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  • Associate Tech Support to Code Development [on hold]

    - by Abhay
    I have been selected for the first phase selection criteria of a company called CITRIX for the role of Associate Tech Support. Now, we have to undergo a 3 months in-depth technical training (most probably no certificate) and will only get the job on getting through the final test which includes selecting 50% of the total selected candidates in the first phase. Actually, I want to get in the field of coding and there lies my passion. Is there any way i can into any development department of this or any other company using my current profile which i can get into ?? Actually, i was wondering whether to go for the training or go for any java based course (6 months) for certification ??? Please note : The Company is not asking for any bonds

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  • Open-Source, Consensus-Based Development

    - by user20037
    Question: Is there an open source license that requires that my name (or a name that I want to promote) will always be associated with a project and derivations of it? (Either within the copyright notice (©) or other.) Motivation: - My main motivation is to gain reputation. If it gained wide use, it could look very good on resume (I understand this is a long shot). - An additional benefit is that it would explicitly state to prospective employers that this code was used by myself before I started with the company and will continue to be used when I leave. It is my understanding: I am aware that 99.9% of open-source projects never take off, and that I am taking a long shot in regard to advancing reputation/career. I understand that many don't read/respect licenses. I understand that open source projects take a lot of time to manage. I understand that 'Concensus-Based Development' is the best chance at motivating a community and that I may/will loose substantial control.

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  • Does it make the game more fun when the user is forced to progress thru the levels sequentially rather than letting them pick and play?

    - by BeachRunnerJoe
    Hello. For the first time in my game, I'm stuck with a real design dilemma. I guess that's a good thing ;) I'm building a word puzzle game that has five levels, each with 30 puzzles. Currently, the user has to solve one puzzle at a time before moving to the next. However, I'm finding the user occasionally gets stuck on a puzzle, at which point they can no longer play until they solve it. This is obviously bad because many people will just quit playing the game and delete the app since they get frustrated and can't play any other puzzles until the current puzzle is solved. The only elegant solution I can find to helping the player get unstuck is changing the design of the game to allow the users to pick any puzzle to play at any time. This way, if they get stuck, they can come back to it later and at least they have other puzzles to play in the meantime. It's my opinion, however, that this new flow design doesn't make the game as fun as the original flow design where the player has to complete a puzzle before moving to the next. To me, it's like anything else, when you only have one of something, it's more enjoyable, but when you have 30 of something, it's far less enjoyable. In fact, when I present the user with 30 puzzles to choose from that they need to solve before unlocking the next level, it almost seems as tho I'm making them feel like it's work they have to do. I even had a tester voluntarily tell me that being forced to complete a puzzle before moving to the next is more motivating. My questions are... Do you agree/disagree? Do you have any suggestions for how I can help the player get unstuck? Thanks so much in advance for your thoughts! EDIT: I should mention that I've already considered a few other solutions to helping the user get unstuck, but none of them seem like good ideas. They are... Add more hints: Currently, the user gets two hints per puzzle. If I increase the hint count, it only makes the game more easy and still leaves the possibility of the user getting stuck. Add a "Show Solution" button: This seems like a bad idea because it's my opinion this takes the fun out of the game for many people who would probably otherwise solve the puzzle if they didn't have the quick option to see the solution.

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  • Web Development Internship Interview Help

    - by Todd
    Tomorrow morning I'm interviewing for a web development internship position and I'm seeking general advice pertaining to the questions that interviewers might ask, some questions I should ask them during the interview, and any general tips/suggestions that might help. They're looking for someone with knowledge mainly in HTML/CSS, Joomla, MySQL and PHP, all of which I have excluding Joomla (which I'm installing/doing as much research on as possible at the moment) and I was able to provide them a link to a site I'd been paid to build for a small business which they mentioned they were impressed with. I'd like to prepare myself for the interview as much as I possibly can but I'm wondering how much time I should spend rehashing elements of the languages they're looking for, or if it'd be a better use of my time to research their company and figure out how I'd respond to general questions. I feel that perhaps because I showed them a project I've completed that they'll know that I can grasp the technical side of what they're going for... but this is my first internship interview in this field so I'm not exactly sure what to expect. Thanks

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  • Starting android Development

    - by Tamim Ad Dari
    I am considering learning android development. I have some basic knowledge in C++. I downloaded the ADT plugin and eclipse. Now while starting from http://developers.android.com I see the codes were in XML. So I googled for learning XML. The best site I found was http://www.w3schools.org but there I found that for learning XML I have to learn HTML and CSS. So I learned the basics of HTML and CSS. But, Now I find in that learning java is a must. So can someone give idea about the sequental languages that I should study now? Should I learn php,mysql too. BTW, I have a dream to work in google :p

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  • Does it make the game more fun when the user is forced to progress through the levels sequentially rather than letting them pick and play?

    - by BeachRunnerJoe
    Hello. For the first time in my game, I'm stuck with a real design dilemma. I guess that's a good thing ;) I'm building a word puzzle game that has five levels, each with 30 puzzles. Currently, the user has to solve one puzzle at a time before moving to the next. However, I'm finding the user occasionally gets stuck on a puzzle, at which point they can no longer play until they solve it. This is obviously bad because many people will probably just quit playing the game and delete the app. The only elegant solution I can find to helping the player get unstuck is changing the design of the game to allow the users to pick any puzzle to play at any time. This way, if they get stuck, they can come back to it later and at least they have other puzzles to play in the meantime. It's my opinion, however, that this new flow design doesn't make the game as fun as the original flow design where the player has to complete a puzzle before moving to the next. To me, it's like anything else, when you only have one of something, it's more enjoyable, but when you have 30 of something, it's far less enjoyable. In fact, when I present the user with 30 puzzles to choose from, I'm concerned I might be making them feel like it's a lot of work they have to do and that's bad. I even had a tester voluntarily tell me that being forced to complete a puzzle before moving to the next is actually motivating. My questions are... Do you agree/disagree? Do you have any suggestions for how I can help the player get unstuck? Thanks so much in advance for your thoughts! EDIT: I should mention that I've already considered a few other solutions to helping the user get unstuck, but none of them seem like good ideas. They are... Add more hints: Currently, the user gets two hints per puzzle. If I increase the hint count, it only makes the game more easy and still leaves the possibility of the user getting stuck. Add a "Show Solution" button: This seems like a bad idea because it's my opinion this takes the fun out of the game for many people who would probably otherwise solve the puzzle if they didn't have the quick option to see the solution.

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  • Guide to the web development ecosystem

    - by acjohnson55
    I'm a long-time software developer, and I've been thrown in the deep, deep end of developing from the ground up what will hopefully be a highly scalable and interactive web application. I've been out of the web game for about 8 years, and even when I was last in it, I wasn't exactly on the cutting edge. I think I've made judicious design decisions and I'm quite happy with the progress I've been making so far, but new, hot web technologies keep crawling out of the woodwork and into my headspace, forcing me to continually revalidate my implementation decisions. Complicating things even further is the preponderance of out-of-date information and the difficulty of knowing what is out of date in the first place. What I'm wondering is, are there any comprehensive books or guides dedicated to compiling and comparing the technologies out there, end-to-end in the web application stack? I'm happy to learn new techs on demand, but I don't like learning about them after I've already spent time going in another direction. I'm looking for the sort of executive info a CTO might read to make sure the best architectural decisions are being made. And just to be clear, this is a question about resources, not about specific technology suggestions.

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  • Free cloud web service development

    - by hyde
    I am looking for a free (as in beer) combination of services, for learning "cloud SW development" and very small scale private use (say, a private streamlined web shopping&todo list with simple auth). The combination should include the full set of needed services: DVCS service (like github) A cloud service to run the backend code A suitable data storage service (preferably not SQL), accessed by the backend (if not included in the backend service) A web service, serving the web pages seen by user, to access the backend functionality A "cloud IDE" (ideally one, two is ok too) for both backend and HTML/javascript coding If (backend) deployment uses some CI, then that Other points: Backend programming language can be anything, except VB or PHP Everything has to be in the cloud, nothing permanent on a local PC (graphics is not part of the question) Looking for ready-to-use service combination, not a virtual server where I can set anything up myself I don't care if service insists on displaying ads in the user web UI "Cheap" and "free trial" are ok too, if "free" does not exist As per example use case, storage, CPU and bandwidth quota requirements are negligible Google finds several services of course, all requiring at least registration before testing, so I'm looking for a known-good combination, so ideal answer starts with "I use this service combo: ...", contains links to services and brief description and personal experiences.

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  • Advise on career development [closed]

    - by Mike Young
    I am an amateur programmer working at a start-up. I didn't try coding at college. I've been working for 2 months now on web development. I'm satisfied with my progress. My project will go live soon. I work on front-end and my colleague integrates my work in his. So I decided to learn back-end technologies so that I would be able to work on a project from scratch, help my company build up. I recently got to know about the technologies used by fb and was fascinated to learn ,work on them,keep motivating myself. Now I want to work on building a product from scratch, be good at database concepts, a language like ruby or python, and get to know load balancing, dynamic requests from servers, hosting a website, real time communication, secured login, implementing sophisticated search feature for the app, using git by the end of the project.I would like to be a full stack developer in due course of time and learn everything in detail. I decide to keep myself out of time frame, learn every concept in detail.I would like to use both rdbms and non relational dbm for the project. I have no experience except some beginner knowledge in html5,css and JavaScript. I would like to get some advice on how to proceed forward step by step,flow what technologies to pick up and project idea which includes all the above.

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  • A standard style guide or best-practice guide for web application development

    - by gutch
    I run a very small team of developers on a web application, just three people (and not even full time). We're all capable developers, but we write our code in very different ways: we name similar things in different ways, we use different HTML and CSS to achieve similar outcomes. We can manage this OK because we're small, but can't help feeling it would be better to get some standards in place. Are there any good style guides or best-practice guides for web application development that we can use to keep our code under control? Sure, we could write them ourselves. But the reality is that with lots to do and very few staff, we're not going to bother. We need something off the shelf that we can tinker with rather than start from scratch. What we're not looking for here is basic code formatting rules like "whether to use tabs or spaces" or "where to put line breaks" — we can control this by standardising our IDEs. What we are looking for are rules for code and markup. For example: What HTML markup should be used for headers, tables, sidebars, buttons, etc. When to add new CSS styles, and what to name them When IDs should be allocated to HTML elements, and what to name them How Javascript functions should be declared and called How to pick an appropriate URL for given page or AJAX call When to use each HTTP method, ie POST vs GET vs PUT etc How to name server-side methods (Java, in our case) How to throw and handle errors and exceptions in a consistent way etc, etc.

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  • Performance-Driven Development

    - by BuckWoody
    I was reading a blog yesterday about the evils of SELECT *. The author pointed out that it's almost always a bad idea to use SELECT * for a query, but in the case of SQL Azure (or any cloud database, for that matter) it's especially bad, since you're paying for each transmission that comes down the line. A very good point indeed. This got me to thinking - shouldn't we treat ALL programming that way? In other words, wouldn't it make sense to pretend that we are paying for every chunk of data - a little less for a bit, a lot more for a BLOB or VARCHAR(MAX), that sort of thing? In effect, we really are paying for that. Which led me to the thought of Performance-Driven Development, or the act of programming with the goal of having the fastest code from the very outset. This isn't an original title, since a quick Bing-search shows me a couple of offerings from Forrester and a professional in Israel who already used that title, but the general idea I'm thinking of is assigning a "cost" to each code round-trip, be it network, storage, trip time and other variables, and then rewarding the developers that come up with the fastest code. I wonder what kind of throughput and round-trip times you could get if your developers were paid on a scale of how fast the application performed... Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

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  • Which tools you use for development in your company?…Please be exact [closed]

    - by predrag.music
    If you are a professional php/(my/postgre/?)sql/? developer and working in a professional team ... I would like to know which tools you use for development in your company. I do not care which tool is better or worse, but "which tools you use", if it is not a TOP SECRET :) For example, these are just some of the tools i/we use (first those used most (in general)): Pen, paper lots of cofee, cola ... let me think ... mmmm ... yeah more cofee :) All kinds of books (a lots of books) OS: Win / MacOS X Server: Hosted (CentOS )/ At work Mac OS X Dev server: XAMPP / MAMP / LAMP Editor: Notepad++ IDE: Netbeans / Zend Studio / Eclipse Version Control System: Mercurial / SVN FTP: Filezilla mostly / ... Passwords: KeePass js / ajax: jQuery / pure js / jQuery UI Framework:CI / Zend / pure php Database: MySQL / Other ORM: Framework layer db (Not an ORM I know but...) / Doctrine (2) / no ORM Debugging: Xdebug (PHP) / firebug (ajax/js/html/css/...) / framework profiler (stuff) / ... (x) Dreaming: About... Thinking: Not about chaos in ? direction .... n Anything else that comes to mind n+1 Zilion other stuff i know but i can't remember ... 8 some other stuff i (don't) remember i forgot, give up, delete, lost, said to myself never again, i haven't had time stuff, have on computer stuff but can't find or don't even know i have it on my computer at least 2-3 or more times, stuff I said to myself i'll check later and never checked again for all sort of "perfectly justified" reasons (time, memory, wife :), whatever,...), ... what is the reason i'm asking this?:) 8 and beyond looking forward to see a lot of answers ?

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  • Mobile web development rudiments

    - by Konrad Garus
    How does one get started with web development for mobile devices (including phones)? I know some old good HTML & JS, but I'm wondering what the modern way is. To make it concrete, I need to implement a client for an enterprise app. Think of a login-protected dashboard for managers. Given that I only have basic knowledge and have never implemented such applications, what do I need to take into account when choosing platform and technology? Shall I go for Android / iPhone, or HTML & JS, or HTML5? What are the general pros and cons that I need to consider? What resources (preferably online) do you recommend for learning the rudiments? I mean especially HTML & JS: What does the site need to be like to work great on smartphones (and not only on desktops)? I mean possible UI glitches, limited support for some HTML/JS features, page size, and whatever other important details are there.

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  • How to manage own bots at the server?

    - by Nikolay Kuznetsov
    There is a game server and people can play in game rooms of 2, 3 or 4. When a client connects to server he can send a request specifying a number of people or range he wants to play with. One of this value is valid: {2-4, 2-3, 3-4, 2, 3, 4} So the server maintains 3 separate queues for game room with 2, 3 and 4 people. So we can denote queues as #2, #3 and #4. It work the following way. If a client sends request, 3-4, then two separate request are added to queues #3 and #4. If queue #3 now have 3 requests from different people then game room with 3 players is created, and all other requests from those players are removed from all queues. Right now not many people are online simultaneously, so they apply for a game wait for some time and quit because game does not start in a reasonable time. That's a simple bot for beginning has been developed. So there is a need to patch server code to run a bot, if some one requests a game, but humans are not online. Input: request from human {2-4, 2-3, 3-4, 2, 3, 4} Output: number of bots to run and time to wait for each before connecting, depending on queues state. The problem is that I don't know how to manage bots properly at the server? Example: #3 has 1 request and #4 has 1 request Request from user is {3,4} then server can add one bot to play game with 3 people or two bots to play game of 4. Example: #3 has 1 request and #4 has 2 requests Request from user is {3,4} then in each case just one bot is needed so game with 4 players is more preferrable.

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  • How can I log key presses in Game Maker?

    - by skeletalmonkey
    I'm trying to create a log of a players actions as they play a game of Spelunky. The easiest I've found to do this is to log what keys are pressed at each frame. What I don't know how to do is how to integrate this with the Game Maker source code of Spelunky. Is there a specific way to create a script that is checked every frame/tick (don't know the right term) and a command to find what buttons are pressed?

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  • Advice on how to build html5 basic tile game (multi player, cross device)

    - by Eric
    I just read http://buildnewgames.com/real-time-multiplayer/ which explains the fundamentals and bets practices to build a massive real time multiplayer html5 game. My question is however given the “simplicity” of the game I need to build (simple kind of scratch game where you find or not something behind a tile), do I really need complex tools (canvas or node.js for example) ? The game The gamestakes place with a picture of our office as a background (tilemap). For HR purpose, we wish to create the following game fore employees: each day they can come to the website and click on a certain number of tiles (3 max per day) and find behind it motivation advice and interesting facts about the company. The constraints and rules the screen is divided into isometric 2D square tiles. There are basically an image (photograph of our office) number of tiles on the screen game: about 10,000 to much more (with scroll , see below) the players can scroll in 4 directions there are only 2 types of tiles: already open and closed player can open tiles that have not been yet open by other players there is no path for players : any player can click on any tile on the screen at any moment (if it’s not already done by another player) 2 players can’t be on the same tile at the same moment (or if they can, I’ll have to manage to see which one clicked on it first) only one type of player (all with similar roles), no weapon, no internal score… very simple game. no complex physics (collision only occurs if 2 players are on the same tile) The target I need to achieve: cross device, cross browsers high performance reaction (subsecond reactions) average nb of players per hour: up to 10K players per hour (quite high indeed but it’s because we aim at proving our case for the game to our business unit) So what I would like to know: 2D Tiled map: Do I need tiledmapeditor or can I enable me split the screen like here ? should I use canvas or plain html/css could be sufficient for my need? do I need a game engine/framework such as melon.js or crafty./js ? (even if the game play is extremely basic, I do need mouse and touché device support, mouse emulations on touch devices…) or ca I easily/quickly do it without? for my constraints and targets, should I use CPU acceleration ? for my constraints and targets, should I use web workers ? for the database, for a massively real time game should I avoid to put the current locations of player in MySQL as i feel it might slow me down. What kind of DB should I implement ? Thanks for your help !

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  • Game-a-Week One

    - by Matt Christian
    Anyone who chats with me on a semi-regular basis knows I am absolutely horrible at completing something from beginnning to end.  Often times I'll begin something, lose interest at some point, and end up moving onto the next thing.  For example, I have 1/2 a full game created, 1/3 of a novel written, and half of a model set created.  Needless to say, unless I have some sort of pressure to finish something I don't stick to it. Recently however one of my online buddies challenged me to create a simple game.  The start date was last Thursday and the final game needed to be delivered by this next Sunday (giving me just over a week).  However, I am going out of town this Friday so will need to deliver it by Thursday, giving me exactly 1 week to develop a game.  Here is what the game needed to include: The player should be able to shoot Shooting things should score points Sounds very simple, but given a single week to produce all art assets plus the game isn't an easy task.  So far I've developed: An animated Main Menu that loads via script files, allows the user to start a new game or exit the game The game is 3D and the player can move around the play area with an 'over-the-shoulder' camera HUD elements are drawn to display the player's current score When the player presses Esc they are shown a pause menu where they can resume the game by pressing Esc again, or quit the game by pressing Space There are also 2 items implemented that don't work perfectly: JigLibX physics library implementation On the main menu there is an arrow symbol that rotates to always point at your mouse I've got 2 days of development left so hopefully I can get collision working, some of the art cleaned up, and some more of the camera functionality working.  Also, I'll need to take some time to package the game up which hopefully shouldn't take too long.

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  • How can I improve my skills while working on actual projects, in the absence of more experienced developers?

    - by LolCoder
    I'm the lead developer at a small company, working with C# and ASP.Net. Our team is small, 2-3 people, without much experience in development and design. I don't have the opportunity to learn from more senior developers, there is no one in my team to guide me and help me choose the best approaches, as I take care most of the projects myself. How can I improve my software development skills while working on actual projects, in the absence of more experienced developers?

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  • Taking a Projects Development to the Next Level

    - by user1745022
    I have been looking for some advice for a while on how to handle a project I am working on, but to no avail. I am pretty much on my fourth iteration of improving an "application" I am working on; the first two times were in Excel, the third Time in Access, and now in Visual Studio. The field is manufacturing. The basic idea is I am taking read-only data from a massive Sybase server, filtering it and creating much smaller tables in Access daily (using delete and append Queries) and then doing a bunch of stuff. More specifically, I use a series of queries to either combine data from multiple tables or group data in specific ways (aggregate functions), and then I place this data into a table (so I can sort and manipulate data using DAO.recordset and run multiple custom algorithms). This process is then repeated multiple times throughout the database until a set of relevant tables are created. Many times I will create a field in a query with a value such as 1.1 so that when I append it to a table I can store information in the field from the algorithms. So as the process continues the number of fields for the tables change. The overall application consists of 4 "back-end" databases linked together on a shared drive, with various output (either front-end access applications or Excel). So my question is is this how many data driven applications that solve problems essentially work? Each backend database is updated with fresh data daily and updating each takes around 10 seconds (for three) and 2 minutes(for 1). Project Objectives. I want/am moving to SQL Server soon. Front End will be a Web Application (I know basic web-development and like the administration flexibility) and visual-studio will be IDE with c#/.NET. Should these algorithms be run "inside the database," or using a series of C# functions on each server request. I know you're not supposed to store data in a database unless it is an actual data point, and in Access I have many columns that just hold calculations from algorithms in vba. The truth is, I have seen multiple professional Access applications, and have never seen one that has the complexity or does even close to what mine does (for better or worse). But I know some professional software applications are 1000 times better then mine. So Please Please Please give me a suggestion of some sort. I have been completely on my own and need some guidance on how to approach this project the right way.

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  • HTML5 game engine for a 2D or 2.5D RPG style "map walk"

    - by stargazer
    please help me to choose a HTML5 game engine or Javascript libraries I want to do the following in the game: when the game starts a part the huge map (full size of the map: about 7 screens) is shown. The map itself is completely designed in the editor mapeditor.org (or in some comparable editor - if you know a good alternative to mapeditor.org - let me know) and loaded at runtime or at design time. The game engine should support loading of isometric maps (well, in worst case only orthogonal maps will be sufficient) both "tile layer" and "object layer" from mapeditor.org should be supported. Scrolling/performance of this map should be fast enough. The map and the game should be either in 2D (orthogonal map) or in 2.5D (isometric map) The game engine should support movement of sprites with animation. Let say I have a sprite for "human" with animation sequences showing "walking" in 8 directions - it should be imported into game engine and should "walk" on the map without writing a lot of Javascript code. Automatic scrolling of the map the "human" nears the screen border. Collision detection, "solid" objects. The mapeditor.org supports properies on tiles. Let say I assign a "solid" property to some tiles in editor. It should be easy to check this "solid" property in the game engine and implement kind of "solid" behavior, so the animanted sprites do not walk through the walls. Collision detection - it should be easy to implement some custom functionality like "when sprite A is close to sprite B - call this function" Showing "dialogs" or popup windows on top of the map - should be easy to implement. Cross-browser audio support - (it is implemented quite well in construct 2 from scirra, so I'm looking for the comparable audio quality) The game itself is a king of RPG but without fighting scenes and without huge "inventory". The main character just walking on the map, discovers some things, there are dialogs and sounds. The functionality of this example from sprite.js http://batiste.dosimple.ch/sprite.js/tests/mapeditor/map_reader.html is very close to what I'm developing. But I'm not a Javascript guru (and a very lazy guy) and would like to write even less Javascript code as in the example...

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  • Multiplayer online game engine/pipeline

    - by Slav
    I am implementing online multiplayer game where client must be written in AS3 (Flash) to embed game into browser and server in C++ (abstract part of which is already written and used with other games). Networking models may differ from each other, but currently I'm looking toward game's logic run on both client and server parts but they're written on different languages while it's not the main problem. My previous game (pretty big one - was implemented with efforts of ~5 programmers in 1.5 years) was mainly "written" within electronic tables as structured objects with implemented inheritance: was written standalone tool which generated AS3 and C++ (languages of platforms to which the game was published) using specified electronic tables file (.xls or .ods). That file contained ~50 tables with ~50 rows and ~50 columns each and was mainly written by game designers which do not know any programming languages. But that game was single-player. Having declared problem with my currently implementing MMO, I'm looking toward some vast pipeline, where will be resolved such problems like: game objects descriptions (which starships exist within game, how much HP they have, how fast move, what damage deal...) actions descriptions (what players or NPCs can do: attack each other, collect resources, build structures, move, teleport, cast spells) - actions are transmitted through server between clients influences (what happens when specified action applied on specified object, e.i "Ship A attacked Ship B: field "HP" of Ship B reduced by amount of field "damage" of Ship A" Influences can be much more difficult, yes, e.i. "damage is twice it's size when Ship has =5 allies around him in a 200 units range during night" and so on. If to be able to write such logic within some "design document" it will be easily possible to: let designers to do their job without programmer's intervention or any bug-prone programming validate described logic transfer (transform, convert) to any programming language where it will be executed Did somebody worked on something like that? Is there some tools/engines/pipelines which concernes with it? How to handle all of this problems simultaneously in a best way or do I properly imagine my tasks and problems to myself?

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  • Tips on how to notify a user of new features in your game

    - by brent777
    I have noticed a problem when releasing new features for a game that I wrote for Android and published on Google Play Store. Because my game is "stage-based" - and not a game like Hay Day, for example, where users will just go into the game every day since it can't really be finished - my users are not aware of new features that I release for the game. For example, if I publish a new version of my game and it contains a couple new stages, most of their devices will just auto-update the game and they don't even notice this and think to check out what's new. So this is why an approach like popping open a dialog that showcases the new feature(s) when they open the game for the first time after the update was done is not really sufficient. I am looking for some tips on an approach that will draw my users back into the game and then they could read more detail about new features on such a dialog. I was thinking of something like a notification that tells them to check out the new features after an update is done but I am not sure if this is a good idea. Any suggestions to help me solve this problem would be awesome.

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  • Server-side Architecture for Online Game

    - by Draiken
    basically I have a game client that has communicate with a server for almost every action it takes, the game is in Java (using LWJGL) and right now I will start making the server. The base of the game is normally one client communicating with the server alone, but I will require later on for several clients to work together for some functionalities. I've already read how authentication server should be sepparated and I intend on doing it. The problem is I am completely inexperienced in this kind of server-side programming, all I've ever programmed were JSF web applications. I imagine I'll do socket connections for pretty much every game communication since HTML is very slow, but I still don't really know where to start on my server. I would appreciate reading material or guidelines on where to start, what architecture should the game server have and maybe some suggestions on frameworks that could help me getting the client-server communication. I've looked into JNAG but I have no experience with this kind of thing, so I can't really tell if it is a solid and good messaging layer. Any help is appreciated... Thanks ! EDIT: Just a little more information about the game. It is intended to be a very complex game with several functionalities, making some functionalities a "program" inside the program. It is not an usual game, like FPS or RPG but I intend on having a lot of users using these many different "programs" inside the game. If I wasn't clear enough, I'd really appreciate people that have already developed games with java client/server architecture, how they communicated, any frameworks, apis, messaging systems, etc. It is not a question of lack of knowledge of language, more a question for advice, so I don't end up creating something that works, but in the later stages will have to be rewriten for any kind of limiting reason. PS: sorry if my english is not perfect...

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  • Tips on how to notify a user of new features in your game (Android)

    - by brent777
    I have noticed a problem when releasing new features for a game that I wrote for Android and published on Google Play Store. Because my game is "stage-based" - and not a game like Hay Day, for example, where users will just go into the game every day since it can't really be finished - my users are not aware of new features that I release for the game. For example, if I publish a new version of my game and it contains a couple new stages, most of their devices will just auto-update the game and they don't even notice this and think to check out what's new. So this is why an approach like popping open a dialog that showcases the new feature(s) when they open the game for the first time after the update was done is not really sufficient. I am looking for some tips on an approach that will draw my users back into the game and then they could read more detail about new features on such a dialog. I was thinking of something like a notification that tells them to check out the new features after an update is done but I am not sure if this is a good idea. Any suggestions to help me solve this problem would be awesome.

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  • Use a SQL Database for a Desktop Game

    - by sharethis
    Developing a Game Engine I am planning a computer game and its engine. There will be a 3 dimensional world with first person view and it will be single player for now. The programming language is C++ and it uses OpenGL. Data Centered Design Decision My design decision is to use a data centered architecture where there is a global event manager and a global data manager. There are many components like physics, input, sound, renderer, ai, ... Each component can trigger and listen to events. Moreover, each component can read, edit, create and remove data. The question is about the data manager. Whether to Use a Relational Database Should I use a SQL Database, e.g. SQLite or MySQL, to store the game data? This contains virtually all game content like items, characters, inventories, ... Except of meshes and textures which are even more performance related, so I will keep them in memory. Is a SQL database fast enough to use it for realtime reading and writing game informations, like the position of a moving character? I also need to care about cross-platform compatibility. Aside from keeping everything in memory, what alternatives do I have? Advantages Would Be The advantages of using a relational database like MySQL would be the data orientated structure which allows fast computation. I would not need objects for representing entities. I could easily query data of objects near the player needed for rendering. And I don't have to take care about data of objects far away. Moreover there would be no need for savegames since the hole game state is saved in the database. Last but not least, expanding the game to an online game would be relative easy because there already is a place where the hole game state is stored.

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