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  • Freshen the RTS genre

    - by William Michael Thorley
    This isn't really a question, but a request for feedback. RPS (Rock, Paper, Scissors) RTS (Real Time Strategy) Demo version is out: The game is simple. It is an RTS. Why has it been made? Many if not most RTS’s are about economy and large numbers of unit types. The genre hasn’t actually developed the gameplay drastically from the very first RTS’s produced, some lesson have been learned, but the games are really very similar to how they have always been. RPS brings new gameplay to the RTS genre. Through three means: • New combat mechanics: RPS has two unique modes (as well as the old favourite) of resolving weapon fire. These change how combat happens, and make application of the correct units vital to success. From this comes the requirement to run Intel on your enemies. • Fixed Resource Economy: Each player has a fixed amount of energy, This means that there is a definite end to the game. You can attrition your enemy and try to outlast them, or try to outspend your opponent and destroy them. There is a limit to how fast ships can be built, through the generation of construction blocks, but energy is the fast limit on economy. • Game Modes: Game modes add victory conditions and new game pieces. The game is overseen by a controller which literally runs the game. Games are no longer line them up, gun them down. This means that new tactics must be played making skirmish games fresh with novel tactics without adding huge amounts of new game units to learn. I’ve produced RPS from the ground. I will be running a kickstarter in the near future, but right now I want feedback and input from the game developing community. Regarding the concepts, where RPS is going, the game modes, the combat mechanics. How it plays. RPS will give fresh gameplay to the genre so it must be right. It works over the internet or a LAN and supports single player games. Get it. Play it. Tell me about your games. Thank you Demo: https://dl.dropbox.com/u/51850113/RPS%20Playtest.zip Tutorials: https://dl.dropbox.com/u/51850113/RPSGamePlay.zip

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  • XNA Health Bar continually decreasing

    - by Craig
    As per the Health bar tutorial on ... http://www.xnadevelopment.com/tutorials/notsohealthy/NotSoHealthy.shtml I have set up the above, how do I make it decrease by 1 health per second? I want to create a mini survival game, and this is an important factor. Where am i going wrong? I want it to visibly decrease every second. using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace Health { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D healthBar; int currentHealth = 100; float seconds; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); healthBar = Content.Load<Texture2D>("HealthBar"); // TODO: use this.Content to load your game content here } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here currentHealth = (int)MathHelper.Clamp(currentHealth, 0, 100); seconds += (float)gameTime.ElapsedGameTime.TotalSeconds; if (seconds >= 1) { currentHealth -= 1; } seconds = 0; base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(healthBar, new Rectangle(this.Window.ClientBounds.Width / 2 - healthBar.Width / 2, 30, healthBar.Width, 44), new Rectangle(0, 45, healthBar.Width, 44), Color.Gray); spriteBatch.Draw(healthBar, new Rectangle(this.Window.ClientBounds.Width / 2 - healthBar.Width / 2, 30, (int)(healthBar.Width * ((double)currentHealth / 100)), 44), new Rectangle(0, 45, healthBar.Width, 44), Color.Red); spriteBatch.Draw(healthBar, new Rectangle(this.Window.ClientBounds.Width / 2 - healthBar.Width / 2, 30, healthBar.Width, 44), new Rectangle(0, 0, healthBar.Width, 44), Color.White); spriteBatch.End(); base.Draw(gameTime); } } } Cheers!

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  • Diagonal line of sight with two corners

    - by Ash Blue
    Right now I'm using Bresenham's line algorithm for line of sight. The problem is I've found an edge case where players can look through walls. Occurs when the player looks between two corners of a wall with a gap on the other side at specific angles. The result I want is for the tile between two walls to be marked invalid as so. What is the fastest way to modify Bresenham's line algorithm to solve this? If there isn't a good solution, is there a better suited algorithm? Any ideas are welcome. Please note the solution should also be capable of supporting 3d. Edit: For the working source code and an interactive demo of the completed product please see http://ashblue.github.io/javascript-pathfinding/

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  • 2D Rendering with OpenGL ES 2.0 on Android (matrices not working)

    - by TranquilMarmot
    So I'm trying to render two moving quads, each at different locations. My shaders are as simple as possible (vertices are only transformed by the modelview-projection matrix, there's only one color). Whenever I try and render something, I only end up with slivers of color! I've only done work with 3D rendering in OpenGL before so I'm having issues with 2D stuff. Here's my basic rendering loop, simplified a bit (I'm using the Matrix manipulation methods provided by android.opengl.Matrix and program is a custom class I created that just calls GLES20.glUniformMatrix4fv()): Matrix.orthoM(projection, 0, 0, windowWidth, 0, windowHeight, -1, 1); program.setUniformMatrix4f("Projection", projection); At this point, I render the quads (this is repeated for each quad): Matrix.setIdentityM(modelview, 0); Matrix.translateM(modelview, 0, quadX, quadY, 0); program.setUniformMatrix4f("ModelView", modelview); quad.render(); // calls glDrawArrays and all I see is a sliver of the color each quad is! I'm at my wits end here, I've tried everything I can think of and I'm at the point where I'm screaming at my computer and tossing phones across the room. Anybody got any pointers? Am I using ortho wrong? I'm 100% sure I'm rendering everything at a Z value of 0. I tried using frustumM instead of orthoM, which made it so that I could see the quads but they would get totally skewed whenever they got moved, which makes sense if I correctly understand the way frustum works (it's more for 3D rendering, anyway). If it makes any difference, I defined my viewport with GLES20.glViewport(0, 0, windowWidth, windowHeight); Where windowWidth and windowHeight are the same values that are pased to orthoM It might be worth noting that the android.opengl.Matrix methods take in an offset as the second parameter so that multiple matrices can be shoved into one array, so that'w what the first 0 is for For reference, here's my vertex shader code: uniform mat4 ModelView; uniform mat4 Projection; attribute vec4 vPosition; void main() { mat4 mvp = Projection * ModelView; gl_Position = vPosition * mvp; } I tried swapping Projection * ModelView with ModelView * Projection but now I just get some really funky looking shapes... EDIT Okay, I finally figured it out! (Note: Since I'm new here (longtime lurker!) I can't answer my own question for a few hours, so as soon as I can I'll move this into an actual answer to the question) I changed Matrix.orthoM(projection, 0, 0, windowWidth, 0, windowHeight, -1, 1); to float ratio = windowWwidth / windowHeight; Matrix.orthoM(projection, 0, 0, ratio, 0, 1, -1, 1); I then had to scale my projection matrix to make it a lot smaller with Matrix.scaleM(projection, 0, 0.05f, 0.05f, 1.0f);. I then added an offset to the modelview translations to simulate a camera so that I could center on my action (so Matrix.translateM(modelview, 0, quadX, quadY, 0); was changed to Matrix.translateM(modelview, 0, quadX + camX, quadY + camY, 0);) Thanks for the help, all!

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  • Hide collision layer in libgdx with TiledMap?

    - by Daniel Jonsson
    I'm making a 2D game with libgdx, and I'm using its TileMapRenderer to render my map which I have made in the map editor Tiled. In Tiled I have a dedicated collision layer. However, I can't figure out how I'm supposed to hide it and its tiles in the game. This is how a map is loaded: TiledMap map = TiledLoader.createMap(Gdx.files.internal("maps/map.tmx")); TileAtlas atlas = new TileAtlas(map, Gdx.files.internal("maps")); tileMapRenderer = new TileMapRenderer(map, atlas, 32, 32); Currently the collision tiles are rendered on top of everything else, as I see them in the map editor.

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  • Where do I place XNA content pipeline references?

    - by Zabby Wabby
    I am relatively new to XNA, and have started to delve into the use of the content pipeline. I have already figured out that tricky issue of adding a game library containing classes for any type of .xml file I want to read. Here's the issue. I am trying to handle the reading of all XML content through use of an XMLHandler object that uses the intermediate deserializer. Any time reading of such data is required, the appropriate method within this object would be called. So, as a simple example, something like this would occur when a character levels: public Spell LevelUp(int levelAchived) { XMLHandler.FindSkillsForLevel(levelAchived); } This method would then read the proper .xml file, sending back the spell for the character to learn. However, the XMLHandler is having issues even being created. I cannot get it to use the using namespace of Microsoft.Xna.Framework.Content.Pipeline. I get an error on my using statement in the XMLHandler class: using Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate; The error is a typical reference error: Type or namespace name "'Pipeline' does not exist in the namespace 'Microsoft.Xna.Framework.Content' (are you missing an assembly reference?)" I THINK this is because this namespace is already referenced in my game's content. I would really have no issue placing this object within my game's content (since that is ALL it deals with anyways), but the Content project does not seem capable of holding anything but content files. In summary, I need to use the Intermediate Deserializer in my main project's logic, but, as far as I can make out, I can't safely reference the associated namespace for it outside of the game's content. I'm not a terribly well-versed programmer, so I may be just missing some big detail I've never learned here. How can I make this object accessible for all projects within the solution? I will gladly post more information if needed!

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  • Converting world space coordinate to screen space coordinate and getting incorrect range of values

    - by user1423893
    I'm attempting to convert from world space coordinates to screen space coordinates. I have the following code to transform my object position Vector3 screenSpacePoint = Vector3.Transform(object.WorldPosition, camera.ViewProjectionMatrix); The value does not appear to be in screen space coordinates and is not limited to a [-1, 1] range. What step have I missed out in the conversion process? EDIT: Projection Matrix Perspective(game.GraphicsDevice.Viewport.AspectRatio, nearClipPlaneZ, farClipPlaneZ); private void Perspective(float aspect_Ratio, float z_NearClipPlane, float z_FarClipPlane) { nearClipPlaneZ = z_NearClipPlane; farClipPlaneZ = z_FarClipPlane; float yZoom = 1f / (float)Math.Tan(fov * 0.5f); float xZoom = yZoom / aspect_Ratio; matrix_Projection.M11 = xZoom; matrix_Projection.M12 = 0f; matrix_Projection.M13 = 0f; matrix_Projection.M14 = 0f; matrix_Projection.M21 = 0f; matrix_Projection.M22 = yZoom; matrix_Projection.M23 = 0f; matrix_Projection.M24 = 0f; matrix_Projection.M31 = 0f; matrix_Projection.M32 = 0f; matrix_Projection.M33 = z_FarClipPlane / (nearClipPlaneZ - farClipPlaneZ); matrix_Projection.M34 = -1f; matrix_Projection.M41 = 0f; matrix_Projection.M42 = 0f; matrix_Projection.M43 = (nearClipPlaneZ * farClipPlaneZ) / (nearClipPlaneZ - farClipPlaneZ); matrix_Projection.M44 = 0f; } View Matrix // Make our view matrix Matrix.CreateFromQuaternion(ref orientation, out matrix_View); matrix_View.M41 = -Vector3.Dot(Right, position); matrix_View.M42 = -Vector3.Dot(Up, position); matrix_View.M43 = Vector3.Dot(Forward, position); matrix_View.M44 = 1f; // Create the combined view-projection matrix Matrix.Multiply(ref matrix_View, ref matrix_Projection, out matrix_ViewProj); // Update the bounding frustum boundingFrustum.SetMatrix(matrix_ViewProj);

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  • Minecraft-style player-gound collision detection

    - by khyperia
    The title pretty much says it all... (Minecraft is a game consisting of evenly-spaced cubes for terrain, like voxels) Note: I am using C# XNA. I am pretty sure AABB is the way to go, yet I don't know how to implement it. I admit, I'm almost looking for code, but theories/ideas are very welcome. Important capabilities of my code: I have a function that can get a block anywhere in the world, and get a BoundingBox for that cube. Hence, I have created a BoundingBox for the player to collide with those cubes. My idea was to get the blocks around the player (maybe 4x6x4) and test against those. The problems I have been having: Say the world is a flat plane. If I use the method of go the shortest distance out, then if the player is slightly clipped into the ground (from gravity), but even slighter into the next block over, then the player will be pushed sideways (and so cannot walk along ground). Of course, this is assuming I react to every block intersected. Another problem is knowing which direction to go (aka negative x or positive). That takes me to my final problem- Getting the amount of intersection, in the correct direction (+ or -) has been tough for me. I hope I haven't been too hard to understand, I'm not too good at explaining things... And if this question has already been asked, I'm sorry, I looked for it... for 3 days straight. One last thing, if someone knows exactly how minecraft does it, or has source (I know MC modders have the source, how else would they mod), please point me to it.

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  • Slick 2D first trial error

    - by pringlesinn
    I followed some advices to learn Slick2D and when I started doing the "SimpleGame" I got my first error. Does anyone have any idea of what is it and how to fix? Sun Dec 26 23:09:12 GMT-03:00 2010 INFO:Slick Build #274 Sun Dec 26 23:09:12 GMT-03:00 2010 INFO:LWJGL Version: 2.0b1 Sun Dec 26 23:09:12 GMT-03:00 2010 INFO:OriginalDisplayMode: 1024 x 768 x 16 @60Hz Sun Dec 26 23:09:12 GMT-03:00 2010 INFO:TargetDisplayMode: 800 x 600 x 0 @0Hz Sun Dec 26 23:09:12 GMT-03:00 2010 ERROR:Could not find a valid pixel format org.lwjgl.LWJGLException: Could not find a valid pixel format at org.lwjgl.opengl.WindowsPeerInfo.nChoosePixelFormat(Native Method) at org.lwjgl.opengl.WindowsPeerInfo.choosePixelFormat(WindowsPeerInfo.java:52) at org.lwjgl.opengl.WindowsDisplayPeerInfo.initDC(WindowsDisplayPeerInfo.java:54) at org.lwjgl.opengl.WindowsDisplay.createWindow(WindowsDisplay.java:158) at org.lwjgl.opengl.Display.createWindow(Display.java:299) at org.lwjgl.opengl.Display.create(Display.java:848) at org.lwjgl.opengl.Display.create(Display.java:800) at org.newdawn.slick.AppGameContainer.tryCreateDisplay(AppGameContainer.java:299) at org.newdawn.slick.AppGameContainer.access$000(AppGameContainer.java:34) at org.newdawn.slick.AppGameContainer$2.run(AppGameContainer.java:364) at java.security.AccessController.doPrivileged(Native Method) at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:345) at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:314) at SimpleGame.main(SimpleGame.java:38) Exception in thread "main" org.newdawn.slick.SlickException: Failed to initialise the LWJGL display at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:375) at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:314) at SimpleGame.main(SimpleGame.java:38)

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  • Polygons vs sprites rendering performance in Unity for windows phone 8

    - by Géry Arduino
    I'm currently building a windows phone 8 game with unity, having 111 (no more no less) sprites being updated each frames. I have a strong overhead in the profiler (70% to 90% minimum) I tried the following to get higher frame rate, I'm running it with minimum quality settings, I tried disabling and enabling V-Sync Finally I managedto get 60Fps, but I still have large overhead. I believe I should have more than 60Fps for such few amount. Moreover, I still have to implement the game logic over this so I'd like some room in my FPS to be able to work. I was wondering if it would be better in terms of performance to use polygons instead of sprites? As sprites are quite new in Unity, (that would give me around 222 triangles). Did someone tried to check the performance differences between sprites and actual mesh renderes in Unity when it comes to phones? If so what could be the best option in that case? FYI : I'm using the Windows Phone 8 emulator on Visual studio, I have a compliant computer for that so it should normally reflect the behavior of a real phone (expecting some differences but still...) EDIT : To clarify my question i wonder what is the most efficient in windows phone 8 : Sprites or Mesh renderers?

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  • Recommended method for XML level loading in XNA

    - by David Saltares Márquez
    I want to use Blender as my level designer tool for an XNA game. Using an existing plugin, I can export my levels to DotScene format which is basically an xml file like this one: <scene formatVersion="1.0.0"> <nodes> <node name="scene-staircase.001"> <position x="10.500000" y="1.400000" z="-9.600000"/> <quaternion x="0.000000" y="0.000000" z="-0.000000" w="1.000000"/> <scale x="1.000000" y="1.000000" z="1.000000"/> <entity name="scene-staircase.001" meshFile="staircase.mesh"/> </node> <node name="Lamp.003"> <position x="11.024290" y="5.903862" z="9.658987"/> <quaternion x="-0.284166" y="0.726942" z="0.342034" w="0.523275"/> <scale x="1.000000" y="1.000000" z="1.000000"/> <light name="Spot.003" type="point"> <colourDiffuse r="0.400000" g="0.154618" b="0.145180"/> <colourSpecular r="0.400000" g="0.154618" b="0.145180"/> <lightAttenuation range="5000.0" constant="1.000000" linear="0.033333" quadratic="0.000000"/> </light> </node> ... </nodes> </scene> Using naming conventions I could easily parse the file and load the correspondent in game content. I am new to XNA and I have seen that there are several methods to load XML files into a game like serializing and deserializing. Which one would you recommend?

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  • C# wpf helix scale based mesh parenting using Transform3DGroup

    - by Rick2047
    I am using https://helixtoolkit.codeplex.com/ as a 3D framework. I want to move black mesh relative to the green mesh as shown in the attached image below. I want to make green mesh parent to the black mesh as the change in scale of the green mesh also will result in motion of the black mesh. It could be partial parenting or may be more. I need 3D rotation and 3D transition + transition along green mesh's length axis for the black mesh relative to the green mesh itself. Suppose a variable green_mesh_scale causing scale for the green mesh along its length axis. The black mesh will use that variable in order to move along green mesh's length axis. How to go about it. I've done as follows: GeometryModel3D GreenMesh, BlackMesh; ... double green_mesh_scale = e.NewValue; Transform3DGroup forGreen = new Transform3DGroup(); Transform3DGroup forBlack = new Transform3DGroup(); forGreen.Children.Add(new ScaleTransform3D(new Vector3D(1, green_mesh_scale , 1))); // ... transforms for rotation n transition GreenMesh.Transform = forGreen ; forBlack = forGreen; forBlack.Children.Add(new TranslateTransform3D(new Vector3D(0, green_mesh_scale, 0))); BlackMesh.Transform = forBlack; The problem with this is the scale transform will also be applied to the black mesh. I think i just need to avoid the scale part. I tried keeping all the transforms but scale, on another Transform3DGroup variable but that also not behaving as expected. Can MatrixTransform3D be used here some how? Also please suggest if this question can be posted somewhere else in stackexchange.

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  • Ray-plane intersection to find the Z of the intersecting point

    - by Jenko
    I have a rectangle in 3d space (p1, p2, p3, p4) and when the mouse rolls over it I need to calculate the exact Z of the point on the rect, given the mouse coordinates (x, y). Would a Ray-plane intersection find the Z of the intersecting point? Edit: Would this one-liner work? .. it returns the t value for the intersection, apparently the Z value. float rayPlane(vector3D planepoint, vector3D normal, vector3D origin, vector3D direction){ return -((origin-planepoint).dot(normal))/(direction.dot(normal)); }

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  • Can i make money with my Android Engine or should I focus on game-making?

    - by Roger Travis
    I have dedicated past few month to developing my own android 2d engine. You can see its description, demo and tutorials here http://www.aboxengine.com/ ( jar files will be up in a day or two ). While working on the engine I believed it to be better then most available alternatives ( such as andengine, etc. ) and that people would love to use it in their games and, hopefully, would give me some royalties. Yet as I started posting about my engine on other forums, it start looking like people are only interested in free/opensource engines. Based on your experience, what do you think, is there some way for me to make money with that engine or should I forget about selling it and more focus on making games with it myself? Thanks!

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  • View matrix in opengl

    - by user5584
    Hi! Sorry for my clumsy question. But I don't know where I am wrong at creating view matrix. I have the following code: createMatrix(vec4f(xAxis.x, xAxis.y, xAxis.z, dot(xAxis,eye)), vec4f( yAxis.x_, yAxis.y_, yAxis.z_, dot(yAxis,eye)), vec4f(-zAxis.x_, -zAxis.y_, -zAxis.z_, -dot(zAxis,eye)), vec4f(0, 0, 0, 1)); //column1, column2,... I have tried to transpose it, but with no success. I have also tried to use gluLookAt(...) with success. At the reference page, I watched the remarks about the to-be-created matrix, and it seems the same as mine. Where I am wrong?

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  • Selling Android apps from Latvia? or should I just put banners?

    - by Roger Travis
    I am in Latvia ( which is not supported to sell apps at android market ), so I am thinking about the best way of monetizing my app. So far I've come up with such options: somehow imitate that I am from a supported country, get a bank account there, etc. use PayPal for in-app purchases. The player get, say, first 10 levels for free, but then is asked to pay 0.99$ for the rest of the game. downsides: player might not feel comfortable entering his paypal details into an app. also android market might not really like that. making the app free and get money from advertising... let's do some calculation here, say, I get 1m free downloads, each user during his playtime would see 10 banners, therefor 10m / 1000 * 0.3 = gives roughly 33k$ ( if we use adMob with their 0.3$ per 1000 impressions ). On the other hand, if we use paypal in app purchase, we need a 3% or more conversion rate to beat this... hmm... What do you think about all this? Thanks! edit: from what I just read all over the net, it looks like advertisers will change their eCPM price a lot without you understanding why... while using in-app paypal purchase you can at least somehow monitor the cashflow.

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  • XNA extending an existing Content type

    - by Maarten
    We are doing a game in XNA that reacts to music. We need to do some offline processing of the music data and therefore we need a custom type containing the Song and some additional data: // Project AudioGameLibrary namespace AudioGameLibrary { public class GameTrack { public Song Song; public string Extra; } } We've added a Content Pipeline extension: // Project GameTrackProcessor namespace GameTrackProcessor { [ContentSerializerRuntimeType("AudioGameLibrary.GameTrack, AudioGameLibrary")] public class GameTrackContent { public SongContent SongContent; public string Extra; } [ContentProcessor(DisplayName = "GameTrack Processor")] public class GameTrackProcessor : ContentProcessor<AudioContent, GameTrackContent> { public GameTrackProcessor(){} public override GameTrackContent Process(AudioContent input, ContentProcessorContext context) { return new GameTrackContent() { SongContent = new SongProcessor().Process(input, context), Extra = "Some extra data" // Here we can do our processing on 'input' }; } } } Both the Library and the Pipeline extension are added to the Game Solution and references are also added. When trying to use this extension to load "gametrack.mp3" we run into problems however: // Project AudioGame protected override void LoadContent() { AudioGameLibrary.GameTrack gameTrack = Content.Load<AudioGameLibrary.GameTrack>("gametrack"); MediaPlayer.Play(gameTrack.Song); } The error message: Error loading "gametrack". File contains Microsoft.Xna.Framework.Media.Song but trying to load as AudioGameLibrary.GameTrack. AudioGame contains references to both AudioGameLibrary and GameTrackProcessor. Are we maybe missing other references? EDIT Selecting the correct content processor helped, it loads the audio file correctly. However, when I try to process some data, e.g: public override GameTrackContent Process(AudioContent input, ContentProcessorContext context) { int count = input.Data.Count; // With this commented out it works fine return new GameTrackContent() { SongContent = new SongProcessor().Process(input, context) }; } It crashes with the following error: Managed Debugging Assistant 'PInvokeStackImbalance' has detected a problem in 'C:\Users\Maarten\Documents\Visual Studio 2010\Projects\AudioGame\DebugPipeline\bin\Debug\DebugPipeline.exe'. Additional Information: A call to PInvoke function 'Microsoft.Xna.Framework.Content.Pipeline!Microsoft.Xna.Framework.Content.Pipeline.UnsafeNativeMethods+AudioHelper::OpenAudioFile' has unbalanced the stack. This is likely because the managed PInvoke signature does not match the unmanaged target signature. Check that the calling convention and parameters of the PInvoke signature match the target unmanaged signature. Information from logger right before crash: Using "BuildContent" task from assembly "Microsoft.Xna.Framework.Content.Pipel ine, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553". Task "BuildContent" Building gametrack.mp3 -> bin\x86\Debug\Content\gametrack.xnb Rebuilding because asset is new Importing gametrack.mp3 with Microsoft.Xna.Framework.Content.Pipeline.Mp3Imp orter Im experiencing exactly this: http://forums.create.msdn.com/forums/t/75996.aspx

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  • Tips on combining the right Art Assets with a 2D Skeleton and making it flexible

    - by DevilWithin
    I am on my first attempt to build a skeletal animation system for 2D side-scrollers, so I don't really have experience of what may appear in later stages. So i ask advice from anyone that been there and done that! My approach: I built a Tree structure, the root node is like the center-of-mass of the skeleton, allowing to apply global transformations to the skeleton. Then, i make the hierarchy of the bones, so when moving a leg, the foot also moves. (I also make a Joint, which connects two bones, for utility). I load animations to it from a simple key frame lerp, so it does smooth movement. I map the animation hierarchy to the skeleton, or a part of it, to see if the structure is alike, otherwise the animation doesnt start. I think this is pretty much a standard implementation for such a thing, even if i want to convert it to a Rag Doll on the fly.. Now to my question: Imagine a game like prototype, there is a skeleton animation of the main character, which can animate all meshes in the game that are rigged the same way.. That way the character can transform into anything without any extra code. That is pretty much what i want to do for a side-scroller, in theory it sounds easy, but I want to know if that will work well. If the different people will be decently animated when using the same skeleton-animation pair. I can see this working well with a Stickman, but what about actual humans? Will the perspective look right, or i will need to dynamically change the sprites attached to bones? What do you recommend for such a system?

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  • Pygame Import Error, Python 3.2

    - by Treb Nicholas
    I'm having an issue with the Pygame module. I run Python 3.2 and installed the respective Pygame file, but now when I try to import it in the IDLE, it gives me this error: import pygame Traceback (most recent call last): File "", line 1, in import pygame File "C:\Python32\lib\site-packages\pygame__init__.py", line 95, in from pygame.base import * ImportError: DLL load failed: %1 is not a valid Win32 application. Any help will be appreciated.

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  • Mobile game production workflow using Html5 and visual studio

    - by Mihalis Bagos
    I want to know of any framework, that lets you build/test applications inside Visual Studio using Html5/JS. We need to be able to have an emulator (like the one on android sdk) for as many devices as possible, and we need to be able to run the application with as few steps as possible (using the "RUN" command in visual studio is no1 choice). Also, this extends to build and deployment to app stores. Is there a way to circumvent the cloud services and build locally? I am at a loss of the plethora of tools and technologies available for game design using Html5. However, I really don't like the way implementations try to get you to rely on their cloud services, so services like appmobi are at the bottom of the favored list.

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  • How can I fit a rectangle to an irregular shape?

    - by Anil gupta
    I used masking for breaking an image into the below pattern. Now that it's broken into different pieces I need to make a rectangle of each piece. I need to drag the broken pieces and adjust to the correct position so I can reconstruct the image. To drag and put at the right position I need to make the pieces rectangles but I am not getting the idea of how to make rectangles out of these irregular shapes. How can I make rectangles for manipulating these pieces? This is a follow up to my previous question.

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  • Game Components, Game Managers and Object Properties

    - by George Duckett
    I'm trying to get my head around component based entity design. My first step was to create various components that could be added to an object. For every component type i had a manager, which would call every component's update function, passing in things like keyboard state etc. as required. The next thing i did was remove the object, and just have each component with an Id. So an object is defined by components having the same Ids. Now, i'm thinking that i don't need a manager for all my components, for example i have a SizeComponent, which just has a Size property). As a result the SizeComponent doesn't have an update method, and the manager's update method does nothing. My first thought was to have an ObjectProperty class which components could query, instead of having them as properties of components. So an object would have a number of ObjectProperty and ObjectComponent. Components would have update logic that queries the object for properties. The manager would manage calling the component's update method. This seems like over-engineering to me, but i don't think i can get rid of the components, because i need a way for the managers to know what objects need what component logic to run (otherwise i'd just remove the component completely and push its update logic into the manager). Is this (having ObjectProperty, ObjectComponent and ComponentManager classes) over-engineering? What would be a good alternative?

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  • Where can I find a good tutorial to replicate Game Maker's surfaces and blend modes in XNA?

    - by Fred Dufresne
    I know Game Maker's surfaces exist in XNA (It's more the othe way around, XNA's surfaces exist in Game Maker), same thing for blend modes, since (I think) they both use DirectX. This is the question: "Where can I find a good tutorial to replicate Game Maker's surfaces and blend modes in XNA?" I'm using XNA 4.0 and Game Maker 8.1 Pro. Background I'm slowly moving from Game Maker to... Something else. I've learned some good C++ but DirectX is hardcore and OpenGL needs some pretty good understanding of the language to be able to use it correctly. XNA and C# together seemed like a good middle but the documentation is hard to understand for a newb like me. In the end, I chose to focus on XNA.

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  • Issue with distinguishing levels in isometric game

    - by Konrad
    I'm working on an isometric game however I am having trouble visually distinguishing between levels in the game. Take the example below, the first image shows concrete blocks at ground level and the following images show an attempt to build a few blocks a level above. As you can see the level above is visually swallowed the one below. I've tried shading to make lower levels darker with respect to camera, but this doesn't work that well.. any ideas?

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  • Android in-game pause screen

    - by Max
    Right now Im calling a new activity with an xml-view when I pause my game, but Since I do this I need to use context in my real-time code, and this is causing a memory leak. Is there any preffered way to pause the game? By pause I mean if game is over, if I die, or if I press pause-button. Would a custom dialog work just aswell? this would mean I wont have to leave my main-activity while im in-game.

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