickly things have changed since I was last in the US. This trip I visited LA, Las Vegas and San Francisco and I was overwhelmed by the change that I witnessed in 12 short months. This morning following my memory map I headed towards the large  CompuServe electronics store in downtown San Francisco where my wife and I brought a digital camera in 2006. Homing in on the spot I was disappointed to see it had turned into yet another...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • How can I mount a Synology DS212?

    - by Vigo
    I Have installed Ubuntu 11.10 and want to mount a synology ds212. I can see the diskstation in de filebrowser (before mounting with nfs) but can not open it. I've tried to mount it with nfs but no succes. Everything should be right at the Synology (nfs is on and maps are selected), and I've added a line in fstab. If I type sudo mount -a I dont't get an error. If I go to the mounted map I can't see anything in it..... What is going wrong? maybe router? Hope someone can help..!

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