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  • How do I move the camera sideways in Libgdx?

    - by Bubblewrap
    I want to move the camera sideways (strafe). I had the following in mind, but it doesn't look like there are standard methods to achieve this in Libgdx. If I want to move the camera sideways by x, I think I need to do the following: Create a Matrix4 mat Determine the orthogonal vector v between camera.direction and camera.up Translate mat by v*x Multiply camera.position by mat Will this approach do what I think it does, and is it a good way to do it? And how can I do this in libgdx? I get "stuck" at step 2, as I have not found any standard method in Libgdx to calculate an orthogonal vector. EDIT: I think I can use camera.direction.crs(camera.up) to find v. I'll try this approach tonight and see if it works. EDIT2: I got it working and didn't need the matrix after all: Vector3 right = camera.direction.cpy().crs(camera.up).nor(); camera.position.add(right.mul(x));

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  • Jump and run HTML5 Game Framework

    - by user1818924
    We're developing a jump and run game with HTML5 and JavaScript and have to build an own game framework for this. Here we have some difficulties and would like to ask you for some advice: we have a "Stage" object, which represents the root of our game and is a global div-wrapper. The stage can contain multiple "Scenes", which are also div-elements. We would implement a Scene for the playing task, for pause, etc. and switch between them. Each scene can therefore contain multiple "Layers", representing a canvas. These Layer contain "ObjectEntities", which represent images or other shapes like rectangles, etc. Each Objectentity has its own temporaryCanvas, to be able to draw images for one entity, whereas another contains a rectangle. We set an activeScene in our Stage, so when the game is played, just the active scene is drawn. Calling activeScene.draw(), calls all sublayers to draw, which draw their entities (calling drawImage(entity.canvas)). But is this some kind of good practive? Having multiple canvas to draw? Each gameloop every layer-context is cleared and drawn again. E.g. we just have a still Background-Layer, … wouldn't it be more useful to draw this once and not to clear it everytime and redraw it? Or should we use a global canvas for example in the Stage and just use this canvas to draw? But we thought this would be to expensive... Other question: Do you have any advice how we could dive into implementing an own framework? Most stuff we find online relies on existing frameworks or they just implement their game without building a framework.

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  • BlitzMax - generating 2D neon glowing line effect to png file

    - by zanlok
    Originally asked on StackOverflow, but it became tumbleweed. I'm looking to create a glowing line effect in BlitzMax, something like a Star Wars lightsaber or laserbeam. Doesn't have to be realtime, but just to TImage objects and then maybe saved to PNG for later use in animation. I'm happy to use 3D features, but it will be for use in a 2D game. Since it will be on black/space background, my strategy is to draw a series of white blurred lines with color and high transparency, then eventually central lines less blurred and more white. What I want to draw is actually bezier curved lines. Drawing curved lines is easy enough, but I can't use the technique above to create a good laser/neon effect because it comes out looking very segmented. So, I think it may be better to use a blur effect/shader on what does render well, which is a 1-pixel bezier curve. The problems I've been having are: Applying a shader to just a certain area of the screen where lines are drawn. If there's a way to do draw lines to a texture and then blur that texture and save the png, that would be great to hear about. There's got to be a way to do this, but I just haven't gotten the right elements working together yet. Any help from someone familiar with this stuff would be greatly appreciated. Using just 2D calls could be advantageous, simpler to understand and re-use. It would be very nice to know how to save a PNG that preserves the transparency/alpha stuff. p.s. I've reviewed this post (and many many others on the Blitz site), have samples working, and even developed my own 5x5 frag shaders. But, it's 3D and a scene-wide thing that doesn't seem to convert to 2D or just a certain area very well. I'd rather understand how to apply shading to a 2D scene, especially using the specifics of BlitzMax.

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  • How to fix OpenGL Co-ordinate System in SFML?

    - by Marc Alexander Reed
    My OpenGL setup is somehow configured to work like so: (-1, 1) (0, 1) (1, 1) (-1, 0) (0, 0) (1, 0) (-1, -1) (0, -1) (1, -1) How do I configure it so that it works like so: (0, 0) (SW/2, 0) (SW, 0) (0, SH/2) (SW/2, SH/2) (SW, SH/2) (0, SH) (SW/2, SH) (SW/2, SH) SW as Screen Width. SH as Screen Height. This solution would have to fix the problem of I can't translate significantly(1) on the Z axis. Depth doesn't seem to be working either. The Perspective code I'm using is that of my WORKING GLUT OpenGL code which has a cool 3d grid and camera system etc. But my OpenGL setup doesn't seem to work with SFML. Help me guys. :( Thanks in advance. :) #include <SFML/Window.hpp> #include <SFML/Graphics.hpp> #include <SFML/Audio.hpp> #include <SFML/Network.hpp> #include <SFML/OpenGL.hpp> #include "ResourcePath.hpp" //Mac-only #define _USE_MATH_DEFINES #include <cmath> double screen_width = 640.f; double screen_height = 480.f; int main (int argc, const char **argv) { sf::ContextSettings settings; settings.depthBits = 24; settings.stencilBits = 8; settings.antialiasingLevel = 2; sf::Window window(sf::VideoMode(screen_width, screen_height, 32), "SFML OpenGL", sf::Style::Close, settings); window.setActive(); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_NORMALIZE); glEnable(GL_COLOR_MATERIAL); glShadeModel(GL_SMOOTH); glViewport(0, 0, screen_width, screen_height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); //glOrtho(0.0f, screen_width, screen_height, 0.0f, -100.0f, 100.0f); gluPerspective(45.0f, (double) screen_width / (double) screen_height , 0.f, 100.f); glClearColor(0.f, 0.f, 1.f, 0.f); //blue while (window.isOpen()) { sf::Event event; while (window.pollEvent(event)) { switch (event.type) { case sf::Event::Closed: window.close(); break; } switch (event.key.code) { case sf::Keyboard::Escape: window.close(); break; case 'W': break; case 'S': break; case 'A': break; case 'D': break; } } glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0.f, 0.f, 0.f); glPushMatrix(); glBegin(GL_QUADS); glColor3f(1.f, 0.f, 0.f); glVertex3f(-1.f, 1.f, 0.f); glColor3f(0.f, 1.f, 0.f); glVertex3f(1.f, 1.f, 0.f); glColor3f(1.f, 0.f, 1.f); glVertex3f(1.f, -1.f, 0.f); glColor3f(0.f, 0.f, 1.f); glVertex3f(-1.f, -1.f, 0.f); glEnd(); glPopMatrix(); window.display(); } return EXIT_SUCCESS; }

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  • how to create 2D collision detection

    - by Aidan Mueller
    I would like to know the best or most effective way to test for 2D collision. I also can do AABBs but when you have a line, for example, that is rotated 45º, and it is really long. it will be hitting things when it shouldn't. I might be able to go through the pixels to see if they are touching others, but that might be slow if I had a big picture. and it might add some complications if I had a movie clip made of several images. How do I check collision between two Images? How would I do circle to box? Please help : ) PS: I do know java so you can write with java syntax and then use a made up GL

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  • as3 3D camera lookat

    - by Johannes Jensen
    I'm making a 3D camera scene in Flash, draw using drawTriangles() and rotated and translated using a Matrix3D. I've got the camera to look after a specific point, but only on the Y-axis, using the x and z coordinates, here is my code so far: var dx:Number = camera.x - lookAt.x; var dy:Number = camera.y - lookAt.y; var dz:Number = camera.z - lookAt.z; camera.rotationY = Math.atan2(dz, dx) * (180 / Math.PI) + 270; so no matter the x or z position, the point is always on the mid of the screen, IF and only if y matches with the camera. So what I need is to calculate the rotationX (which are measured in degrees not radians), and I was wondering how I would do this?

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  • Oscillating Sprite Movement in XNA

    - by Nick Van Hoogenstyn
    I'm working on a 2d game and am looking to make a sprite move horizontally across the screen in XNA while oscillating vertically (basically I want the movement to look like a sin wave). Currently for movement I'm using two vectors, one for speed and one for direction. My update function for sprites just contains this: Position += direction * speed * (float)t.ElapsedGameTime.TotalSeconds; How could I utilize this setup to create the desired movement? I'm assuming I'd call Math.Sin or Math.Cos, but I'm unsure of where to start to make this sort of thing happened. My attempt looked like this: public override void Update(GameTime t) { double msElapsed = t.TotalGameTime.Milliseconds; mDirection.Y = (float)Math.Sin(msElapsed); if (mDirection.Y >= 0) mSpeed.Y = moveSpeed; else mSpeed.Y = -moveSpeed; base.Update(t, mSpeed, mDirection); } moveSpeed is just some constant positive integer. With this, the sprite simply just continuously moves downward until it's off screen. Can anyone give me some info on what I'm doing wrong here? I've never tried something like this so if I'm doing things completely wrong, let me know!

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  • Loading sound in XNA without the Content Pipeline

    - by David Gouveia
    I'm working on a "Game Maker"-type of application for Windows where the user imports his own assets to be used in the game. I need to be able to load this content at runtime on the engine side. However I don't want the user to have to install anything more than the XNA runtime, so calling the content pipeline at runtime is out. For images I'm doing fine using Texture2D.FromStream. I've also noticed that XNA 4.0 added a FromStream method to the SoundEffect class but it only accepts PCM wave files. I'd like to support more than wave files though, at least MP3. Any recommendations? Perhaps some C# library that would do the decoding to PCM wave format.

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  • Index out of bounds, Java bukkit plugin

    - by Robby Duke
    I'm getting index out of bounds errors in my Bukkit plugin, and it's really beginning to piss me off... I for the life of me can't figure this issue out! Caused by: java.lang.IndexOutOfBoundsException: Index: 1, Size: 1 This is where I believe the code to be erroring... for(int i = 0; i <= staffOnline.size(); i++) { if(i == staffOnline.size()) { staffList = staffList + staffOnline.get(i); } else { staffList = staffList + staffOnline.get(i) + ", "; } }

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  • How to get tilemap transparency color working with TiledLib's Demo implementation?

    - by Adam LaBranche
    So the problem I'm having is that when using Nick Gravelyn's tiledlib pipeline for reading and drawing tmx maps in XNA, the transparency color I set in Tiled's editor will work in the editor, but when I draw it the color that's supposed to become transparent still draws. The closest things to a solution that I've found are - 1) Change my sprite batch's BlendState to NonPremultiplied (found this in a buried Tweet). 2) Get the pixels that are supposed to be transparent at some point then Set them all to transparent. Solution 1 didn't work for me, and solution 2 seems hacky and not a very good way to approach this particular problem, especially since it looks like the custom pipeline processor reads in the transparent color and sets it to the color key for transparency according to the code, just something is going wrong somewhere. At least that's what it looks like the code is doing. TileSetContent.cs if (imageNode.Attributes["trans"] != null) { string color = imageNode.Attributes["trans"].Value; string r = color.Substring(0, 2); string g = color.Substring(2, 2); string b = color.Substring(4, 2); this.ColorKey = new Color((byte)Convert.ToInt32(r, 16), (byte)Convert.ToInt32(g, 16), (byte)Convert.ToInt32(b, 16)); } ... TiledHelpers.cs // build the asset as an external reference OpaqueDataDictionary data = new OpaqueDataDictionary(); data.Add("GenerateMipMaps", false); data.Add("ResizetoPowerOfTwo", false); data.Add("TextureFormat", TextureProcessorOutputFormat.Color); data.Add("ColorKeyEnabled", tileSet.ColorKey.HasValue); data.Add("ColorKeyColor", tileSet.ColorKey.HasValue ? tileSet.ColorKey.Value : Microsoft.Xna.Framework.Color.Magenta); tileSet.Texture = context.BuildAsset<Texture2DContent, Texture2DContent>( new ExternalReference<Texture2DContent>(path), null, data, null, asset); ... I can share more code as well if it helps to understand my problem. Thank you.

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  • Having a problem with texturing vertices in WebGL, think parameters are off in the image?

    - by mathacka
    I'm having a problem texturing a simple rectangle in my WebGL program, I have the parameters set as follows: gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, textureImage); I'm using this image: On the properties of this image it says it's 32 bit depth, so that should take care of the gl.UNSIGNED_BYTE, and I've tried both gl.RGBA and gl.RGB to see if it's not reading the transparency. It is a 32x32 pixel image, so it's power of 2. And I've tried almost all the combinations of formats and types, but I'm not sure if this is the answer or not. I'm getting these two errors in the chrome console: INVALID_VALUE: texImage2D: invalid image (index):101 WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled. the drawArrays function is simply: "gl.drawArrays(gl.TRIANGLES, 0, 6);" using 6 vertices to make a rectangle.

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  • Skyrim Nexus Mods on Xbox 360 by use of dawnguard?

    - by user17895
    i think it's possible i opened up the dawnguard marketplace content and it consists 3 files: dawnguard.bsa < mod dawnguard.esp <- mod installing file. and spa.bin <-dont know where this is for. and it has been confirmed you can use the top 2 files on pc for a not fully functional dawnguard (barely functional to be exact) and if we could just replace or add a few other bsa and esp files to this marketplace content we could get mods up and running on xbox altough i need confirmation on this. I also have no clue where the spa.bin file for is, i need to examine it some further. Further this is adding a few non-distributed Files to marketplace content and wont get you booted from XBL. Also if anyone wants to examine these files for further information i will gladly share them with you. if you have any information or answers please email me at [email protected] thx

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  • Single and Double Jump with single button.

    - by Asad
    I want to make Single Jump on Single Tap and Double Jump on Double Tap. My problem is that if I make double Tap on ground then it’s fine but if I make first Tap on ground and second Tap in Air then Player gain more height then usual As in image 1. I want to Make my jump like in Image 2, No matter from which point user gives second Tap, player Always get a specific height. I Used both Impulse and Linear velocity to make Jump but my problem did not solved.

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  • Axis-Aligned Bounding Boxes vs Bounding Ellipse

    - by Griffin
    Why is it that most, if not all collision detection algorithms today require each body to have an AABB for the use in the broad phase only? It seems to me like simply placing a circle at the body's centroid, and extending the radius to where the circle encompasses the entire body would be optimal. This would not need to be updated after the body rotates and broad overlap-calculation would be faster to. Correct? Bonus: Would a bounding ellipse be practical for broad phase calculations also, since it would better represent long, skinny shapes? Or would it require extensive calculations, defeating the purpose of broad-phase?

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  • How to create a fountain in UDK

    - by user36425
    I'm trying to make a fountain in my level in UDK, I made the base of the fountain by using a Cylinder build and now I'm trying to put water in it. I went to use the fluidSurfaceActor but I notice that this is square but my fountain is a cylinder. Is there a way that I can change the shape of the fluidSurfaceActor to fit the builder brush shape or is there another way to do this? Or is it hopeless and I have to make my fountain into a cube? Here is a link/picture to the screenprint of what I'm talking about:

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  • RenderTarget2D behavior in XNA

    - by Utkarsh Sinha
    I've been dabbling with XNA for a couple of days now. This chunk of code doesn't work as I expect. The goal is to render sprites individually and composite them on another rendertarget. P = RenderTarget2D(with RenderTargetUsage.PreserveContents) D = RenderTarget2D(with RenderTargetUsage.DiscardContents) for all sprites: graphicsDevice.SetRenderTarget(D); <draw sprite i> graphicsDevice.SetRenderTarget(P); <Draw D> graphicsDevice.SetRenderTarget(null); <Draw P> The result I get is - only the last sprite is visible. I'm sure I'm missing some piece of information about RenderTarget2D. Any hints on what that might be? Cross posted from - http://stackoverflow.com/questions/9970349/weird-rendertarget2d-behaviour

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  • OpenGL 2D Depth Perception

    - by Stephen James
    I have a 2D RPG game written in Java using LWJGL. All works fine, but at the moment I'm having trouble deciding what the best way to do depth perception is. So , for example, if the player goes in front of the tree/enemy (lower than the objects y-coordinate) then show the player in front), if the player goes behind the tree/enemy (higher than the objects specific y-coordinate), then show the player behind the object. I have tried writing a block of code to deal with this, and it works quite well for the trees, but not for the enemies yet. Is there a simpler way of doing this in LWJGL that I'm missing?

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  • How can I estimate cost of creating tile-set similar to HoM&M 2?

    - by Alexey Petrushin
    How to estimate cost of creating tile-set similar to HoM&M 2? I'm mostly interested in the tile-set graphics only, no animation needed, the big images of town and creatures can be done as quick and dirty pensil sketches. The quality of tiles and its amount should be roughly the same as in HoM&M 2. Can You please give a rough estimate how much it will take man-hours and how much will it cost?

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  • MD5 vertex skinning problem extending to multi-jointed skeleton (GPU Skinning)

    - by Soapy
    Currently I'm trying to implement GPU skinning in my project. So far I have achieved single joint translation and rotation, and multi-jointed translation. The problem arises when I try to rotate a multi-jointed skeleton. The image above shows the current progress. The left image shows how the model should deform. The middle image shows how it deforms in my project. The right shows a better deform (still not right) inverting a certain value, which I will explain below. The way I get my animation data is by exporting it to the MD5 format (MD5mesh for mesh data and MD5anim for animation data). When I come to parse the animation data, for each frame, I check if the bone has a parent, if not, the data is passed in as is from the MD5anim file. If it does have a parent, I transform the bones position by the parents orientation, and the add this with the parents translation. Then the parent and child orientations get concatenated. This is covered at this website. if (Parent < 0){ ... // Save this data without editing it } else { Math3::vec3 rpos; Math3::quat pq = Parent.Quaternion; Math3::quat pqi(pq); pqi.InvertUnitQuat(); pqi.Normalise(); Math3::quat::RotateVector3(rpos, pq, jv); Math3::vec3 npos(rpos + Parent.Pos); this->Translation = npos; Math3::quat nq = pq * jq; nq.Normalise(); this->Quaternion = nq; } And to achieve the image to the right, all I need to do is to change Math3::quat::RotateVector3(rpos, pq, jv); to Math3::quat::RotateVector3(rpos, pqi, jv);, why is that? And this is my skinning shader. SkinningShader.vert #version 330 core smooth out vec2 vVaryingTexCoords; smooth out vec3 vVaryingNormals; smooth out vec4 vWeightColor; uniform mat4 MV; uniform mat4 MVP; uniform mat4 Pallete[55]; uniform mat4 invBindPose[55]; layout(location = 0) in vec3 vPos; layout(location = 1) in vec2 vTexCoords; layout(location = 2) in vec3 vNormals; layout(location = 3) in int vSkeleton[4]; layout(location = 4) in vec3 vWeight; void main() { vec4 wpos = vec4(vPos, 1.0); vec4 norm = vec4(vNormals, 0.0); vec4 weight = vec4(vWeight, (1.0f-(vWeight[0] + vWeight[1] + vWeight[2]))); normalize(weight); mat4 BoneTransform; for(int i = 0; i < 4; i++) { if(vSkeleton[i] != -1) { if(i == 0) { // These are interchangable for some reason // BoneTransform = ((invBindPose[vSkeleton[i]] * Pallete[vSkeleton[i]]) * weight[i]); BoneTransform = ((Pallete[vSkeleton[i]] * invBindPose[vSkeleton[i]]) * weight[i]); } else { // These are interchangable for some reason // BoneTransform += ((invBindPose[vSkeleton[i]] * Pallete[vSkeleton[i]]) * weight[i]); BoneTransform += ((Pallete[vSkeleton[i]] * invBindPose[vSkeleton[i]]) * weight[i]); } } } wpos = BoneTransform * wpos; vWeightColor = weight; vVaryingTexCoords = vTexCoords; vVaryingNormals = normalize(vec3(vec4(vNormals, 0.0) * MV)); gl_Position = wpos * MVP; } The Pallete matrices are the matrices calculated using the above code (a rotation and translation matrix get created from the translation and quaternion). The invBindPose matrices are simply the inverted matrices created from the joints in the MD5mesh file. Update 1 I looked at GLM to compare the values I get with my own implementation. They turn out to be exactly the same. So now i'm checking if there's a problem with matrix creation... Update 2 Looked at GLM again to compare matrix creation using quaternions. Turns out that's not the problem either.

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  • How do I consistently re-size my game window and elements?

    - by Milo
    In my 2D game, I have a flow layout. Inside the flow layout are tables. I have a slider that lets the user make the tables larger or smaller. This makes the background larger or smaller too. Everything should scale proportionally which means the background should stay at the same position when I make things larger, and it almost does. When the scrollbar is at 0, it does exactly this. As the scrollbar gets further down problems arise. I'll toggle the slider maybe 3 times and on the fourth time, the background jumps a little lower on the Y axis. In order to be efficient, I only start rendering the background near the parent of the flow layout. Here it is: void LobbyTableManager::renderBG( GraphicsContext* g, agui::Rectangle& absRect, agui::Rectangle& childRect ) { int cx, cy, cw, ch; g->getClippingRect(cx,cy,cw,ch); g->setClippingRect(absRect.getX(),absRect.getY(),absRect.getWidth(),absRect.getHeight()); float scale = 0.35f; int w = m_bgSprite->getWidth() * getTableScale() * scale; int h = m_bgSprite->getHeight() * getTableScale() * scale; int numX = ceil(absRect.getWidth() / (float)w) + 2; int numY = ceil(absRect.getHeight() / (float)h) + 2; float offsetX = m_activeTables[0]->getLocation().getX() - w; float offsetY = m_activeTables[0]->getLocation().getY() - h; int startY = childRect.getY(); if(moo) { std::cout << "S=" << startY << ","; } int numAttempts = 0; while(startY + h < absRect.getY() && numAttempts < 1000) { startY += h; if(moo) { std::cout << startY << ","; } numAttempts++; } if(moo) { std::cout << "\n"; moo = false; } g->holdDrawing(); for(int i = 0; i < numX; ++i) { for(int j = 0; j < numY; ++j) { g->drawScaledSprite(m_bgSprite,0,0,m_bgSprite->getWidth(),m_bgSprite->getHeight(), absRect.getX() + (i * w) + (offsetX),absRect.getY() + (j * h) + startY,w,h,0); } } g->unholdDrawing(); g->setClippingRect(cx,cy,cw,ch); } The numeric problem seems to be in the value of startY. I outputted startY figuring out its value: As you can see here, this is me only zooming in, pay attention to the final number before the next s=. You'll notice that, what should happen is, the numbers should be linear, ex: -40, -38, -36, -34, -32, -30, etc. As you'll notice, the start numbers linearly correlate ex: 62k, 64k, 66k, 68k, 70k etc.. but the end result is wrong every third or 4th time. Here is most of the resize code: void LobbyTableManager::setTableScale( float scale ) { scale += 0.3f; scale *= 2.0f; agui::Gui* gotGui = getGui(); float scrollRel = m_vScroll->getRelativeValue(); setScale(scale); rescaleTables(); resizeFlow(); if(gotGui) { gotGui->toggleWidgetLocationChanged(false); } updateScrollBars(); float newVal = scrollRel * m_vScroll->getMaxValue(); if((int)(newVal + 0.5f) > (int)newVal) { newVal++; } m_vScroll->setValue(newVal); static int x = 0; x++; moo = true; //std::cout << m_vScroll->getValue() << std::endl; if(gotGui) { gotGui->toggleWidgetLocationChanged(true); } if(gotGui) { gotGui->_widgetLocationChanged(); } } void LobbyTableManager::valueChanged( agui::VScrollBar* source,int val ) { if(getGui()) { getGui()->toggleWidgetLocationChanged(false); } m_flow->setLocation(0,-val); if(getGui()) { getGui()->toggleWidgetLocationChanged(true); getGui()->_widgetLocationChanged(); } }

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  • Derive a algorithm to match best position

    - by Farooq Arshed
    I have pieces in my game which have stats and cost assigned to them and they can only be placed at a certain location. Lets say I have 50 pieces. e.g. Piece1 = 100 stats, 10 cost, Position A. Piece2 = 120 stats, 5 cost, Position B. Piece3 = 500 stats, 50 cost, Position C. Piece4 = 200 stats, 25 cost, Position A. and so on.. I have a board on which 12 pieces have to be allocated and have to remain inside the board cost. e.g. A board has A,B,C ... J,K,L positions and X Cost assigned to it. I have to figure out a way to place best possible piece in the correct position and should remain within the cost specified by the board. Any help would be appreciated.

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  • What should I use (controls, methods) to make a 2D tile based map editor?

    - by user1306322
    I'm making a 2d game where each tile is a square and it's viewed at straight angle, no skewing, no rotation, it's pretty simple. Two weeks ago I tried using DataGridView, but as the number of rows and columns increased, it became frustratingly slow, then I read how it should've happened to me earlier, because this control is not supposed to work with large number of cells, and I have at least 7500 cells in my smallest level, which made it unbearable to use. This is what I expect from my new editor: Most importantly, tile type. Tile images or their color codes are fine (seeing map as it is in-game is cool, but the faster, the better). Secondly, all tile parameters (in text, preferrably editable in a popup or sidebar). I'm using my own format, so I'm most probably not going to use third party product. Besides, I'm trying to learn how to do it myself.

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  • Stats on Screen Size for Flash Games

    - by ashes999
    I'm working on a Flash game after many, many years. I'm trying to figure out size to make my application run (eg. 600x800). Because it's a tall (not wide) game, I'm confused. I know about (and love) the Steam hardware stats. However, for Flash gaming, I have two nit-picks with their survey sample: 1) Caters to more hardcore gamers with better hardware (overall) 2) Captures only a subset of Flash gamers. Doesn't capture people who play at school, work, etc. or not netbooks and lighter machines. Are there any sort of statistics I can use to determine which size to use? Ideally, I would like to know something like: 800x600 will fit 94% of users screens 1024x768 will fit 74% of users screens 1200x960 will fit 53% of users screens etc.

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  • Model won't render in my XNA game

    - by Daniel Lopez
    I am trying to create a simple 3D game but things aren't working out as they should. For instance, the mode will not display. I created a class that does the rendering so I think that is where the problem lies. P.S I am using models from the MSDN website so I know the models are compatible with XNA. Code: class ModelRenderer { private float aspectratio; private Model model; private Vector3 camerapos; private Vector3 modelpos; private Matrix rotationy; float radiansy = 0; public ModelRenderer(Model m, float AspectRatio, Vector3 initial_pos, Vector3 initialcamerapos) { model = m; if (model.Meshes.Count == 0) { throw new Exception("Invalid model because it contains zero meshes!"); } modelpos = initial_pos; camerapos = initialcamerapos; aspectratio = AspectRatio; return; } public Vector3 CameraPosition { set { camerapos = value; } get { return camerapos; } } public Vector3 ModelPosition { set { modelpos = value; } get { return modelpos; } } public void RotateY(float radians) { radiansy += radians; rotationy = Matrix.CreateRotationY(radiansy); } public float AspectRatio { set { aspectratio = value; } get { return aspectratio; } } public void Draw() { Matrix world = Matrix.CreateTranslation(modelpos) * rotationy; Matrix view = Matrix.CreateLookAt(this.CameraPosition, this.ModelPosition, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1.0f, 10000f); model.Draw(world, view, projection); } } If you need more code just make a comment.

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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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