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  • how to double buffer in multiple classes with java

    - by kdavis8
    I am creating a Java 2D video game. I can load graphics just fine, but when it gets into double buffering I have issues. My source code package myPackage; import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Toolkit; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import javax.swing.JFrame; public class GameView extends JFrame { private BufferedImage backbuffer; private Graphics2D g2d; public GameView() { setBounds(0, 0, 500, 500); setVisible(true); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); backbuffer = new BufferedImage(getHeight(), getWidth(), BufferedImage.TYPE_INT_BGR); g2d = backbuffer.createGraphics(); Toolkit tk = Toolkit.getDefaultToolkit(); Image img = tk.getImage(this.getClass().getResource("cage.png")); g2d.setColor(Color.red); //g2d.drawString("Hello",100,100); g2d.drawImage(img, 100, 100, this); repaint(); } public static void main(String args[]) { new GameView(); } public void paint(Graphics g) { g2d = (Graphics2D)g; g2d.drawImage(backbuffer, 0, 0, this); } }

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  • Creating a python android application

    - by Harry
    I need help creating a android app on python. I'm creating an actual android game on python to use on my phone. I need suggestions of what app people would prefer. Anything you have have always wanted on your phone but no ones made it? Please post some suggestions below. I will start writing the code soon and will keep updating this post or creating a new ones asking new questions, so please keep an eye out. I also need help and software on how to start writing the code and how to test it. Thanks in advance.

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  • Game server for an android/iOS turn-based board-game

    - by Cyril
    I am currently programming an iPhone game and I would like to create an online multiplayer mode. In the future, this app will be port to Android devices, so I was wondering how to create the game-server? First at all, which language should I choose? How to make a server able to communicate both with programs written in objective-c and Java? Then, how to effectively do it? Is it good if I open a socket by client (there'll be 2)? What kind of information should I send to the server? to the clients?

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  • Character progression through leveling, skills or items?

    - by Anton
    I'm working on a design for an RPG game, and I'm having some doubts about the skill and level system. I'm going for a more casual, explorative gaming experience and so thought about lowering the game complexity by simplifying character progression. But I'm having trouble deciding between the following: Progression through leveling, no complex skill progression, leveling increases base stats. Progression through skills, no leveling or base stat changes, skills progress through usage. Progression through items, more focus on stat-changing items, items confer skills, no leveling. However, I'm uncertain what the effects on gameplay might be in the end. So, my question is this: What would be the effects of choosing one of the above alternatives over the others? (Particularly with regards to the style and feel of the gameplay) My take on it is that the first sacrifices more frequent rewards and customization in favor of a simpler gameplay; the second sacrifices explicit customization and player control in favor of more frequent rewards and a somewhat simpler gameplay; while the third sacrifices inventory simplicity and a player metric in favor of player control, customization and progression simplicity. Addendum: I'm not really limiting myself to the above three, they are just the ones I liked most and am primarily interested in.

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  • Detecting End of Animation

    - by Will
    So I am making a death animation for a game. enemy1 is a UIImageView, and what I'm doing is when an integer is less than or equal to zero, it calls this deathAnimation which only happens once. What I want to do is use a CGPointMake right when the animation is finished being called. Note that before the deathAnimation is called, there is another animation that is constantly being called 30 times a second. I'm not using anything like cocos2d. if (enemy1health <= 0) { [self slime1DeathAnimation]; //How can i detect the end of this animation } This is how the animation is done -(void)slime1DeathAnimation{ enemy1.animationImages = [[NSArray alloc] initWithObjects: [UIImage imageNamed:@"Slime Death 1.png"], [UIImage imageNamed:@"Slime Death 2.png"], [UIImage imageNamed:@"Slime Death 3.png"], [UIImage imageNamed:@"Slime Death 4.png"], [UIImage imageNamed:@"Slime Death 5.png"], nil]; enemy1.animationDuration = 0.5; enemy1.animationRepeatCount = 1; [enemy1 startAnimating]; } If you need more code just ask

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  • Drawing a textured triangle with CPU instead of GPU

    - by Jenko
    I understand the benefits of GPU rendering and such, but for a certain limited application I need to render textured triangles purely using CPU. I've built a 3D engine capable of object handling, transform, projection, culling and the likes ... now all I need is a little code snippet that draws a single textured triangle onto a bitmap... any language accepted! Inputs: Texture bitmap, Triangle U/V/W coords, Triangle X/Y screen coords Output: The textured triangle drawn at the given screen coords I've currently been using a platform function to draw triangles to screen, but I'm looking to handle it myself to speeden up the process.

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  • How to fix bad Collada produced by FBX?

    - by David
    I tried to use the FBX SDK (2011.3.1) to load FBX files and save them as Collada files in order to be able to import FBX files in Panda3D. Unfortunately the resulting Collada files are not usable for several reasons, among them: There's a Maya specific extra technique diffuse <diffuse> <texture texture="Map__2-image" texcoord="CHANNEL0"> <extra> <technique profile="MAYA"> <wrapU sid="wrapU0">TRUE</wrapU> <wrapV sid="wrapV0">TRUE</wrapV> <blend_mode>ADD</blend_mode> </technique> </extra> </texture> </diffuse> It assigns a texcoord channel name that isn't referenced anywhere else in the file (in the previous code sample, no geometry uses "CHANNEL0"...) Every polygon is exported twice, a first time with a basic material (only diffuse color, specular color, etc.) and a second time with a textured material -- this doubles the number of polygons of each model without any valuable reason Anyway, the resulting Collada file cannot be opened correctly either with OpenCOLLADA or Panda3D's "dae2egg". Anyone has any experience on how to "fix" it and make it understandable by common and well-reputed Collada importers such as OpenCOLLADA?

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  • Can and should a game design be patented?

    - by Christian
    I have an idea for a game that I want to develop and I feel is unique, and I'm wondering if I should patent it. I read on the web that games can be patented, but just because it can be done doesn't mean that it makes sense to do it. I actually don't really want patent it (it's expensive, a hassle and I don't believe in patenting of ideas... unless it's something truly revolutionary). However, I'm concerned a bigger company could come along, with more experienced game designers and developers and steal the idea.

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  • Alchemy like game for the web, open source. Any ideas for element combinations?

    - by JohnDel
    I created a web game like the Android game Alchemy. It's open source and in the back-end you can create your own elements / your own game. I was wondering what elements - ideas would be good to implement as a prototype / demo? Some ideas are: Colors Programming languages Chemical Compounds Same as the original alchemy Evolution of biological organisms What do you think? Any specific combination ideas?

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  • Low-level GPU code and Shader Compilation

    - by ktodisco
    Bear with me, because I will raise several questions at once. I still feel, though, that overall this can be treated as one question that may be answered succinctly. I recently dove into solidifying my understanding of the assembly language, low-level memory operations, CPU structure, and program optimizations. This also sparked my interest in how higher-level shading languages, GLSL and HLSL in particular, are compiled and optimized, as well as what formats they are reduced to before machine code is generated (assuming they are not converted directly into machine code). After a bit of research into this, the best resource I've found is this presentation from ATI about the compilation of and optimizations for HLSL. I also found sample ARB assembly code. This sort of addressed my original curiosity, but it raised several other questions. The assembler code in the ATI presentation seems like it contains instructions specifically targeted for the GPU, but is this merely a hypothetical example created for the purpose of conceptual understanding, or is this code really generated during shader compilation? If so, is it possible to inspect it, or even write it in place of the higher-level syntax? My initial searches for an answer to the last question tell me that this may be disallowed, but I have not dug too deep yet. Also, along the same lines, are GLSL shader programs compiled into ARB assembly code before machine code is generated, and is it possible to write direct ARB assembly? Lastly, and perhaps what I am most interested in finding out: are there comprehensive resources on shader compilation and low-level GPU code? I have been unable to find any thus far. I ask simply because I am curious :)

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  • Game Engines with real time lighting

    - by Maik Klein
    I am studying computer graphics since 3 semesters and we just started with OpenGL. I really enjoy it and want to create my own little engine for learning purposes. I already read tons of different forum posts and saw the following engines. Panda3d, Ogre3d, NeoAxis, Irrlicht and Horde3d(graphics only). Now I don't want to use something like Unity or CryEngine because I want to start more low level. Which of those engines is suited for real-time rendering? Something that CryEngine offers - no baked lightmaps. Or at least gives me the option to add a real-time renderer?

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  • Improve mouse movement in First person game

    - by brainydexter
    In my current FPS game, I have the mouse setup in a way, that it always forces the position of the mouse to be centered at the screen. This gets the job done, but also gets very annoying, since the mouse is "fixed" at the center of the screen. Here is what I am doing: get mouse current position find offset from center of the screen set mouse current position to center of the screen apply difference to m_pTransformation (transformation matrix of the player) Is there a better way to deal with this ?

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  • Pathfinding library

    - by Shivan Dragon
    I'm an amateur game developer and somewhat amateur Java developer as well. I'm trying to find a way to have path finding for my game(s). I've first Googled for some existing Java libraries that have various path-finding implementations, but I've failed to find any. It seems to me that the only way to get pathfinding code is to use it via a game engine (like Unity). But I'd just like to have a library that I can use and make the game loop and other stuff on my own. Failing to find such a library I've tried implementing some algorithms myself. I've managed to make a running A* in Java, but for fancier stuff like D* I find it hard to do it by hand. So then, my question is, are there any Java libraries that contain at least some basic pathfinding algorithms implementations?

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  • How do I load a libGDX Skin on Android?

    - by Lukas
    I am pretty desperate searching for a solution to load ui skins into my android app (actually it is not my app, it is a tutorial I'm following). The app always crashes at this part: assets.load("ui/defaultskin/defaultskin.json", Skin.class, new SkinLoader.SkinParameter("ui/defaultskin/defaultskin.atlas")); The files are the ones from the bitowl tutorial: http://bitowl.de/day6/ I guess Gdx.files.internal doesn't work on android, since the app crashed with this, too. Thanks for helping me out, Lukas

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  • Cocos2d-x 3.0 animation frame by frame

    - by Narek
    As I know animations are actions. Now I need to play animation frame by frame. Say I have an animation from N frames. each frame should be played after t delay. Now I want to play animation frame by frame, each frame advance the animation's state. How I can do this? And what about playing actions frame by frame advancing the state in general. I ask because I use ECS, and I deal with frames. P.S. I want to do something like this: Action * a = MoveTo(initialPoint, finalPoint, durationOfAnimation); a->play(0.001 seconds); a->play(0.003 seconds); a->play(0.02 seconds); a->play(0.67 seconds); a->play(0.06 seconds); And see the animation.

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  • What is this JavaScript gibberish?

    - by W3Geek
    I am studying how to make a 2D game with JavaScript by reading open source JavaScript games and I came across this gibberish... aSpriteData = [ "}\"¹-º\"À+º\"À+º\"À+º\"¿¤À ~C_ +º\"À+º\"À+º\"À*P7²OK%¾+½u_\"À<¡a¡a¡bM@±@ª", // 0 ground "a ' ![± 7°³b£[mt<Nµ7z]~¨OR»[f_7l},tl},+}%XN²Sb[bl£[±%Y_¹ !@ $", // 1 qbox "!A % @,[] ±}°@;µn¦&X£ <$ §¤ 8}}@Prc'U#Z'H'@· ¶\"is ¤&08@£(", // 2 mario " ´!A.@H#q8¸»e-½n®@±oW:&X¢a<&bbX~# }LWP41}k¬#3¨q#1f RQ@@:4@$", // 3 mario jump " 40 q$!hWa-½n¦#_Y}a©,0#aaPw@=cmY<mq©GBagaq&@q#0§0t0¤ $", // 4 mario run "+hP_@", // 5 pipe left "¢,6< R¤", // 6 pipe right "@ & ,'+hP?>³®'©}[!»¹.¢_^¥y/pX¸#µ°=a¾½hP?>³®'©}[!»¹.¢_^ Ba a", // 7 pipe top left "@ , !] \"º £] , 8O #7a&+¢ §²!cº 9] P &O ,4 e", // 8 pipe top right " £ #! ,! P!!vawd/XO¤8¼'¤P½»¹²'9¨ \"P²Pa²(!¢5!N*(4´b!Gk(a", // 9 goomba " Xu X5 =ou!¯­¬a[Z¼q.°u#|xv ¸··@=~^H'WOJ!¯­¬a=Nu ²J <J a", // 10 coin // yui "@ & !MX ~L \"y %P *¢ 5a K w !L \"y %P *­a%¬¢ 4 a", // 11 ebox // yui "¢ ,\"²+aN!@ &7 }\"²+aN!XH # }\"²+aN!X% 8}\"²+aN!X%£@ (", // 12 bricks "} %¿¢!N° I¨²*<P%.8\"h,!Cg r¥ H³a4X¢*<P%.H#I¬ :a!u !q", // 13 block makeSpace(20) + "4a }@ }0 N( w$ }\" N! +aa", // 14 bush left " r \"²y!L%aN zPN NyN#²L}[/cy¾ N" + makeSpace(18) + "@", // 15 bush mid makeSpace(18) + "++ !R·a!x6 &+6 87L ¢6 P+ 8+ (", // 16 bush right " %©¦ +pq 7> \"³ s" + makeSpace(25) + "@", // 17 cloud bottom left "a/a_#².Q¥'¥b}8.£¨7!X\"K+5cqs%(" + makeSpace(18) + "0", // 18 cloud bottom mid "bP ¢L P+ 8%a,*a%§@ J" + makeSpace(22) + "(", // 19 cloud bottom right "", // 20 mushroom "", // koopa 16x24 "", // 22 star "", // 23 flagpole "", // 24 flag "", // 25 flagpole top " 6 ~ }a }@ }0 }( }$ }\" }! } a} @} 0} (} $} \"² $", // 26 hill slope "a } \"m %8 *P!MF 5la\"y %P" + makeSpace(18) + "(", // 27 hill mid makeSpace(30) + "%\" t!DK \"q", // 28 hill top "", // 29 castle bricks "", // 30 castle doorway bottom "", // 31 castle doorway top "", // 32 castle top "", // 33 castle top 2 "", // 34 castle window right "", // 35 castle window left "", // 36 castle flag makeSpace(19) + "8@# (9F*RSf.8 A¢$!¢040HD", // 37 goomba flat " *(!¬#q³¡[_´Yp~¡=<¥g=&'PaS²¿ Sbq*<I#*£Ld%Ryd%¼½e8H8bf#0a", // 38 mario dead " = ³ #b 'N¶ Z½Z Z½Z Z½Z Z½Z Z½Z Z½Z =[q ²@ ³ ¶ 0", // 39 coin step 1 " ?@ /q /e '¤ #³ !ºa }@ N0 ?( /e '¤ #³ ¿ _a \"", // 40 coin step 2 " / > ] º !² #¢ %a + > ] º !² #¢ 'a \"", // 41 coin step 3 " 7¢ +² *] %> \"p !Ga t¢ I² 4º *] %> \"p ¡ Oa \"" // 42 coin step 4 ], What does it do? If you want to look at the source file here it is: http://www.nihilogic.dk/labs/mario/mario.js Beware, there is more gibberish inside. I can't seem to make sense of any of it. Thank you.

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  • The View-Matrix and Alternative Calculations

    - by P. Avery
    I'm working on a radiosity processor in DirectX 9. The process requires that the camera be placed at the center of a mesh face and a 'screenshot' be taken facing 5 different directions...forward...up...down...left...right... ...The problem is that when the mesh face is facing up( look vector: 0, 1, 0 )...a view matrix cannot be determined using standard trigonometry functions: Matrix4 LookAt( Vector3 eye, Vector3 target, Vector3 up ) { // The "look-at" vector. Vector3 zaxis = normal(target - eye); // The "right" vector. Vector3 xaxis = normal(cross(up, zaxis)); // The "up" vector. Vector3 yaxis = cross(zaxis, xaxis); // Create a 4x4 orientation matrix from the right, up, and at vectors Matrix4 orientation = { xaxis.x, yaxis.x, zaxis.x, 0, xaxis.y, yaxis.y, zaxis.y, 0, xaxis.z, yaxis.z, zaxis.z, 0, 0, 0, 0, 1 }; // Create a 4x4 translation matrix by negating the eye position. Matrix4 translation = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, -eye.x, -eye.y, -eye.z, 1 }; // Combine the orientation and translation to compute the view matrix return ( translation * orientation ); } The above function comes from http://3dgep.com/?p=1700... ...Is there a mathematical approach to this problem? Edit: A problem occurs when setting the view matrix to up or down directions, here is an example of the problem when facing down: D3DXVECTOR4 vPos( 3, 3, 3, 1 ), vEye( 1.5, 3, 3, 1 ), vLook( 0, -1, 0, 1 ), vRight( 1, 0, 0, 1 ), vUp( 0, 0, 1, 1 ); D3DXMATRIX mV, mP; D3DXMatrixPerspectiveFovLH( &mP, D3DX_PI / 2, 1, 0.5f, 2000.0f ); D3DXMatrixIdentity( &mV ); memcpy( ( void* )&mV._11, ( void* )&vRight, sizeof( D3DXVECTOR3 ) ); memcpy( ( void* )&mV._21, ( void* )&vUp, sizeof( D3DXVECTOR3 ) ); memcpy( ( void* )&mV._31, ( void* )&vLook, sizeof( D3DXVECTOR3 ) ); memcpy( ( void* )&mV._41, ( void* )&(-vEye), sizeof( D3DXVECTOR3 ) ); D3DXVec4Transform( &vPos, &vPos, &( mV * mP ) ); Results: vPos = D3DXVECTOR3( 1.5, -6, -0.5, 0 ) - this vertex is not properly processed by shader as the homogenous w value is 0 it cannot be normalized to a position within device space...

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  • 2D game editor with SDK or open format (Windows)

    - by Edward83
    I need 2d editor (Windows) for game like rpg. Mostly important features for me: Load tiles as classes with attributes, for example "tile1 with coordinates [25,30] is object of class FlyingMonster with speed=1.0f"; Export map to my own format (SDK) or open format which I can convert to my own; As good extension feature will be multi-tile brush. I wanna to choose one or many tiles into one brush and spread it on canvas.

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  • Advices fo starting a video game design career

    - by Allen Gabriel Baker
    I'm 24 and have a passion for video games and game-design. I've decided I want to design video games as my career. I have no experience with designing video games or coding but I'm interested and willing to learn. I want a job at any level but what would I need to land a job? I have no college experience and I have no money. What is a cheap school, or do I really need to go to school for this, or can I learn on my own? Is it possible to do this with no money? I'm literally broke but I want this so bad I feel like its the only career I'll enjoy. I want to call up company's and ask them what they are looking for in someone they want to hire, is that a good idea? Also I don't know the history of video game design and I don't want to sound like a dummy when someone says something about this field or talks about a famous designer and I have no idea who they're talking about. So what is key info when it comes to this field and where should I find it? Hopefully some of you guys and girls can help me out: I know in the future I will create something everyone will enjoy and you guys will remember when you gave me advice and I will always remember you guys for helping me. I'm gifted I know I am and I want to share my gift with the rest of the world by making games that change the Industry. Help me out please.

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  • Why doesn't Unity's OnCollisionEnter give me surface normals, and what's the most reliable way to get them?

    - by michael.bartnett
    Unity's on collision event gives you a Collision object that gives you some information about the collision that happened (including a list of ContactPoints with hit normals). But what you don't get is surface normals for the collider that you hit. Here's a screenshot to illustrate. The red line is from ContactPoint.normal and the blue line is from RaycastHit.normal. Is this an instance of Unity hiding information to provide a simplified API? Or do standard 3D realtime collision detection techniques just not collect this information? And for the second part of the question, what's a surefire and relatively efficient way to get a surface normal for a collision? I know that raycasting gives you surface normals, but it seems I need to do several raycasts to accomplish this for all scenarios (maybe a contact point/normal combination misses the collider on the first cast, or maybe you need to do some average of all the contact points' normals to get the best result). My current method: Back up the Collision.contacts[0].point along its hit normal Raycast down the negated hit normal for float.MaxValue, on Collision.collider If that fails, repeat steps 1 and 2 with the non-negated normal If that fails, try steps 1 to 3 with Collision.contacts[1] Repeat 4 until successful or until all contact points exhausted. Give up, return Vector3.zero. This seems to catch everything, but all those raycasts make me queasy, and I'm not sure how to test that this works for enough cases. Is there a better way?

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  • How to develop RPG Damage Formulas?

    - by user127817
    I'm developing a classical 2d RPG (in a similar vein to final fantasy) and I was wondering if anyone had some advice on how to do damage formulas/links to resources/examples? I'll explain my current setup. Hopefully I'm not overdoing it with this question, and I apologize if my questions is too large/broad My Characters stats are composed of the following: enum Stat { HP = 0, MP = 1, SP = 2, Strength = 3, Vitality = 4, Magic = 5, Spirit = 6, Skill = 7, Speed = 8, //Speed/Agility are the same thing Agility = 8, Evasion = 9, MgEvasion = 10, Accuracy = 11, Luck = 12, }; Vitality is basically defense to physical attacks and spirit is defense to magic attacks. All stats have fixed maximums (9999 for HP, 999 for MP/SP and 255 for the rest). With abilities, the maximums can be increased (99999 for HP, 9999 for HP/SP, 999 for the rest) with typical values (at level 100) before/after abilities+equipment+etc will be 8000/20,000 for HP, 800/2000 for SP/MP, 180/350 for other stats Late game Enemy HP will typically be in the lower millions (with a super boss having the maximum of ~12 million). I was wondering how do people actually develop proper damage formulas that scale correctly? For instance, based on this data, using the damage formulas for Final Fantasy X as a base looked very promising. A full reference here http://www.gamefaqs.com/ps2/197344-final-fantasy-x/faqs/31381 but as a quick example: Str = 127, 'Attack' command used, enemy Def = 34. 1. Physical Damage Calculation: Step 1 ------------------------------------- [{(Stat^3 ÷ 32) + 32} x DmCon ÷16] Step 2 ---------------------------------------- [{(127^3 ÷ 32) + 32} x 16 ÷ 16] Step 3 -------------------------------------- [{(2048383 ÷ 32) + 32} x 16 ÷ 16] Step 4 --------------------------------------------------- [{(64011) + 32} x 1] Step 5 -------------------------------------------------------- [{(64043 x 1)}] Step 6 ---------------------------------------------------- Base Damage = 64043 Step 7 ----------------------------------------- [{(Def - 280.4)^2} ÷ 110] + 16 Step 8 ------------------------------------------ [{(34 - 280.4)^2} ÷ 110] + 16 Step 9 ------------------------------------------------- [(-246)^2) ÷ 110] + 16 Step 10 ---------------------------------------------------- [60516 ÷ 110] + 16 Step 11 ------------------------------------------------------------ [550] + 16 Step 12 ---------------------------------------------------------- DefNum = 566 Step 13 ---------------------------------------------- [BaseDmg * DefNum ÷ 730] Step 14 --------------------------------------------------- [64043 * 566 ÷ 730] Step 15 ------------------------------------------------------ [36248338 ÷ 730] Step 16 ------------------------------------------------- Base Damage 2 = 49655 Step 17 ------------ Base Damage 2 * {730 - (Def * 51 - Def^2 ÷ 11) ÷ 10} ÷ 730 Step 18 ---------------------- 49655 * {730 - (34 * 51 - 34^2 ÷ 11) ÷ 10} ÷ 730 Step 19 ------------------------- 49655 * {730 - (1734 - 1156 ÷ 11) ÷ 10} ÷ 730 Step 20 ------------------------------- 49655 * {730 - (1734 - 105) ÷ 10} ÷ 730 Step 21 ------------------------------------- 49655 * {730 - (1629) ÷ 10} ÷ 730 Step 22 --------------------------------------------- 49655 * {730 - 162} ÷ 730 Step 23 ----------------------------------------------------- 49655 * 568 ÷ 730 Step 24 -------------------------------------------------- Final Damage = 38635 I simply modified the dividers to include the attack rating of weapons and the armor rating of armor. Magic Damage is calculated as follows: Mag = 255, Ultima is used, enemy MDef = 1 Step 1 ----------------------------------- [DmCon * ([Stat^2 ÷ 6] + DmCon) ÷ 4] Step 2 ------------------------------------------ [70 * ([255^2 ÷ 6] + 70) ÷ 4] Step 3 ------------------------------------------ [70 * ([65025 ÷ 6] + 70) ÷ 4] Step 4 ------------------------------------------------ [70 * (10837 + 70) ÷ 4] Step 5 ----------------------------------------------------- [70 * (10907) ÷ 4] Step 6 ------------------------------------ Base Damage = 190872 [cut to 99999] Step 7 ---------------------------------------- [{(MDef - 280.4)^2} ÷ 110] + 16 Step 8 ------------------------------------------- [{(1 - 280.4)^2} ÷ 110] + 16 Step 9 ---------------------------------------------- [{(-279.4)^2} ÷ 110] + 16 Step 10 -------------------------------------------------- [(78064) ÷ 110] + 16 Step 11 ------------------------------------------------------------ [709] + 16 Step 12 --------------------------------------------------------- MDefNum = 725 Step 13 --------------------------------------------- [BaseDmg * MDefNum ÷ 730] Step 14 --------------------------------------------------- [99999 * 725 ÷ 730] Step 15 ------------------------------------------------- Base Damage 2 = 99314 Step 16 ---------- Base Damage 2 * {730 - (MDef * 51 - MDef^2 ÷ 11) ÷ 10} ÷ 730 Step 17 ------------------------ 99314 * {730 - (1 * 51 - 1^2 ÷ 11) ÷ 10} ÷ 730 Step 18 ------------------------------ 99314 * {730 - (51 - 1 ÷ 11) ÷ 10} ÷ 730 Step 19 --------------------------------------- 99314 * {730 - (49) ÷ 10} ÷ 730 Step 20 ----------------------------------------------------- 99314 * 725 ÷ 730 Step 21 -------------------------------------------------- Final Damage = 98633 The problem is that the formulas completely fall apart once stats start going above 255. In particular Defense values over 300 or so start generating really strange behavior. High Strength + Defense stats lead to massive negative values for instance. While I might be able to modify the formulas to work correctly for my use case, it'd probably be easier just to use a completely new formula. How do people actually develop damage formulas? I was considering opening excel and trying to build the formula that way (mapping Attack Stats vs. Defense Stats for instance) but I was wondering if there's an easier way? While I can't convey the full game mechanics of my game here, might someone be able to suggest a good starting place for building a damage formula? Thanks

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  • A* Jump Point Search - how does pruning really work?

    - by DeadMG
    I've come across Jump Point Search, and it seems pretty sweet to me. However, I'm unsure as to how their pruning rules actually work. More specifically, in Figure 1, it states that we can immediately prune all grey neighbours as these can be reached optimally from the parent of x without ever going through node x However, this seems somewhat at odds. In the second image, node 5 could be reached by first going through node 7 and skipping x entirely through a symmetrical path- that is, 6 -> x -> 5 seems to be symmetrical to 6 -> 7 -> 5. This would be the same as how node 3 can be reached without going through x in the first image. As such, I don't understand how these two images are not entirely equivalent, and not just rotated versions of each other. Secondly, I'd like to understand how this algorithm could be generalized to a three-dimensional search volume.

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  • How can I draw an arrow at the edge of the screen pointing to an object that is off screen?

    - by Adam Henderson
    I am wishing to do what is described in this topic: http://www.allegro.cc/forums/print-thread/283220 I have attempted a variety of the methods mentioned here. First I tried to use the method described by Carrus85: Just take the ratio of the two triangle hypontenuses (doesn't matter which triagle you use for the other, I suggest point 1 and point 2 as the distance you calculate). This will give you the aspect ratio percentage of the triangle in the corner from the larger triangle. Then you simply multiply deltax by that value to get the x-coordinate offset, and deltay by that value to get the y-coordinate offset. But I could not find a way to calculate how far the object is away from the edge of the screen. I then tried using ray casting (which I have never done before) suggested by 23yrold3yrold: Fire a ray from the center of the screen to the offscreen object. Calculate where on the rectangle the ray intersects. There's your coordinates. I first calculated the hypotenuse of the triangle formed by the difference in x and y positions of the two points. I used this to create a unit vector along that line. I looped through that vector until either the x coordinate or the y coordinate was off the screen. The two current x and y values then form the x and y of the arrow. Here is the code for my ray casting method (written in C++ and Allegro 5) void renderArrows(Object* i) { float x1 = i->getX() + (i->getWidth() / 2); float y1 = i->getY() + (i->getHeight() / 2); float x2 = screenCentreX; float y2 = ScreenCentreY; float dx = x2 - x1; float dy = y2 - y1; float hypotSquared = (dx * dx) + (dy * dy); float hypot = sqrt(hypotSquared); float unitX = dx / hypot; float unitY = dy / hypot; float rayX = x2 - view->getViewportX(); float rayY = y2 - view->getViewportY(); float arrowX = 0; float arrowY = 0; bool posFound = false; while(posFound == false) { rayX += unitX; rayY += unitY; if(rayX <= 0 || rayX >= screenWidth || rayY <= 0 || rayY >= screenHeight) { arrowX = rayX; arrowY = rayY; posFound = true; } } al_draw_bitmap(sprite, arrowX - spriteWidth, arrowY - spriteHeight, 0); } This was relatively successful. Arrows are displayed in the bottom right section of the screen when objects are located above and left of the screen as if the locations of the where the arrows are drawn have been rotated 180 degrees around the center of the screen. I assumed this was due to the fact that when I was calculating the hypotenuse of the triangle, it would always be positive regardless of whether or not the difference in x or difference in y is negative. Thinking about it, ray casting does not seem like a good way of solving the problem (due to the fact that it involves using sqrt() and a large for loop). Any help finding a suitable solution would be greatly appreciated, Thanks Adam

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  • What kind of steering behaviour or logic can I use to get mobiles to surround another?

    - by Vaughan Hilts
    I'm using path finding in my game to lead a mob to another player (to pursue them). This works to get them overtop of the player, but I want them to stop slightly before their destination (so picking the penultimate node works fine). However, when multiple mobs are pursuing the mobile they sometimes "stack on top of each other". What's the best way to avoid this? I don't want to treat the mobs as opaque and blocked (because they're not, you can walk through them) but I want the mobs to have some sense of structure. Example: Imagine that each snake guided itself to me and should surround "Setsuna". Notice how both snakes have chosen to prong me? This is not a strict requirement; even being slightly offset is okay. But they should "surround" Setsuna.

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  • SFML programs fails to debug with glslDevil

    - by Zhen
    I'm testing the glslDevil debugger with a simple (and working) SFML application in Linux + NVidia. But it always fails in the window creation step: W! Program Start | glXGetConfig(0x86a50b0, 0x86acef8, 4, 0xbf8228c4) | glXGetConfig(0x86a50b0, 0x86acef8, 5, 0xbf8228c8) | glXGetConfig(0x86a50b0, 0x86acef8, 8, 0xbf8228cc) | glXGetConfig(0x86a50b0, 0x86acef8, 9, 0xbf8228d0) | glXGetConfig(0x86a50b0, 0x86acef8, 10, 0xbf8228d4) | glXGetConfig(0x86a50b0, 0x86acef8, 11, 0xbf8228d8) | glXGetConfig(0x86a50b0, 0x86acef8, 12, 0xbf8228dc) | glXGetConfig(0x86a50b0, 0x86acef8, 13, 0xbf8228e0) | glXGetConfig(0x86a50b0, 0x86acef8, 100000, 0xbf8228e4) | glXGetConfig(0x86a50b0, 0x86acef8, 100001, 0xbf8228e8) | glXCreateContext(0x86a50b0, 0x86acef8, (nil), 1) E! Child process exited W! Program termination forced! And the code that fails: #include <SFML/Graphics.hpp> #define GL_GLEXT_PROTOTYPES 1 #define GL3_PROTOTYPES 1 #include <GL/gl.h> #include <GL/glu.h> #include <GL/glext.h> int main(){ sf::RenderWindow window{ sf::VideoMode(800, 600), "Test SFML+GL" }; bool running = true; while( running ){ sf::Event event; while( window.pollEvent(event) ){ if( event.type == sf::Event::Closed ){ running = false; }else if(event.type == sf::Event::Resized){ glViewport(0, 0, event.size.width, event.size.height); } } window.display(); } return 0; } Is It posible to solve this problem? or get around the problem to continue the gslsDevil use?.

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