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  • Encode two integers into colour values and compare them in a HLSL shader

    - by Ben Slinger
    I am writing a 2D point and click adventure game in Monogame, and I'd like to be able to create an image mask for every room which defines which parts of the background a character can walk behind, and at which Y value a character needs to be at for the background to be drawn above the character. I haven't done any shader work before but after doing some reading I thought the following solution should work: Create a mask for the room with different walk behind areas painted in a colour that defines the baseline Y value (Walk Behind Mask) Render all objects to a RenderTarget2D (Base Texture) Render all objects to a different RenderTarget2D, but changing every pixel of each object to a colour that defines its Y value (Position Mask) Pass these two textures plus the image mask into the shader, and for each pixel compare the colour of the image mask to the colour of the Position Mask to the Walk Behind Mask - if the Position Mask pixel is larger (thus lower on the screen and closer to the camera) than the Walk Behind Mask, draw the pixel from the Base Texture, otherwise draw a transparent pixel (allowing the background to show through). I've got it mostly working, but I'm having trouble packing and unpacking the Y values into colours and retrieving them correctly in the shader. Here are some code examples of how I'm doing it so far: (When drawing to the Position Mask RenderTarget2D) Color posColor = new Color(((int)Position.Y >> 16) & 255, ((int)Position.Y >> 8) & 255, (int)Position.Y & 255); So as far as I can tell, this should be taking the first 3 bytes of the position integer and encoding them into a 4 byte colour (ignoring the alpha as the 4th byte). This seems to work fine, as when my character is at Y = 600, the resulting Color from this is: {[Color: R=0, G=2, B=88, A=255, PackedValue=4283957760]}. I then have an area in my Walk Behind Mask that I only want the character to be displayed behind if his Y value is lower than 655, so I've painted it with R=0, G=2, B=143, A=255. Now, I think I have the shader OK as well, here's what I have: sampler BaseTexture : register(s0); sampler MaskTexture : register(s1); sampler PositionTexture : register(s2); float4 mask( float2 coords : TEXCOORD0 ) : COLOR0 { float4 color = tex2D(BaseTexture, coords); float4 maskColor = tex2D(MaskTexture, coords); float4 positionColor = tex2D(PositionTexture, coords); float maskCompare = (maskColor.r * pow(2,24)) + (maskColor.g * pow(2,16)) + (maskColor.b * pow(2,8)); float positionCompare = (positionColor.r * pow(2,24)) + (positionColor.g * pow(2,16)) + (positionColor.b * pow(2,8)); return positionCompare < maskCompare ? float4(0,0,0,0) : color; } technique Technique1 { pass NoEffect { PixelShader = compile ps_3_0 mask(); } } This isn't working, however - currently all characters are displayed behind the walk behind area, regardless of their Y value. I tried printing out some debug info by grabbing the pixel from both the Position Mask and the Walk Under Mask under the current mouse position, and it seems like maybe the colours aren't being rendered to the Position Mask correctly? When calculating the colour in that code above I'm getting R=0, G=2, B=88, A=255, but when I mouseover my character I get R=0, G=0, B=30, A=255. Any ideas what I'm doing wrong? It seems like maybe I'm losing some information when rendering to the RenderTarget2D, but I'm now knowledgeable enough to figure out what's happening. Also, I should probably ask, is this an efficient way to do this? Will there be a performance impact? Edit: Whoops, turns out there was a bug that I'd introduced myself, I was drawing out the Position Mask with the position Color, left over from some early testing I was doing. So this solution is working perfectly, though I'm still interested in whether this is an efficient solution performance wise.

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  • SlimDX and Parsing .X Files

    - by P. Avery
    I'm trying to parse a .x file using SlimDX. I can create the XFile object and register templates but I'm having problems with the enumeration object. The enumeration object has a child count of 0 for a file I know to have valid data. Here is code to create file, enumeration, and data objects: public void Parse(string filename, string templates, ref Frame aParam) { XFile xfile = null; XFileEnumerationObject enumObj = null; XFileData dataObj = null; // create file object xfile = new XFile(); // register templates if (xfile.RegisterTemplates(XFile.DefaultTemplates).IsFailure) { Console.WriteLine(Result.Last); xfile.Dispose(); return; } // create enumeration object enumObj = xfile.CreateEnumerationObject(filename, System.Runtime.InteropServices.CharSet.Auto); if (enumObj == null) { xfile.Dispose(); return; } // get child count( returns 0 here ) long ncElements = enumObj.ChildCount; for (int i = 0; i < ncElements; ++i) { // never reached... dataObj = enumObj.GetChild(i); if (dataObj.IsReference) continue; try { Parse(dataObj, ref aParam); } catch (Exception e) { e.Write(); } finally { dataObj.Dispose(); } } enumObj.Dispose(); xfile.Dispose(); } ...There are no exceptions thrown by this function...the child count is 0 so the conditional loop breaks right away, the file objects are disposed of and the function returns... Here is .x file...a simple cube: xof 0303txt 0032 Frame Root { FrameTransformMatrix { 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000;; } Frame Cube { FrameTransformMatrix { 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000;; } Mesh Cube{ //Cube Mesh 36; -1.000000; 1.000000; 1.000000;, -1.000000;-1.000000; 1.000000;, 0.999999;-1.000001; 1.000000;, -1.000000;-1.000000;-1.000000;, 1.000000;-1.000000;-1.000000;, 0.999999;-1.000001; 1.000000;, 1.000000; 0.999999; 1.000000;, -1.000000; 1.000000; 1.000000;, 0.999999;-1.000001; 1.000000;, -1.000000; 1.000000;-1.000000;, -1.000000;-1.000000;-1.000000;, -1.000000; 1.000000; 1.000000;, -1.000000; 1.000000; 1.000000;, 1.000000; 0.999999; 1.000000;, 1.000000; 1.000000;-1.000000;, 1.000000; 0.999999; 1.000000;, 0.999999;-1.000001; 1.000000;, 1.000000;-1.000000;-1.000000;, -1.000000;-1.000000;-1.000000;, -1.000000;-1.000000; 1.000000;, -1.000000; 1.000000; 1.000000;, 1.000000; 1.000000;-1.000000;, 1.000000;-1.000000;-1.000000;, -1.000000; 1.000000;-1.000000;, 1.000000; 1.000000;-1.000000;, 1.000000; 0.999999; 1.000000;, 1.000000;-1.000000;-1.000000;, -1.000000; 1.000000;-1.000000;, -1.000000; 1.000000; 1.000000;, 1.000000; 1.000000;-1.000000;, -1.000000;-1.000000; 1.000000;, -1.000000;-1.000000;-1.000000;, 0.999999;-1.000001; 1.000000;, 1.000000;-1.000000;-1.000000;, -1.000000;-1.000000;-1.000000;, -1.000000; 1.000000;-1.000000;; 12; 3;0;1;2;, 3;3;4;5;, 3;6;7;8;, 3;9;10;11;, 3;12;13;14;, 3;15;16;17;, 3;18;19;20;, 3;21;22;23;, 3;24;25;26;, 3;27;28;29;, 3;30;31;32;, 3;33;34;35;; MeshNormals { //Mesh Normals 36; 0.000000;-0.000000; 1.000000;, 0.000000;-0.000000; 1.000000;, 0.000000;-0.000000; 1.000000;, -0.000000;-1.000000;-0.000000;, -0.000000;-1.000000;-0.000000;, -0.000000;-1.000000;-0.000000;, -0.000000;-0.000000; 1.000000;, -0.000000;-0.000000; 1.000000;, -0.000000;-0.000000; 1.000000;, -1.000000; 0.000000;-0.000000;, -1.000000; 0.000000;-0.000000;, -1.000000; 0.000000;-0.000000;, 0.000000; 1.000000; 0.000000;, 0.000000; 1.000000; 0.000000;, 0.000000; 1.000000; 0.000000;, 1.000000;-0.000001; 0.000000;, 1.000000;-0.000001; 0.000000;, 1.000000;-0.000001; 0.000000;, -1.000000; 0.000000;-0.000000;, -1.000000; 0.000000;-0.000000;, -1.000000; 0.000000;-0.000000;, 0.000000; 0.000000;-1.000000;, 0.000000; 0.000000;-1.000000;, 0.000000; 0.000000;-1.000000;, 1.000000; 0.000000;-0.000000;, 1.000000; 0.000000;-0.000000;, 1.000000; 0.000000;-0.000000;, 0.000000; 1.000000; 0.000000;, 0.000000; 1.000000; 0.000000;, 0.000000; 1.000000; 0.000000;, -0.000000;-1.000000; 0.000000;, -0.000000;-1.000000; 0.000000;, -0.000000;-1.000000; 0.000000;, 0.000000;-0.000000;-1.000000;, 0.000000;-0.000000;-1.000000;, 0.000000;-0.000000;-1.000000;; 12; 3;0;1;2;, 3;3;4;5;, 3;6;7;8;, 3;9;10;11;, 3;12;13;14;, 3;15;16;17;, 3;18;19;20;, 3;21;22;23;, 3;24;25;26;, 3;27;28;29;, 3;30;31;32;, 3;33;34;35;; } //End of Mesh Normals MeshMaterialList { //Mesh Material List 1; 12; 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0;; Material Material { 0.640000; 0.640000; 0.640000; 1.000000;; 96.078431; 0.500000; 0.500000; 0.500000;; 0.000000; 0.000000; 0.000000;; TextureFilename {"Yellow.jpg";} } } //End of Mesh Material List MeshTextureCoords UVMap{ //Mesh UV Coordinates 36; 0.000000; 1.000000;, 1.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 1.000000;, 0.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 1.000000;, 1.000000; 0.000000;, 1.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 0.000000;, 0.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 1.000000;, 1.000000; 0.000000;; } //End of Mesh UV Coordinates } //End of Mesh Mesh } //End of Cube } //End of Root Frame

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  • Flash framerate reliability

    - by Tim Cooper
    I am working in Flash and a few things have been brought to my attention. Below is some code I have some questions on: addEventListener(Event.ENTER_FRAME, function(e:Event):void { if (KEY_RIGHT) { // Move character right } // Etc. }); stage.addEventListener(KeyboardEvent.KEY_DOWN, function(e:KeyboardEvent):void { // Report key which is down }); stage.addEventListener(KeyboardEvent.KEY_UP, function(e:KeyboardEvent):void { // Report key which is up }); I have the project configured so that it has a framerate of 60 FPS. The two questions I have on this are: What happens when it is unable to call that function every 1/60 of a second? Is this a way of processing events that need to be limited by time (ex: a ball which needs to travel to the right of the screen from the left in X seconds)? Or should it be done a different way?

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  • Rotation of bitmap using a frame by frame animation

    - by pengume
    Hey every one I know this has probably been asked a ton of times but I just wanted to clarify if I am approaching this correctly, since I ran into some problems rotating a bitmap. So basically I have one large bitmap that has four frames drawn on it and I only draw one at a time by looping through the bitmap by increments to animate walking. I can get the bitmap to rotate correctly when it is not moving but once the animation starts it starts to cut off alot of the image and sometimes becomes very fuzzy. I have tried public void draw(Canvas canvas,int pointerX, int pointerY) { Matrix m; if (setRotation){ // canvas.save(); m = new Matrix(); m.reset(); // spriteWidth and spriteHeight are for just the current frame showed m.setTranslate(spriteWidth / 2, spriteHeight / 2); //get and set rotation for ninja based off of joystick m.preRotate((float) GameControls.getRotation()); //create the rotated bitmap flipedSprite = Bitmap.createBitmap(bitmap , 0, 0,bitmap.getWidth(),bitmap.getHeight() , m, true); //set new bitmap to rotated ninja setBitmap(flipedSprite); // canvas.restore(); Log.d("Ninja View", "angle of rotation= " +(float) GameControls.getRotation()); setRotation = false; } And then the Draw Method here // create the destination rectangle for the ninjas current animation frame // pointerX and pointerY are from the joystick moving the ninja around destRect = new Rect(pointerX, pointerY, pointerX + spriteWidth, pointerY + spriteHeight); canvas.drawBitmap(bitmap, getSourceRect(), destRect, null); The animation is four frames long and gets incremented by 66 (the size of one of the frames on the bitmap) for every frame and then back to 0 at the end of the loop.

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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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  • How do I import service references to Unity3D?

    - by Timothy Williams
    I'm attempting access a service reference in Unity. I need two: the SOAP framework and a separate service called ContentVault. The respective service URL's are: SOAP: http://api.microsofttranslator.com/V2/Soap.svc ContentVault: http://ioun.wizards.com/ContentVault.svc Both services import fine in to Visual Studio. I've tried everything I can think of but they won't work with Unity. I just get various errors (changing depending on which solution I'm trying out). I've attempted using svcutil to export the services as external scripts, but all I got was a bunch of using errors. I've tried converting the code to work with .NET 2.0 to no avail, I've even tried making the services in to .DLL's to no success. How could get these services working with Unity?

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  • Pygame surfaces and their Rects

    - by Jaka Novak
    I am trying to understand how pygame surfaces work. I am confused about Rect position of Surface object. If I try blit surface on screen at some position then Surface is drawn at right position, but Rect of the surface is still at position (0, 0)... I tried write my own surface class with new rect, but i am not sure if is that right solution. My goal is that i could move surface like image with rect.move() or something like that. If there is any solution to do that i would be happy to read it. Thanks for answer and time for reading this awful English If helps i write some code for better understanding my problem. (run it first, and then uncomment two lines of code and run again to see the diference): import pygame from pygame.locals import * class SurfaceR(pygame.Surface): def __init__(self, size, position): pygame.Surface.__init__(self, size) self.rect = pygame.Rect(position, size) self.position = position self.size = size def get_rect(self): return self.rect def main(): pygame.init() screen = pygame.display.set_mode((640, 480)) pygame.display.set_caption("Screen!?") clock = pygame.time.Clock() fps = 30 white = (255, 255, 255) red = (255, 0, 0) green = (0, 255, 0) blue = (0, 0, 255) surface = pygame.Surface((70,200)) surface.fill(red) surface_re = SurfaceR((300, 50), (100, 300)) surface_re.fill(blue) while True: for event in pygame.event.get(): if event.type == QUIT: return 0 screen.blit(surface, (100,50)) screen.blit(surface_re, surface_re.position) #pygame.draw.rect(screen, white, surface.get_rect()) #pygame.draw.rect(screen, white, surface_re.get_rect()) pygame.display.update() clock.tick(fps) if __name__ == "__main__": main()

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  • How to Generate Spritesheet from a 'problematic' animated Symbol in Flash Pro CS6?

    - by Arthur Wulf White
    In the new Flash Pro CS6 there is an option to generate spriteheet from a symbol. I used these tutorials: http://www.adobe.com/devnet/flash/articles/using-sprite-sheet-generator.html http://tv.adobe.com/watch/cs6-creative-cloud-feature-tour-for-web/generating-sprite-sheets-using-flash-professional-cs6/ And it works really well! An artist I'm working with created a bunch of assets for a game. One of them is a walking person as seen from a top-down view. You can find the .fla here: https://docs.google.com/folder/d/0B3L2bumwc4onRGhLcGNId1p2Szg/edit (If this does not work let me know, it is the first time I used Google Drive to share files) 1 .When I press ctrl+enter I can see it is moving. When I look for the animation, I do not seem to find it. When I select to create a spritesheet, flash suggest creating a spritesheet with one frame in the base pose and no other (animation) frames. What is causing this and how do I correct it? 2 .I want to convert it to a sprite sheet for 32 angles of movement. Is there any magical easy way to get this done? Is there a workaround without using Flash CS6 to do the same thing?

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  • Geometry shader for multiple primitives

    - by Byte56
    How can I create a geometry shader that can handle multiple primitives? For example when creating a geometry shader for triangles, I define a layout like so: layout(triangles) in; layout(triangle_strip, max_vertices=3) out; But if I use this shader then lines or points won't show up. So adding: layout(triangles) in; layout(triangle_strip, max_vertices=3) out; layout(lines) in; layout(line_strip, max_vertices=2) out; The shader will compile and run, but will only render lines (or whatever the last primitive defined is). So how do I define a single geometry shader that will handle multiple types of primitives? Or is that not possible and I need to create multiple shader programs and change shader programs before drawing each type?

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  • How do I load tmx files with Slick2d?

    - by mbreen
    I just started using Slick2D and learned how simple it is to load in a tilemap and display it. I tried atleast a dozen different tmx files from numerous examples to see if it was the actual file that was corrupted. Everytime I get this error: Exception in thread "main" java.lang.RuntimeException: Resource not found: data/maps/desert.tmx at org.newdawn.slick.util.ResourceLoader.getResourceAsStream(ResourceLoader.java:69) at org.newdawn.slick.tiled.TiledMap.<init>(TiledMap.java:101) at game.Game.init(Game.java:17) at game.Tunneler.initStatesList(Tunneler.java:37) at org.newdawn.slick.state.StateBasedGame.init(StateBasedGame.java:164) at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:390) at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:314) at game.Tunneler.main(Tunneler.java:29) Here is my Game class: package game; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.SlickException; import org.newdawn.slick.state.BasicGameState; import org.newdawn.slick.state.StateBasedGame; import org.newdawn.slick.tiled.TiledMap; public class Game extends BasicGameState{ private int stateID = -1; private TiledMap map = null; public Game(int stateID){ this.stateID = stateID; } public void init(GameContainer container, StateBasedGame game) throws SlickException{ map = new TiledMap("data/maps/desert.tmx","maps");//ERROR } public void render(GameContainer container, StateBasedGame game, Graphics g) throws SlickException{ //map.render(0,0); } public void update(GameContainer container, StateBasedGame game, int delta) throws SlickException{ } public int getID(){return stateID;} } I've tried to see if anyone else has had similar problems but haven't turned up anything. I am able to load other files, so I don't believe it's a compiler issue. My menu class can load images and display them just fine. Also, the filepath is correct. Please let me know if you have any pointers that might help me sort this out.

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  • How do I add shadow mapping?

    - by Jasper Creyf
    How do I add shadow mapping? I don't care if it uses GLSL it just has to work. I have been searching on stencil shadows and shadow mapping, all the examples given did nothing, if you don't understand that it means not even a single shadow is even being rendered. If you know how to add stencil shadows or shadow mapping, then please show some java code and if you're using GLSL then please show the code for them too.

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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 to make game sessions like "with friends" games?

    - by Miguel lugo
    I want to make a game like "words with friends" or "chess with friends" or "Draw Something" or any of the other online multiplayer type games that are based around friends having game sessions with each other. I have made one app before that had no online features so I know the basics of objective-C and xCode. I looked up facebook connect so I know how to make friends find other friends to play with through Facebook. Just not how to make the gaming session. I only need my game to send a small array (or XML if it's better) of strings and integers from one iPhone to the other as each iPhone takes a turn. I'm NOT sending some complex video or anything like in "Draw Something." I was hoping someone could point me in the right direction (whether link to website or book or just a general idea) for how to do gaming sessions between two iPhones. I read this tutorial http://www.raywenderlich.com/3932/how-to-create-a-socket-based-iphone-app-and-server but it seems to be more about having two iPhones communicate over a server on a laptop or through the same wifi, not how to have iPhones game together over any Internet connection like in "with friends" games. I've tried to research this in other places but I'm never quite sure if what the articles I find are talking about is related to what I want or not. Someone please just point me in the right direction or give me a general outline of what to do. I will look up the specifics on my own once I know what to look for. Thank you.

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  • How to impale and stack targets correctly according to the collider and its coordinate?

    - by David Dimalanta
    I'm making another simple game, a catch game, where a spawning target game object must be captured using a skewer to impale it. Here how: At the start, the falling object (in red) will fall in a vertical direction (in blue) When aimed properly, the target will fall down along the line of the skewer. (in blue) Then, another target is spawned and will fall vertically. (in red) When aimed successfully again in a streak, the second target will fall along the skewer and stacked. Same process over and over when another target is spawned. However, when I test run it on the scene tab in Unity, when impaled several targets, instead of a smooth flow and stacking it ended up overlaying it instead of stacking it up like a pancake. Here's what it look like: As I noticed when reaching the half-way of my progress, I tried to figure out how to deal with collider bodies without sticking each other so that it will actually stack like in the example of the image at no. 3. Here's the script code I added in the target game object: using UnityEngine; using System.Collections; public class ImpaleStateTest : MonoBehaviour { public GameObject target; public GameObject skewer; public bool drag = false; private float stack; private float impaleCount; void Start () { stack = 0; impaleCount = 0; } void Update () { if(drag) { target.transform.position = new Vector3 (DragTest.dir.transform.position.x, DragTest.dir.transform.position.y - 0.35f, 0); target.transform.rotation = DragTest.degrees; target.rigidbody2D.fixedAngle = true; target.rigidbody2D.isKinematic = true; target.rigidbody2D.gravityScale = 0; if(Input.GetMouseButton(0)) { Debug.Log ("Skewer: " + DragTest.dir.transform.position.x); Debug.Log ("Target: " + target.transform.position.x); } } } void OnTriggerEnter2D(Collider2D collider) { impaleCount++; Debug.Log ("Impaled " + impaleCount + " time(s)!"); drag = true; audio.Play (); } } Aside from that, I'm not sure if it's right but, the only way to stick the impaled targets while dragging the skewer left or right is to get the X coordinates from the skewer only. Is there something else to recommend it in order to improve this behavior as realistic as possible? Please help.

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  • SDL to SFML simple question

    - by ultifinitus
    Hey! I've been working on a game in c++ for about a week and a half, and I've been using SDL. However, my current engine only needs the following from whatever library I use: enable double buffering load an image from path into something that I can apply to the screen apply an image to the screen with a certain x,y enable transparency on an image (possibly) image clipping, for sprite sheets. I am fairly sure that SFML has all of this functionality, I'm just not positive. Will someone confirm my suspicions? Also I have one or two questions regarding SFML itself. Do I have to do anything to enable hardware accelerated rendering? How quick is SFML at blending alpha values? (sorry for the less than intelligent question!)

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  • Making a game preloader (Flash) [closed]

    - by Artemix
    Possible Duplicate: How do you create a single/internal pre-loader for a Flash game written using Flex? Hi guys, Im trying to make a preloader in a Flash game. Thing is, I need some advices on this since I never made one, I have the game almost complete, but when, i.e, I upload the game to a website I get a white screen for a few seconds, and then I see the game. Is there a simple way, maybe using an a API or something like that, to make a preloader screen? Im using Flash Builder fyi. Thx!

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  • Video Encoding library for C++ game

    - by Paulo Pinto
    I'm looking for a video encoding library in C++ that I can use to record game footage. It can not be an external application like Fraps, it must be a library. Ideally the encoding can be done in real time without affecting game performance too much, although this is not a must have requirement. Another preference is that the video file being saved from the game is already compressed and ready to be used by most video players without any further processing. I realize that this might not be possible especially for real time encoding, so I would accept a trade off of having to process the file later for better compression and/or better file format. I'd like to hear about your experience integrating the library into a game if possible and any interesting trade offs you had to make. Some libraries support more that one file format or codec, so advice on the file format would also be appreciated.

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  • Load different levels in XML

    - by Anearion
    my question is more about a theoretical gener than a pratical way to make things happen. I'm about start developing a game for android, text based so i won't need sprites or animation, nor a game engine. Let's say is similar to a sudoku game, where each level is an harder version of sudoku and each level has some question to be asnwered over the sudoku itself. I was wondering if the better way is to have only one XML and then inside all the different levels, each one with his meta-tags, or if the different approach of making n xml files where each one is a level is preferred. At the moment a level should have those tags: <level> <question>Question_1</question> <hint1>what does it do?</hint1> <hint2>where...</hint2> .... <hintN>how...</hintN> </level> So each level could have some items to read and that's what made me think that maybe different files are better cuz if i have to load lvl 10 i can read only the 10.xml file. I hope my question isn't too stupind. Thanks in advance

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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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  • UDP Code client server architecture

    - by GameBuilder
    Hi I have developed a game on android.Now I want to play it on wifi or 3G. I have game packets which i want to send it form client(mobile) to server then to another client2(mobile). I don't know how to write code in Java to send the playPackets continuously to server and receive the playPacket continuously from the server to the clients. I guess i have to use two thread one for sending and one for receiving. Can someone help me with the code, or the procedure to write code for it. Thanks in advance.

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  • Typical Method Of Building Puzzle Levels

    - by Josh Kahane
    Hi I am designing a puzzle game for the iphone and was wondering as most puzzle games consist of the player progressing through multiple levels. You see for example Angry Birds has over 100 levels. Once the basis of the game is made, how do developers typically go about building their levels? Do they generally build them from scratch each one more or less, or work of their own template or have some other method which they use to tailor these levels? I imagine building so many levels is a long process, certainly if building each one individually. Do they do this, or have a method which speeds it up once they have their basis? Thanks.

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  • OpenGL camera moves faster than player

    - by opiop65
    I have a side scroller game made in OpenGL, and I'm trying to center the player in the viewport when he moves. I know how to do it: cameraX = Width / 2 / TileSize - playerPosX cameraY = Height / 2 / TileSize - playerPosY However, I have a problem. The player and "camera" move, but the player moves faster than the "camera" scrolls. So, the player can actually move out of the screen. Some code, this is how I translate the camera: public Camera(){ } public void update(Player p){ glTranslatef(-p.getPos().x - Main.WIDTH / 64 / 2, -p.getPos().y - Main.HEIGHT / 64 / 2, 1); } Here's how I move the player: public void update(){ if(Keyboard.isKeyDown(Keyboard.KEY_D)){ this.move(MOVESPEED, 0); } if(Keyboard.isKeyDown(Keyboard.KEY_A)){ this.move(-MOVESPEED, 0); } } The move method: public void move(float x, float y){ this.getPos().set(this.getPos().x + x, this.getPos().y + y); } And then after I move the player, I update the player's geometry, which shouldn't matter. What am I doing wrong here, this seems like such a simple problem, yet it doesn't work!

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  • Unity: Spin wheels to move vehicle

    - by Paul Manta
    I am just getting started with Unity and I'd like to ask a question. If I have a "Vehicle" object that has two children: "FrontWheel" and "BackWheel" (both 'wheels' are cylinders), how should I set everything up such that I can move the entire vehicle by turning its wheels? When I apply a torque to "FrontWheel", the vehicle starts to move, but instead of the whole thing the moving together, the chassis is rolling on the cylinders and eventually falls off. How can I prevent it from doing that?

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  • Developing for Chrome App/Android?

    - by Johnny Quest
    I have been developing for win7 mobile (XNA/silverlight and will continue to do so, love everything about it) but I wanted to branch a few of my more polished games to google app store online, and perhaps android(though not sure, as with all the different versions it makes learning/loading applications a bit tricky) What is the most versatile language to start learning from chrome apps/android: Java would be excellent for android, but could I port it to a web app for chrome? (and its close to C#) Flash would work for a web app as I can just embed it into a html page (have done actionscript before, didn't care much for the IDE though), but would it also work on android? or I guess there is always C/C++ but haven't heard much about that, though I think it works for both (though C++ does interest me) Any advice would be excellent, thanks.

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  • Efficient visualization of a large voxelized volume

    - by Alejandro Piad
    Lets consider a large voxelized volume stored in an oct-tree or any other convenient structure. This volume represents, for instance, a landscape, where each block is either empty (air), or it has an specific material that will be later used to apply a texture. Voxels that are next to each other represent connected sections of the surface. What I need is an algorithm to generate a mesh from this voxels that represents the volume, with the following caracteristics: All the "holes" in the voxelized volume are correct. All the connections are correct, i.e. seamless. The surface appears smooth. In a broad sense, I want to somehow preserve the surface topology, meaning that connected sections remain connected in the resulting mesh and that the surface has a curvature that responds to the voxels topology. Imagine trying to render the Minecraft world but getting the mountain ladders to be smooth instead of blocky.

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