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  • AndEngine Box2d game

    - by OneMoreVladimir
    I'm developing a 2d survival shooter using Box2d extension and I've got some questions: I have two AnalogOnScreenControls. Their listeners modify both sprites and bodies. I receive TouchEventPool was exhausted and as their number grows the game crashes accidently. I've tried to put the modification of the bodies and sprites on the UpdateThread but that does not solve the problem. What could be the cause? I have a class that at the beginnig of the game loads all the textures. After I relaunch the game activity several times I receive Unable to find Phys Addr for and "green color" interface. But that doesn't happen if I clear the memory manually through the Task Manager before relaunch What could be the cause? I unload my atlas at the end of the game. The game sometimes crashes at start with NullPointerException in onResumeGame. The solution suggested is to set android:configChanges="orientation|screenSize" but my device is API 10 so it doesn't have screenSize property and orientation only does not seem to help, because the game starts in portrait mode at times (though landscape is set in the code)

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  • Application toolkits like QT versus traditional game/multimedia libraries like SFML

    - by Aaron
    I currently intend to use SFML for my next game project. I'll need a substantial GUI though (RPG/strategy-type) so I'll either have to implement my own or try to find an appropriate third party library, which seem to boil down to CEGUI, libRocket, and GWEN. At the same time, I do not anticipate doing that many advanced graphical effects. My game will be 2D and primarily sprite-based with some sprite animations. I've recently discovered that QT applications can have their appearance styled so that they don't have to look like plain OS apps. Given that, I am beginning to consider QT a valid alternative to SFML. I wouldn't have to implement the GUI functionality I'd need, and I may not be taking advantage of SFML's lower-level access anyway. The only drawbacks I can think of immediately are the learning curve for QT and figuring out how to fit game logic inside such a framework after getting used to the input/update/render loop of traditional game libraries. When would an application toolkit like QT be more appropriate for a game than a traditional game or multimedia library like SFML?

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  • Game Asset Management

    - by user964123
    I am making my first small mobile game in C# XNA. Lets say I have 3 screens, the main menu, options and game screen. A single game session usually lasts for 1 min, so the user will alternate frequently between the main menu and game screen. Therefore, once I load the textures for either screen, I want to keep them in memory to avoid frequent reloading. Both screens share some assets like their background textures, but differ in others. The first solution I came up with is making 2 texture factory classes, MainScreenAssetFactory and GameScreenAssetFactory, each with their own content manager, and ill store them in a globally accessible point so that they persist after either screen is destroyed. There is also a OptionsScreenAssetFactory, but that I dont want to cache it since the options screen is rarely visited. A typical Factory would look something like this public class MainScreenAssetFactory { private readonly ContentManager contentManager; public MainScreenAssetFactory(IServiceProvider serviceProvider, string rootDirectory) { contentManager = new ContentManager(serviceProvider) { RootDirectory = rootDirectory }; } public Texture2D ListElementBackground { get { return return contentManager.Load<Texture2D>("UserTab"); } } public Texture2D ListElementBulletPoint { get { return return contentManager.Load<Texture2D>("TabIcon"); } } public Texture2D LoggedOutUser { get { return return contentManager.Load<Texture2D>("LoggedOutUser"); } } } Since both Main, Options and Game Screen share some common resources, instead of loading them more than once, I created another class CommonAssetTexFactory which holds the common stuff and stays in-memory during the app lifetime. For example, this class gets passed to the options screen when it is created. However, given my small game with its few assets, I am already finding this solution cumbersome and inflexible. Changing anything would require looking to see if its already in the common factory, and if not, modifying existing factories and so on. And this is just considering textures currently, i didnt add sound files yet. I cant imagine bigger games with thousands of resources using this approach. A better idea must exist. Would someone please enlighten me?

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  • Game Development

    - by Sundareswaran Senthilvel
    I'm planning to write a game from scratch (a BIG Game, for commercial purpose). I'm aware that there are certain compute libraries like OpenCL, AMD APP SDK, C++ AMP as well as DirectCompute - both from MS (NOT interested in CUDA) are available in the market. I'm planning to write the game from the scratch, which includes the following engines... 1.Physics Engine 2.AI Engine 3.Main Game Engine (... and if anything is missed). I'm aware that, there are some free physics engine libraries in the market. Not sure about free AI engine libraries. I'm bit confused in choosing between the OpenCL, AMD APP SDK, and C++ AMP libraries (as already mentioned i'm NOT interested in CUDA). I want my game to be published in Windows/Android/Mac OSX. It means it should be a cross-platform game. I will be having "one source code" that i'll compile for various platforms like Windows/Android/Mac OSX, and any others if i missed. Note: Since I'm NOT a Java guy, kindly do NOT suggest me the Java Language. For Graphics language should i use OpenGL or DirectX 11? I have heard that OpenGL runs on a single core, and not sure of DirectX 11. Between OpenGL and DirectX which one should i follow? or else, are there any other graphics language that i need to start with? I want to make use of the parallelism in GPU as well as CPU.

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  • Fans are noisy and battery life is low

    - by Igor Ryzhov
    I worked on Windows 8 previosly and I never had problems: my laptop was quiet and battery life was about 5-6 hours without charge. Then I installed Ubuntu 12.10 and my problems started: now fans are always on and have very strong noise and battery life shortened to 1-1.5 hour! How can I solve this problem? UPD: Full specifications: http://www.onyougo.co.uk/samsung-700z5a-s01ru-notebooks-laptops-features_pi1492384e2

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  • The Birth and Life of a Disk Galaxy [Video]

    - by Jason Fitzpatrick
    In this video, rendered over a million CPU hours by the Pleiades supercomputer at NASA’s Ames Research Center, we see the birth and life of a massive disk galaxy. Computer Model Shows a Disk Galaxy’s Life History [via Geeks Are Sexy] HTG Explains: Why It’s Good That Your Computer’s RAM Is Full 10 Awesome Improvements For Desktop Users in Windows 8 How To Play DVDs on Windows 8

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  • CRM On Demand Disconnected Mobile Sales for Life Sciences (iSales) is available

    - by Richard Lefebvre
    The much awaited CRMOD Disconnected Mobile Sales for Life Sciences (iSales) is now available! Oracle CRM On Demand Disconnected Mobile Sales for Life Sciences provides a flexible CRM solution for the iPad platform. It provides world-class productivity for pharmaceutical sales in disconnected and connected environments. Take a look at the Product Data Sheet and contact your local CRM onDemand sales representative for further information.

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  • How will my Electronic Engineering degree be received in the Canadian Game Development market? [closed]

    - by Harikawashi
    I have a Electronic Engineering with Computer Science Degree from a reputable South African university. The EE with CS degree is basically Electronic Engineering, with some of the high voltage subjects thrown out and replaced with computer science subjects - mostly quite theoretical, but not in too much depth. I went on to earn a Masters Degree in Digital Signal Processing, focussing on Speech Recognition in Educational Applications. I have always loved programming - I taught myself QBASIC when I was in primary school, I learned Java at school, did some low level C at University, and taught myself C# and Python while doing my post graduate degree. C# is currently my strong suit, I think I am pretty capable with it. I have two years work experience in Namibia - working as a consulting electrical engineer (no software content whatsoever) and also developing C# desktop applications for the company I work for. I would like to move to Canada next year and work in the Game Development Industry as programmer or software engineer. My interests in particular are towards the more mathematical applications, like game and physics engines, or statistical disciplines like artificial intelligence. However, these are passions - not areas in which I have any work experience. So the question: How well will my BEngEE&CS and MScEng be received in the game industry? Seeing as it's not a pure software degree and I have no official software development work experience?

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  • Embed Google’s Pac Man Game On Your Website

    - by Gopinath
    Google is celebrating the 30th anniversary of Pac-Man with a playable Pac Man game doodle on it’s home page. You can play the full game(255 levels) at http://google.com. This is the first time ever Google released an interactive doodle. How To Embed the Pac Man Game In Your Web Pages? I’m surprised to see this game being a non-flash version and it seems to be a pure javascript + html script. Michael at RustyBricks.com published an unofficial way of embedding Google’s Pac Man game in any website along with a link to demo page. Check out How To Get Google’s Pac Man Game On Your Page for a quick script to have this game for your website users. Join us on Facebook to read all our stories right inside your Facebook news feed.

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  • What are the cons of using DrawableGameComponent for every instance of a game object?

    - by Kensai
    I've read in many places that DrawableGameComponents should be saved for things like "levels" or some kind of managers instead of using them, for example, for characters or tiles (Like this guy says here). But I don't understand why this is so. I read this post and it made a lot of sense to me, but these are the minority. I usually wouldn't pay too much attention to things like these, but in this case I would like to know why the apparent majority believes this is not the way to go. Maybe I'm missing something.

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  • Is it possible to extract textures or sprites from compiled game files?

    - by Brian Reindel
    For instance, every map in Portal has what appear to be sprites over a texture indicating the obstacles you'll face (see screenshot). Are these resources compiled into the source as byte code, or is it possible to extract them from installation files? Obviously I understand copyright implications, and I am only interested in using it for a recreational project. Instead of recreating them, I wonder if they can be extracted.

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  • Creating smooth lighting transitions using tiles in HTML5/JavaScript game

    - by user12098
    I am trying to implement a lighting effect in an HTML5/JavaScript game using tile replacement. What I have now is kind of working, but the transitions do not look smooth/natural enough as the light source moves around. Here's where I am now: Right now I have a background map that has a light/shadow spectrum PNG tilesheet applied to it - going from darkest tile to completely transparent. By default the darkest tile is drawn across the entire level on launch, covering all other layers etc. I am using my predetermined tile sizes (40 x 40px) to calculate the position of each tile and store its x and y coordinates in an array. I am then spawning a transparent 40 x 40px "grid block" entity at each position in the array The engine I'm using (ImpactJS) then allows me to calculate the distance from my light source entity to every instance of this grid block entity. I can then replace the tile underneath each of those grid block tiles with a tile of the appropriate transparency. Currently I'm doing the calculation like this in each instance of the grid block entity that is spawned on the map: var dist = this.distanceTo( ig.game.player ); var percentage = 100 * dist / 960; if (percentage < 2) { // Spawns tile 64 of the shadow spectrum tilesheet at the specified position ig.game.backgroundMaps[2].setTile( this.pos.x, this.pos.y, 64 ); } else if (percentage < 4) { ig.game.backgroundMaps[2].setTile( this.pos.x, this.pos.y, 63 ); } else if (percentage < 6) { ig.game.backgroundMaps[2].setTile( this.pos.x, this.pos.y, 62 ); } // etc... (sorry about the weird spacing, I still haven't gotten the hang of pasting code in here properly) The problem is that like I said, this type of calculation does not make the light source look very natural. Tile switching looks too sharp whereas ideally they would fade in and out smoothly using the spectrum tilesheet (I copied the tilesheet from another game that manages to do this, so I know it's not a problem with the tile shades. I'm just not sure how the other game is doing it). I'm thinking that perhaps my method of using percentages to switch out tiles could be replaced with a better/more dynamic proximity forumla of some sort that would allow for smoother transitions? Might anyone have any ideas for what I can do to improve the visuals here, or a better way of calculating proximity with the information I'm collecting about each tile? (PS: I'm reposting this from Stack Overflow at someone's suggestion, sorry about the duplicate!)

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  • How should I handle "real time" events in an online strategy game?

    - by Hojat Taheri
    Some online strategy games have real time events. For example when you send troops to attack somewhere, the attack happens at the right time in the future. Checking the database again and again to get the list of attacks happening each second would cause heavy load. Is there any technique to achieve this goal? Another example: You want to attack a village 3 hours away, you send troops and the attack occurs 3 hours later. Should there be an script to check the database at each second to run the query at the specified time?

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  • Has an open console any chance to give more strength to the indie game world ?

    - by jokoon
    I have heard about the GPX, but i don't really think the embedded market is mature enough in terms of performance, but what about the home console market ? I'm not talking about last-generation graphics, because that would be economically impossible, but what about an hardware as fast as a playstation 2/Xbox 1/Gamecube ? For games, the trick would be to ask some editors to recompile their best sellers for the new machine: those games being from the PSX age or even older console generations, I think this would have a very low cost job and they could still make some good profit, but I need to know if this is doable technically, considering the architecture which can be quite exotic. Do you think it would be a viable project to talk about to investors ?

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  • I need help with a timer for a text based game, i need to include a mysql query to it, but not sure how.

    - by Hijumper
    i would like to add a mysql query somewhere in my timer code so that everytime it restarts then 1 item would be added to the database, i can get it to show how many items you have gotten since the timer has been running, but im not quite sure how to add it into a mysql database, any help would be appreciated :D heres my timer code thus far: <head> <script type="text/javascript"> var c=10; var mineCount = 0; var t; var timer_is_on=0; function timedCount() { document.getElementById('txt').value = c; c = c - 1; if (c <= -1) { mineCount++; var _message = "You have mined " + mineCount + " iron ore" + (((mineCount > 1) ? "s" : "") + "!"); document.getElementById('message').innerHTML = _message; startover(); } } function startover() { c = 10; clearTimeout(t); timer_is_on=0; doMining(); } function doMining() { if (!timer_is_on) { timer_is_on = true; t = setInterval(function () { timedCount(); }, 1000); } } </script> <SPAN STYLE="float:left"> <form> <input type="button" value="Mining" onClick="doMining()"> <input type="text" id="txt"> </form> </SPAN> <html> <center> <div id='message'></div>

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  • How do I best remove an entity from my game loop when it is dead?

    - by Iain
    Ok so I have a big list of all my entities which I loop through and update. In AS3 I can store this as an Array (dynamic length, untyped), a Vector (typed) or a linked list (not native). At the moment I'm using Array but I plan to change to Vector or linked list if it is faster. Anyway, my question, when an Entity is destroyed, how should I remove it from the list? I could null its position, splice it out or just set a flag on it to say "skip over me, I'm dead." I'm pooling my entities, so an Entity that is dead is quite likely to be alive again at some point. For each type of collection what is my best strategy, and which combination of collection type and removal method will work best?

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  • 3D Character/Model Creator

    - by Click Ok
    I'm in a project to create a 3d game using XNA/C#, and the game will use a lot of 3d characters. Looking at the current 3d games, in some they create near to hundreds of characters, what lead me to think that there are some good 3d character/model creator. To narrow the sample, the game will have characters like the game "Grand Chase". There are some good (and easy) character model creator for to use in XNA development? Free is better, of course, but I will get payed versions too. EDIT: Another question is about the movements of the characters. The movements like walk, jump, sit, etc are "created" by the "character creator tool" or by the game?

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  • Dell Vostro 3500 battery life remaining missing from Windows 8?

    - by Misha
    On Windows 7 a Vostro 3500 laptop shows the battery life remaining, while on Windows 8 this information appears to be missing. The percentage is still available, but the life remaining is missing. How is battery life remaining calculated and does this require some level of driver support? Is it a standardized interface? Does anybody know which driver is responsible for handling this feature? I want to force the old Windows 7 driver, but I don't know which driver does battery remaining.

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  • SQL SERVER – What is Page Life Expectancy (PLE) Counter

    - by pinaldave
    During performance tuning consultation there are plenty of counters and values, I often come across. Today we will quickly talk about Page Life Expectancy counter, which is commonly known as PLE as well. You can find the value of the PLE by running following query. SELECT [object_name], [counter_name], [cntr_value] FROM sys.dm_os_performance_counters WHERE [object_name] LIKE '%Manager%' AND [counter_name] = 'Page life expectancy' The recommended value of the PLE counter is 300 seconds. I have seen on busy system this value to be as low as even 45 seconds and on unused system as high as 1250 seconds. Page Life Expectancy is number of seconds a page will stay in the buffer pool without references. In simple words, if your page stays longer in the buffer pool (area of the memory cache) your PLE is higher, leading to higher performance as every time request comes there are chances it may find its data in the cache itself instead of going to hard drive to read the data. Now check your system and post back what is this counter value for you during various time of the day. Is this counter any way relates to performance issues for your system? Note: There are various other counters which are important to discuss during the performance tuning and this counter is not everything. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: Pinal Dave, SQL, SQL Authority, SQL Optimization, SQL Performance, SQL Query, SQL Scripts, SQL Server, SQL Tips and Tricks, SQLServer, T SQL, Technology

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  • Oracle Announces Oracle Insurance Policy Administration for Life and Annuity 9.4

    - by helen.pitts(at)oracle.com
    Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin;} Today's global insurers require the ability to provide higher levels of service and quickly bring to market life insurance and annuity products that not only help them stand out from the competition, but also stay current with local legislation. To succeed, they require agile and flexible core systems that enable them to meet the unique localization requirements of the markets in which they operate, whether in North America, Asia Pacific or the Pan-European Region. The release of Oracle Insurance Policy Administration for Life and Annuity 9.4, announced today, helps insurers meet this need with expanded international market capabilities that enable them to reduce risk and profitably compete wherever their business takes them. It offers expanded multi-language along with unit-linked product and fund processing capabilities that enable regional and global insurers to rapidly configure and deliver localized products – along with providing better service for end users through a single policy admin solution. Key enhancements include: Kanji/Kana language support, pre-defined content, and imperial date processing for the Japanese market New localization flexibility for configuring and managing international mailing addresses along with regional variations for client information Enhanced capability to calculate unit-linked pricing and valuation, in addition to market-based processing and pre-configured unit linked content Expanded role-based security and masking capability to further protect sensitive customer data Enhanced capability to restrict processing specified activities based on time of day and user role, reducing exposure to market timing risks Further capability to eliminate duplicate client records, helping to reduce underwriting risks and enhance servicing through a single view of the client "The ability to leverage a single, rules-driven policy administration system for multiple global operation centers can help insurers realize significant improvements in speed to market, customer service, compliance with regional regulations, and consolidation efforts,” noted Celent's Craig Weber, senior vice president, Insurance. “We believe such initiatives are necessary to help the industry address service and distribution imperatives." Helping our customers meet these mission-critical business imperatives is a key objective for Oracle Insurance. Active, ongoing dialogue with our customers is an important part of the process to help understand how our solutions are and can continue to help them achieve success in the marketplace. I had the opportunity to meet with several of our insurance customers at the Oracle Insurance Policy Administration Client Advisory Board meeting last week in Philadelphia, Penn. (View photos on the Oracle Insurance Facebook page.)   It was a great forum for Oracle Insurance and our clients. Discussion centered on the latest business and IT trends, with opportunities to learn more about the latest release of Oracle Insurance Policy Administration for Life and Annuity and other Oracle Insurance solutions such as data warehousing / business intelligence, while exchanging best practices for product innovation and servicing customers and sales channels. Helen Pitts is senior product marketing manager for Oracle Insurance's life and annuities solutions.

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  • Scene Graph Traversing Techniques

    - by Bunkai.Satori
    Scene Graph seems to be the most effective way of representing the game world. The game world usually tends to be as large as the memory and device can handle. In contrast, the screen of the device captures only a fraction of the Game World/Scene Graph. Ideally, I wish to process(update and render) only the visible game objects/nodes on per-frame basis. My question therefore is, how to traverse the scene graph so, that I will focus only on the game notes that are in the camera frustum? How to organize data so that I can easily focus only on the scene graph nodes visible to me? What are techniques to minimize scenegraph traversal time? Is there such way as more effective traversal, or do I have to traverse whole scene graph on per-frame basis?

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  • Don't Forget To Enjoy Life

    - by Justin
    I have a pretty clear stance on posting personal information in my blogs. I tend to avoid it almost instinctively. Part of that is because I am a somewhat private person. And the other is because I know how easy it is for personal information to be gathered and collected from sources such as blogs. So, this has remained a tech only blog for me. I've only posted topics mostly related to issues I have encountered at work. In a way this blog is a 'bookmark' for me. If I post something here and run into the issue again it allows me to refer back to a convenient place where the 'fix' is documented in a way that I understand. But today, I am posting something that speaks to everyone. Something PERSONAL. Honestly, I expect this entry to receive zero views. But if nothing else, I can come back to this blog one day when I'm having a bad day or something and run across this post. And I will be reminded... DON'T FORGET TO ENJOY LIFE. Say this to yourself out loud, right now. People, we can get caught up in some rather mundane details as we trek through life. It's so easy to lose track of what really matters that it should be no surprise to find yourself reading something like this and thinking to yourself 'Yeah. You are right, man. Some of this crap I'm clinging on to right now is so small in the grand scheme of things'. I have no reservation, no shame, in saying that I am more often than not caught up in the ever evolving world of 'shit that does not matter'. When you work in technology, you are surrounded by deadlines, upgrades, new versions, support 'end of life', etc. And by time you get done with your 8 hours you go home and put in a few more because you are STILL CAUGHT UP in the things you dealt with at work all day. DO YOURSELF A FAVOR. DO YOUR FAMILY AND FRIEND A FAVOR. When you are done for the day, and you drive home, get those work-related things out of your head before you pull into the driveway. If you are still thinking on them when you park the car, leave the engine running, close your eyes and take a deep breath. If you believe in God, pray. If you don't then meditate for a second with the INTENTION of letting go of the day and becoming the 'real you'. You may have forgotten who the real you is so I'll remind you.... THE REAL YOU IS THAT GUY OR GAL THAT LAUGHS, LOVES, AND LIVES. Be the real you as often as possible. If you can't do it during your 9 - 5, do it at home. YOUR RELATIONSHIPS AND YOUR PERSONAL HAPPINESS DEPEND ON IT. I am going to make you a promise right now. If you do what I've just said, your days will be longer and your joy will be exponential. I can't explain why I know this to be true. But I do know it. And if you are there reading this right now, you know it is true too. We both know it is true because it COMES FROM WITHIN EVERY MAN, WOMAN and CHILD. We are born into love and happiness. Lets not fade away into the darkness so easily found in this world. Lets keep the flame burning. The flame of passion. Passion for LIFE. Peace be with you.

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  • what knowledge would I need to make a good simulation games

    - by Skeith
    I have an idea for a game like theme park but don't know how simulation games are made. I am not some noob on his first game so I appreciated constructive answers instead of "its hard, don't do it". What I want is to know how simulation game mechanics are put together. I figure it would be heaver on the AI than normal games and not knowing much about AI would like to know some programming techniques I should look into for this style game. specific techniques please not just a book on ai. what sort of architecture would be used? I guess it would have some sort of probability engine with pre designed events that are triggered based on the AI state. Would it use a FSM or be purely event driven ? Any information on how a sims game functions would be cool.

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  • Life Cycle Navigator?

    - by C.W.Holeman II
    In many environments the file system directory structure and naming conventions attempt to allow one to use a file manager to navigate the life cycle of a document. This overloading of functions makes it difficult for users to handle the complexity. A file browser is a tool that lets the user navigate among files located in a directory structure to find a specific file. Whereas, when given a specific file, a life cycle navigator is a tool that lets the user navigate its life cycle from source to published copy and across versions. Does a Life Cycle Navigator exit? I see a user pointing at an object: Left mouse button displays the document Right mouse button has a Life Cycle Navigator (LCN) The LCN displays a tree for a specific document within a file manger, for example: Published 3.2 Current 3.1 3.0 +2.x +1.x +Archived +All Source Draft 3.2 Current 3.1 3.0 +2.x +1.x +Archived +All +Work Flow +Properties Or from a command line: $ lcn x.pdf --open_source_document | my_favorite_editor $ lcn x.pdf --show_published_version_info $ lcn x.pdf --show_previous_publish_versions_info See also, Life Cycle Navigator.

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  • Player rewards in games where you normally have nothing to purchase

    - by PeterK
    In many games there are rewards such as gold coins, points, etc. When these rewards can be used to purchase in-game items, it motivates the player to keep playing. Let's say we have an online game, poker, Yatzy etc. What type of reward would keep the players playing if there are few in-game items available to buy, or none at all? What I am looking for is a reward system that entices the players to play more in a game environment where there isn't that much to purchase. For example, there isn't much to buy in a poker or Yatzy game with the gold you win. I guess having some titles that are added to the userid is one way, or maybe purchasing a logo for the id... A leaderboard is another. Any thoughts on this?

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