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  • How to had operation with character/items on binary with concrete operations on C++?

    - by Piperoman
    I have the next problem. A item can had a lot of states: NORMAL = 0000000 DRY = 0000001 HOT = 0000010 BURNING = 0000100 WET = 0001000 COLD = 0010000 FROZEN = 0100000 POISONED= 1000000 A item can had some states at same time but not all of them Is impossible to be dry and wet at same time. If you COLD a WET item, it turns into FROZEN. If you HOT a WET item, it turns into NORMAL A item can be BURNING and POISON Etc. I have try to set binary flags to states, and use AND to set operation to combine different states, checking before if is possible or not to do it, or change to another status. Exist a concrete patron to solve this problem efficiently without had a interminable switch that check every states with everynew states? It is relative easy to check 2 different states, but if exist a third state it is not trivial to do.

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  • How can I plot a radius of all reachable points with pathfinding for a Mob?

    - by PugWrath
    I am designing a tactical turn based game. The maps are 2d, but do have varying level-layers and blocking objects/terrain. I'm looking for an algorithm for pathfinding which will allow me to show an opaque shape representing all of the possible max-distance pixels that a mob can move to, knowing the mob's max pixel distance. Any thoughts on this, or do I just need to write a good pathfinding algorithm and use it to find the cutoff points for any direction in which an obstacle exists?

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  • Creating Gun objects with upgrades?

    - by zardon
    I have a series of guns in my game. I use the Gun class/object like this: (Just an example) @interface Gun : NSObject { NSString *name; // Six-shooter NSNumber *cost; NSNumber *clipPrice; // ie: 700 NSNumber *clipCapacity; // 6 NSNumber *ammoCapacity; // 6 NSNumber *damage; // 0-10 NSNumber *accuracy; // 0-10 NSNumber *fireRate; // 0-10 NSNumber *range; // 0-10 // Not sure if I have all the stats, but this is fine for now } Lets say I want to have 3 upgrades per gun. My problem is I am not sure how to do this. Examples: increase fire-rate increase range increase accuracy silencer double ammo capacity (ie: Drum) double clip capacity (ie: Taped magazine) Thus my question is, I'd like to implement an upgrade system to guns but I am not sure how to do it. Would there be an Upgrade object which is a child to the Gun class, or would it be seperate class altogether. Thanks for your time.

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  • How should I structure moving from overworld to menu system / combat?

    - by persepolis
    I'm making a text-based "Arena" game where the player is the owner of 5 creatures that battle other teams for loot, experience and glory. The game is very simple, using Python and a curses emulator. I have a static ASCII map of an "overworld" of sorts. My character, represented by a glyph, can move about this static map. There are locations all over the map that the character can visit, that break down into two types: 1) Towns, which are a series of menus that will allow the player to buy equipment for his team, hire new recruits or do other things. 2) Arenas, where the player's team will have a "battle" interface with actions he can perform, messages about the fight, etc. Maybe later, an ASCII representation of the fight but for now, just screens of information with action prompts. My main problem is what kind of design or structure I should use to implement this? Right now, the game goes through a master loop which waits for keyboard input and then moves the player about the screen. My current thinking is this: 1) Upon keyboard input, the Player coordinates are checked against a list of Location objects and if the Player coords match the Location coords then... 2) ??? I'm not sure if I should then call a seperate function to initiate a "menu" or "combat" mode. Or should I create some kind of new GameMode object that contains a method itself for drawing the screen, printing the necessary info? How do I pass my player's team data into this object? My main concern is passing around the program flow into all these objects. Should I be calling straight functions for different parts of my game, and objects to represent "things" within my game? I was reading about the MVC pattern and how this kind of problem might benefit - decouple the GUI from the game logic and user input but I have no idea how this applies to my game.

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  • In a multiplayer game, should I store the list of character names on the Player class?

    - by Gökhan Nas
    I am writing a multiplayer game that has account system and character creation system like standart MMORPGs. I have a question about name creating issue. I think that I can create a static variable on Player class that keeps created player names but it confused me. It will tell me name is valid or unvalid depends on the other players has this name. Questions; Does implementation does make sense ? If i have 1000 players, is it means it consumes 1000 times of memory of this list? Or it just consume as like there is one? What is your suggestion for place that I can keep player name list? A new class?

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  • How are dependant quests generated in Guild Wars 2?

    - by Aufziehvogel
    I recently read that Guild Wars 2 uses a system where the creation of quests depends on which actions user took when they were presented another quest. An example was: There might be a quest to protect a person. If users do not take this action, the person might be kidnapped and later there is a quest to rescue this person. Is there any information on whether the creation of these quests is somehow automatic? From the article it sounded like automatically, but from the specific example you could also guess that people just created a task-set where they added conditions (Task 1 taken: OK; Task 1 not taken: Show Task 2). From what I heard about AI they might also have implemented some sort of a huge neural network to make decisions?

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  • How can I plot a radius of all reachable points with pathfinding for a Mob (XNA)?

    - by PugWrath
    I am designing a tactical turn based game. The maps are 2d, but do have varying level-layers and blocking objects/terrain. I'm looking for an algorithm for pathfinding which will allow me to show an opaque shape representing all of the possible max-distance pixels that a mob can move to, knowing the mob's max pixel distance. Any thoughts on this, or do I just need to write a good pathfinding algorithm and use it to find the cutoff points for any direction in which an obstacle exists?

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  • Pros and Cons of ASNA Visual RPG (AVR)

    - by mga911
    Have you had any experience with ASNA Visual RPG for Visual Studio 2005/2008? I'm looking for some feedback on this product. I'm especially curious as to how it compares to other methods of accessing files and programs on the IBM’s System i (formerly known as iSeries, AS/400) server. Thanks!

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  • recursive run of rpg program

    - by abhinav singh
    i am running a rpg program recursively it is giving an error like this Application Error. RNX8888 unmonitored by PGM1 at statement *N, instruction X'0000'. Trigger program or external routine detected an error.....what can be the resolution ...its urgent..thanks

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  • RPG Game loop and class structure (cocos2D for iPhone)

    - by mac_55
    I'm looking to make an RPG with Cocos2D on the iPhone. I've done a fair bit of research, and I really like the model Cocos2D uses for scenes. I can instantiate a scene, set up my characters etc. and it all works really nicely... what I have problems with is structuring a game loop and separating the code from the scenes. For example, where do I put my code that will maintain the state of the game across multiple scenes? and do I put the code for events that get fired in a scene in that scene's class? or do I have some other class that separates the init code from the logic? Also, I've read a lot of tutorials that mention changing scenes, but I've read none that talk about updating a scene - taking input from the user and updating the display based on that. Does that happen in the scene object, or in a separate display engine type class. Thanks in advance!

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  • Complicated idea - how to create car racing for my RPG game's players

    - by Donator
    So, I want to create car racing for my RPG game's players. Player can create race and choose how many participants can participate in race. After race is being created, other people can join it. When the maximum participants are collected, race begins. My idea, when the last participant joins, then instantly choose the winner (who's car is the best, that person wins), but how can I do it? If I choose to pick the winner after the last participant joins, then I have to put many queries in one page (select data from table, then delete the race, then select players' cars' statistics and pick the winner and then again, using mysql, send message to everyone). But this idea is really not optimal and it will lag cruelly for that last person. Maybe you have any ideas how I can avoid lag and make it more optimal. Thank you very much.

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  • How RPG characters are made

    - by user365314
    If RPG with the ability to change armors and clothes are made, how is it done? I mean the 3d side mostly If i make normal character, that has flat clothes, it would be easy, just change textures, but question is about armors, which have totally different models. So are only armor models recreated or character model with armor? How is it imported into game engine, only armor or character model with new armor? If person changes armor in game, will game swap the hole model or only the armor part? if only the armor part, then how the movement animations are done, are armor models animated on characters in 3d programs or what... :D

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  • Cocos2d - smooth sprite movement in tile map RPG

    - by Lendo92
    I've been working on a 2-D Gameboy style RPG for a while now, and the game logic is mostly all done so I'm starting to try to make things look good. One thing I've noticed is that the walking movement / screen movement is a little bit choppy. Technically, it should work fine, but either it seems to be having some quirks, either due to taking up a lot of processing power or just timing inconsistencies between moving the screen and moving the sprite. To move the sprite, once I know where I want to move it, I call: tempPos.y += 3*theHKMap.tileSize.width/5; id actionMove = [CCMoveTo actionWithDuration:0.1 position:tempPos]; id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(orientOneMove)]; [guy runAction:[CCSequence actions:actionMove, actionMoveDone, nil]]; [self setCenterOfScreen:position]; Then, in orientOneMove, I call: [self.guy setTexture:[[CCTextureCache sharedTextureCache] addImage:@"guysprite07.png"]]; //the walking picture-I change texture back at the end of the movement id actionMove = [CCMoveTo actionWithDuration:0.15 position:self.tempLocation2]; id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(toggleTouchEnabled)]; [guy runAction:[CCSequence actions:actionMove, actionMoveDone, nil]]; The code for the concurrently running setCenterOfScreen:position method is: id actionMove = [CCMoveTo actionWithDuration:0.25 position:difference]; [self runAction: [CCSequence actions:actionMove, nil, nil]]; So the setCenterOfScreen moves the camera in one clean move while the guy moving is chopped into two actions to animate it (which I believe might be inefficient.) It's hard to tell what is making the movement not perfectly clean from looking at it, but essentially the guy isn't always perfectly in the center of the screen -- during movement, he's often times a pixel or two off for an instant. Any ideas/ solutions?

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  • Is Flash/Actionscript any safer than Javascript for persistent online game?

    - by Sean Madigan
    I'm finding lately how unsecure Javascript is when programming a game (I'm trying to do a turn based RPG and currently the battle calculations are done through Javascript which any player can cheat with of course giving themselves as much XP as they want), so I'm wondering if I were to move my battle screen to flash if this would be any more secure, or is there just as easy of a way to cheat this?

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  • RPG compiler converts type S to type P?

    - by derek
    Here is my situation: I have program A which looks like this: Fmfile IF E K DISK USROPN d grue s like(dhseqn) d C *ENTRY PLIST C PARM grue c open mfile c*** do something with grue c close mfile c eval *inlr = *on dhseqn is a 2,0 S field. The compile listing shows me this: *RNF7031 DHSEQN P(2,0) 000200 1000002D GRUE P(2,0) 000200D 000500M 000700 000800M BASED(_QRNL_PRM+) And when I call program A with a parameter that has been declared as 2,0 S, I get a decimal data error. Is this expected, or is this a compiler bug?

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  • Does HTML5 make Javascript gaming safer (more secure)?

    - by Sean Madigan
    I know that Javascript is an incredibly unsecure way of programming a persistent game, where for instance you are doing battle calculations in an RPG and then award XP through linking to a PHP page when they win that adds XP to a database (since the player could make their own javascript to always win or just look at the PHP page that you get sent to when you win and just go there anyway). So with that said, I'm wondering if HTML5 makes multiplayer/persistent games any safer in this regard, since I know it still uses Javascript. Or am I still doomed to rely entirely on server-side scripting for doing any calculations that award the player?

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  • Generic rule parser for RPG board game rules - how to do it?

    - by burzum
    I want to build a generic rule parser for pen and paper style RPG systems. A rule can involve usually 1 to N entities 1 to N roles of a dice and calculating values based on multiple attributes of an entity. For example: Player has STR 18, his currently equipped weapon gives him a bonus of +1 STR but a malus of DEX -1. He attacks a monster entity and the game logic now is required to run a set of rules or actions: Player rolls the dice, if he gets for example 8 or more (base attack value he needs to pass is one of his base attributes!) his attack is successfully. The monster then rolls the dice to calculate if the attack goes through it's armor. If yes the damage is taken if not the attack was blocked. Besides simple math rules can also have constraints like applying only to a certain class of user (warrior vs wizzard for example) or any other attribute. So this is not just limited to mathematical operations. If you're familiar with RPG systems like Dungeon and Dragons you'll know what I'm up to. My issue is now that I have no clue how to exactly build this the best possible way. I want people to be able to set up any kind of rule and later simply do an action like selecting a player and a monster and run an action (set of rules like an attack). I'm asking less for help with the database side of things but more about how to come up with a structure and a parser for it to keep my rules flexible. The language of choice for this is php by the way.

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  • Very strange iSeries Provider behavior

    - by AJ
    We've been given a "stored procedure" from our RPG folks that returns six data tables. Attempting to call it from .NET (C#, 3.5) using the iSeries Provider for .NET (tried using both V5R4 and V6R1), we are seeing different results based on how we call the stored proc. Here's way that we'd prefer to do it: using (var dbConnection = new iDB2Connection("connectionString")) { dbConnection.Open(); using(var cmd = dbConnection.CreateCommand()) { cmd.CommandType = CommandType.StoredProcedure; cmd.CommandText = "StoredProcName"; cmd.Parameters.Add(new iDB2Parameter("InParm1", iDB2DbType.Varchar).Value = thing; var ds = new DataSet(); var da = new iDB2DataAdapter(cmd); da.Fill(ds); } } Doing it this way, we get FIVE tables back in the result set. However, if we do this: cmd.CommandType = CommandType.Text; cmd.CommandText = "CALL StoredProcName('" + thing + "')"; We get back the expected SIX tables. I realize that there aren't many of us sorry .NET-to-DB2 folks out here, but I'm hoping someone has seen this before. TIA.

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  • Zelda-style Top-down RPG. Storing data for each tile type

    - by Delerat
    I'm creating a Zelda-style RPG using Tiled, C#, and MonoGame. When my code parses the .tmx file, it will get a number to associate with each tile type based off of their position in the tile sheet. If I ever need to change my sprite sheet, this number will change for many of the tiles. How can I guarantee that when I parse my .tmx file, I will be able to know exactly what tile type I'm getting so that I can associate the proper data with it(transparency, animated, collision, etc.)?

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  • iPhone: Switching from a map screen to a battle screen without the map progress being reset

    - by user298261
    Hello! I'm trying to make a role-playing game, and I want the game to work so that it transitions to the battle NIB for battles, then returns back to the map NIB afterward, yet still retain all the progress the player has made exploring the dungeon. I've tried proto-typing this with just a view-switcher, where one view creates content, and then switches to the other view, and then coming back from the other view. However, once the view goes back to the original, the original view is reset. How to make the data persistent so that it doesn't reset after every "battle"? Thanks!

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  • Logical file not working for SUBFILE/SETLL?

    - by user1516536
    I'm using three logical file with different Record Format where on the first subfile I'm using LF1 and LF2 where on the first subfile I cannot use *LOVAL SETLL it will give me Run Time Error. not sure why? then the program will lead me to second subfile and I'm using LF3 it seems fine. but then If I back to first subfile the subfile turn to blanks.???? why? this my subroutine for building my subfile: C CLRSR BEGSR C EVAL *IN55='0' C WRITE USQLSCTL C EVAL *IN55='1' C ENDSR C* C*BUILDING SUBFILE C BLDSR BEGSR C *LOVAL SETLL USRLGX C EVAL RECNO=0 C EXSR TMISR1 C EXSR REDSR1 C DOW NOT %EOF C IF USRID<>IDD C EXSR MVESR C EXSR DIMSR C MOVE USRID IDD C EVAL RECNO=RECNO+1 C WRITE USQLS C ENDIF C EXSR TMISR1 C EXSR REDSR1 C ENDDO C ENDSR and the related subroutine C TMISR1 BEGSR C READ USRLGX C MOVE USRTI MINTI C ENDSR C REDSR1 BEGSR C READ USRLG C MOVE USRTO MAXTO C ENDSR 6 n the LF I used is USRLG and USRLGX. where both LF refer to the same record format. but each LF has different sorted order. *record format has been RENAME on F-Spec I have this two problem which is: I only can use *LOVAL setll logical-file once only. n the result for coding above sometime it will give result for UserTimeIn some time it equals to blanks.(000000)

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  • iPhone switching views without first view being reset

    - by user298261
    Heya! I'm making a role-playing game, and I want to have a Map View and a Battle Screen. With the possibility of other screens as well. I thought the best way to achieve this was to use multiple NIB files. When I prototyped this by have one view that creates content, switches to the next view, and then back, the content on the original view was reset. How do I make it so that the first view doesn't reset the data each time it's loaded? Thanks!

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  • Zelda-style top-down RPG. How to store tile and collision data?

    - by Delerat
    I'm looking to build a Zelda: LTTP style top-down RPG. I've read a lot on the subject and am currently going back and forth on a few solutions. I'm using C#, MonoGame, and Tiled. For my tile maps, these are the choices I can see in front of me: Store each tile as its own array. Each one having 3-4 layers, texture/animation, depth, flags, and maybe collision(depending on how I do it). I've read warning about memory issues going this route, and my biggest map will probably be 160x120 tiles. My average map however will be about 40x30. The number of tiles might cut in half if I decide to double my tile size, which is currently 16x16. This is the most appealing approach for me, as I feel like I would know how to save maps, make changes, and separate it into chunks for collision checks. Store the static parts of my tile map in multiple arrays acting as the different layers. Then I would just use entities for anything that wasn't static. All of the other tile data such as collisions, depth, etc., would be stored in their own layers as well I guess? This way just seems messy to me though. Regardless of which one I choose, I'm also unsure how to plan all of that other tile data. I could write a bunch of code that would know which integer represents what tile and it's data, but if I changed a tileset in Tiled and exported it again, all of those integers could potentially change and I'd have to adjust a whole bunch of code. My other issue is about how I could do collision. I want to at least support angled collision that slides you around the corners of objects like LTTP does, if not more oddball shapes as well. So do I: Store collision as a flag for binary collision. Could I get this to support angles? Would it be fine to store collision as an integer and have each number represent a certain angle of collision? Store a list of rectangles or other shapes and do collision that way? Sorry for the large two-part(three-part?) question. I felt like these needed to be asked together as I believe each choice influences the other.

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  • uninitialized constant Active Scaffold rails 2.3.5

    - by Kiva
    Hi guy, I update my rails application 2.0.2 to 2.3.5. I use active scaffold for the administration part. I change nothing in my code but a problem is coming with the update. I have a controller 'admin/user_controller' to manage users. Here is the code of the controller: class Admin::UserController < ApplicationController layout 'admin' active_scaffold :user do |config| config.columns.exclude :content, :historique_content, :user_has_objet, :user_has_arme, :user_has_entrainement, :user_has_mission, :mp, :pvp, :user_salt, :tchat, :notoriete_by_pvp, :invitation config.list.columns = [:user_login, :user_niveau, :user_mail, :user_bloc, :user_valide, :group_id] #:user_description, :race, :group, :user_lastvisited, :user_nextaction, :user_combats_gagner, :user_combats_perdu, :user_combats_nul, :user_password, :user_salt, :user_combats, :user_experience, :user_mana, :user_vie config.create.link.page = true config.update.link.page = true config.create.columns.add :password, :password_confirmation config.update.columns.add :password, :password_confirmation config.create.columns.exclude :user_password, :user_salt config.update.columns.exclude :user_password, :user_salt config.list.sorting = {:user_login => 'ASC'} config.subform.columns = [] end end This code hasn't change with the update, but when I go in this page, I got this error: uninitialized constant Users /Users/Kiva/.gem/ruby/1.8/gems/activesupport-2.3.5/lib/active_support/dependencies.rb:443:in `load_missing_constant' /Users/Kiva/.gem/ruby/1.8/gems/activesupport-2.3.5/lib/active_support/dependencies.rb:80:in `const_missing' /Users/Kiva/.gem/ruby/1.8/gems/activesupport-2.3.5/lib/active_support/dependencies.rb:92:in `const_missing' /Users/Kiva/.gem/ruby/1.8/gems/activesupport-2.3.5/lib/active_support/inflector.rb:361:in `constantize' /Users/Kiva/.gem/ruby/1.8/gems/activesupport-2.3.5/lib/active_support/inflector.rb:360:in `each' /Users/Kiva/.gem/ruby/1.8/gems/activesupport-2.3.5/lib/active_support/inflector.rb:360:in `constantize' /Users/Kiva/.gem/ruby/1.8/gems/activesupport-2.3.5/lib/active_support/core_ext/string/inflections.rb:162:in `constantize' /Users/Kiva/Documents/Projet-rpg/jeu/vendor/plugins/active_scaffold/lib/extensions/reverse_associations.rb:28:in `reverse_matches_for' /Users/Kiva/Documents/Projet-rpg/jeu/vendor/plugins/active_scaffold/lib/extensions/reverse_associations.rb:24:in `each' /Users/Kiva/Documents/Projet-rpg/jeu/vendor/plugins/active_scaffold/lib/extensions/reverse_associations.rb:24:in `reverse_matches_for' /Users/Kiva/Documents/Projet-rpg/jeu/vendor/plugins/active_scaffold/lib/extensions/reverse_associations.rb:11:in `reverse' /Users/Kiva/Documents/Projet-rpg/jeu/vendor/plugins/active_scaffold/lib/active_scaffold/data_structures/column.rb:117:in `autolink?' /Users/Kiva/Documents/Projet-rpg/jeu/vendor/plugins/active_scaffold/lib/active_scaffold.rb:107:in `links_for_associations' /Users/Kiva/Documents/Projet-rpg/jeu/vendor/plugins/active_scaffold/lib/active_scaffold/data_structures/columns.rb:62:in `each' /Users/Kiva/Documents/Projet-rpg/jeu/vendor/plugins/active_scaffold/lib/active_scaffold/data_structures/columns.rb:62:in `each' /Users/Kiva/Documents/Projet-rpg/jeu/vendor/plugins/active_scaffold/lib/active_scaffold.rb:106:in `links_for_associations' /Users/Kiva/Documents/Projet-rpg/jeu/vendor/plugins/active_scaffold/lib/active_scaffold.rb:59:in `active_scaffold' /Users/Kiva/Documents/Projet-rpg/jeu/app/controllers/admin/user_controller.rb:11 I search since 2 days but I don't find the problem, can you help me please.

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