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  • INtegral card readers have drivers installed but do not show on my computer

    - by Santiago Berniz
    I recenlty fixed a computer powerbutton and accidentally unplugged a sd card reader and did not know where was at (didnt knw if it was usb or firewire/ after i found out, i guess i installed it on a different usb so reinstalled the drivers..Drivers show installed successfully, ready to use. but THey do not show up on my computer as removable disks (E:) etc.a s they should I have windows 7 home premium 64 bits. the computer is a Acer Aspire M1201-be50001a. I tried following the installation and they show up while installing and then hide again. Any help is appreciated Thanks in advance.

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  • Game Center alternatives for non-iOS development

    - by Eat at Joes
    I have completed a game for iOS which integrates GameKit. I am happy with Game Center however my game also has an HTML5 web version and will soo have an Android version. My question is what alternatives do I have for non-iOS platforms but primarily for Android and to a lesser extent a Javascript/Web SDK. I looked at Openfeint a year ago and it seemed to be a good solution back then but am not sure if this is still the case? Note, I have no plans to replace what I already have in my iOS game and I understand the leader boards, users, and achievements won't be shared out of Game Center.

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  • What can make a peaceful game successful?

    - by Miro
    Today, the most successful games are action games like FPS, RPG, MMORPG... I'd like to make peaceful game, but I don't know how to attract people. I can make good graphics, but that's not the main thing that makes people like game more that couple of minutes. The content is important. In game styles mentioned in beginning are main content fight, kill others, make from yourself predator/the most powerful creature/player in the game. But what content can attract people in peaceful game?

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  • What can make peaceful game successful?

    - by Miro
    Today, the most successful games are action games like FPS, RPG, MMORPG... I'd like to make peaceful game, but i don't know how to attract people. I can make good graphics, but that's not the main thing that makes people like game more that couple of minutes. The content is important. In game styles mentioned in beginning are main content fight, kill others, make from yourself predator/the most powerful creature/player in the game. But what content can attract people in peaceful game?

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  • Limiting game loop to exactly 60 tics per second (Android / Java)

    - by user22241
    So I'm having terrible problems with stuttering sprites. My rendering and logic takes less than a game tic (16.6667ms) However, although my game loop runs most of the time at 60 ticks per second, it sometimes goes up to 61 - when this happens, the sprites stutter. Currently, my variables used are: //Game updates per second final int ticksPerSecond = 60; //Amount of time each update should take final int skipTicks = (1000 / ticksPerSecond); This is my current game loop @Override public void onDrawFrame(GL10 gl) { // TODO Auto-generated method stub //This method will run continuously //You should call both 'render' and 'update' methods from here //Set curTime initial value if '0' //Set/Re-set loop back to 0 to start counting again loops=0; while(System.currentTimeMillis() > nextGameTick && loops < maxFrameskip){ SceneManager.getInstance().getCurrentScene().updateLogic(); //Time correction to compensate for the missing .6667ms when using int values nextGameTick+=skipTicks; timeCorrection += (1000d/ticksPerSecond) % 1; nextGameTick+=timeCorrection; timeCorrection %=1; //Increase loops loops++; } render(); } I realise that my skipTicks is an int and therefore will come out as 16 rather that 16.6667 However, I tried changing it (and ticksPerSecond) to Longs but got the same problem). I also tried to change the timer used to Nanotime and skiptics to 1000000000/ticksPerSecond, but everything just ran at about 300 ticks per seconds. All I'm attempting to do is to limit my game loop to 60 - what is the best way to guarantee that my game updates never happen at more than 60 times a second? Please note, I do realise that very very old devices might not be able to handle 60 although I really don't expect this to happen - I've tested it on the lowest device I have and it easily achieves 60 tics. So I'm not worried about a device not being able to handle the 60 ticks per second, but rather need to limit it - any help would be appreciated.

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  • Turn-based Client-Server Card Game - Unicast (TCP) or Multicast (UDP)

    - by LDM91
    I am currently planning to make a card game project where the clients will communicate with the server in a turn-based and synchronous manner using messages sent over sockets. The problem I have is how to handle the following scenario: (Client takes it turn and sends its action to server) Client sends a message telling the server its move for the turn (e.g. plays the card 5 from its hand which needs to placed onto the table) Server receives messages and updates game state (server will hold all game state). Server iterates through a list of connected clients and sends a message to tell of them change in state Clients all refresh to display the state This is all based on using TCP, and looking at it now it seems a bit like the Observer pattern. The reason this seems to be an issue to me is this message doesn't seem to be point-to-point like the others as I want to send it to all the clients, and doesn't seem very efficient sending the same message in that way. I was thinking about using multicasting with UDP as then I could send the message to all the clients, however wouldn't this mean that the clients would in theory be able to message each other? There is of course the synchronous aspect as well, though this could be put on top of the UDP I guess. Basically, I would like to know what would be good practice as this project is really all about learning, and even though it won't be big enough to encounter performance issues from this I would like to consider them anyway. However, please note I am not interested in using message oriented middleware as a solution (I have experience with using MOM and I'm interested in considering other options excluding MOM if TCP sockets is a bad idea!).

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  • HTML5/JS - Choppy Game Loop

    - by Rikonator
    I have been experimenting with HTML5/JS, trying to create a simple game when I hit a wall. My choice of game loop is too choppy to be actually of any use in a game. I'm trying for a fixed time step loop, rendering only when required. I simply use a requestAnimationFrame to run Game.update which finds the elapsed time since the last update, and calls State.update to update and render the current state. State.prototype.update = function(ms) { this.ticks += ms; var updates = 0; while(this.ticks >= State.DELTA_TIME && updates < State.MAX_UPDATES) { this.updateState(); this.updateFrameTicks += State.DELTA_TIME; this.updateFrames++; if(this.updateFrameTicks >= 1000) { this.ups = this.updateFrames; this.updateFrames = 0; this.updateFrameTicks -= 1000; } this.ticks -= State.DELTA_TIME; updates++; } if(updates > 0) { this.renderFrameTicks += updates*State.DELTA_TIME; this.renderFrames++; if(this.renderFrameTicks >= 1000) { this.rps = this.renderFrames; this.renderFrames = 0; this.renderFrameTicks -= 1000; } this.renderState(updates*State.DELTA_TIME); } }; But this strategy does not work very well. This is the result: http://jsbin.com/ukosuc/1 (Edit). As it is apparent, the 'game' has fits of lag, and when you tab out for a long period and come back, the 'game' behaves unexpectedly - updates faster than intended. This is either a problem due to something about game loops that I don't quite understand yet, or a problem due to implementation which I can't pinpoint. I haven't been able to solve this problem despite attempting several variations using setTimeout and requestAnimationFrame. (One such example is http://jsbin.com/eyarod/1/edit). Some help and insight would really be appreciated!

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  • Error splicing file: Input/output error with a USB SD/HC card reader [closed]

    - by PirateRussell
    I recently got a new Droid Bionic, and it has the SD/HC card. Today, I got a new USB card reader that reads the HC format. When I plug it into my Linux Mint 11 (katya), Gnome 32-bit computer, I get this error every I try to copy or move any file off of the card onto my desktop: Error splicing file: Input/output error I don't have the problem on a Windows Vista computer. Any ideas??? Thanks in advance...

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  • How to integrate game logic in game engines

    - by MahanGM
    Recently I'm working on a 2d game engine example in .Net with C#. My main problem is that I can't figure out how I should include the game logic within the game. Currently I have a base engine which is a set of classes that they are running sub-systems like Render, Sound, Input and Core functionality. There is an editor which helps the user to add resources, build levels, write scripts and other stuffs. I came up with an idea to use Reflection and CSharpCodeProvider from my editor to compile the written code. This way I can get an executable of my product too. This way is quite well but I would like to know what's really the solution and architecture to do this. My engine's role is 2d platform. The scripting language is C# right now because I can't consist any other embeddable language for now. The game needs compilation and CSharpCodeProvider is the only way for me to do it meantime.

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  • Is Java viable for serious game development?

    - by tehtros
    Ever since I was a little kid, my dream has been to develop games. Well, now that I am older, more mature, and have some programming experience, I would like to start. However, I would like to turn this into a career. The problem, is that my language of choice is Java. Now, I am not intending this to be a Java vs. C++ question, but rather, is Java an acceptable language for serious game development, instead of lower level languages like C++. By serious, I mean high quality graphics, and being able to play a game with said high quality graphics, without much lag on decent computers. Also, eventually, possible making it to consoles. I have scoured the internet, but there are not very many resources for Java game development, not nearly as many as C++. In fact, most engines are written in C++. Once, I tried to play a made with jMonkeyEngine. The game was terribly slow, to the point where my computer froze. I had no other Java applications running and nothing too resource intensive. Keep in mind, that my computer can play most modern 3D games with ease. So, I am really serious about game development, is Java still a viable choice? I have tried multiple times to learn C++, but I don't really like the language. I don't really know why, but usually, whenever I try to learn, I can never grasp the topics. Also, my most of my friends know Java, and one is even anti-C++, saying that no one knows how to use it right. Then, he goes to say that "there is no right way to use C++, that it can not be used correctly. The nature of the language prevents good code." Also, if I continue to learn and improve Java now, and it turns out that later I am required to learn C++, will making the switch be difficult? So, in short, can Java be taken serious, for serious game development. This includes heavy graphics, fast game play without lag, and possibly, and easy switch to consoles?

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  • Implementing game rules in a tactical battle board game

    - by Setzer22
    I'm trying to create a game similar to what one would find in a typical D&D board game combat. For mor examples you could think of games like Advance Wars, Fire Emblem or Disgaea. I should say that I'm using design by component so far, but I can't find a nice way to fit components into the part I want to ask. I'm struggling right now with the "game rules" logic. That is, the code that displays the menu, allows the player to select units, and command them, then tells the unit game objects what to do given the player input. The best way I could thing of handling this was using a big state machine, so everything that could be done in a "turn" is handled by this state machine, and the update code of this state machine does different things depending on the state. This approach, though, leads to a large amount of code (anything not model-related) to go into a big class. Of course I can subdivide this big class into more classes, but it doesn't feel modular and upgradable enough. I'd like to know of better systems to handle this in order to be able to upgrade the game with new rules without having a monstruous if/else chain (or switch / case, for that matter). So, any ideas? I'd also like to ask that if you recommend me a specific design pattern to also provide some kind of example or further explanation and not stick to "Yeah you should use MVC and it'll work".

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  • My card reader doesn't show up at all, but previously did in 10.10

    - by Nathan J. Brauer
    I bought a pin-based-USB powered internal media card reader and it worked perfectly when I first installed Ubuntu 10.10 a month ago. I used it a few times since and today I booted up the computer and it's not working. Here's how it used to work: In nautilus->computer, 5 "drives" would display even when no card was inserted. One for each slot (SD, XD, CF/MS, etc). Opening one w/o a card would initiate a "Please insert card." dialog. Inserting a card would automatically open nautilus. Now: No drives display at all whether cards are inserted or not. lsusb lists the following (which seems to indicate that it's not being detected) Bus 008 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 007 Device 002: ID 046d:c52e Logitech, Inc. (my keyboard/mouse) Bus 007 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 006 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 005 Device 002: ID 0a12:0001 Cambridge Silicon Radio, Ltd Bluetooth Dongle (HCI mode) Bus 005 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 004 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 003 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub (A side note, all of my USB ports are 2.0 + 1 USB port which is 3.0, why does everything say 1.1/2.0?) I tried using ubuntu-bug but for USB devices it expects you to be able to remove and insert them while the computer is running -- obviously something you probably shouldn't be doing when you're dealing with devices plugged straight into the USB pins. Thanks in advance!

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  • How to structure game states in an entity/component-based system

    - by Eva
    I'm making a game designed with the entity-component paradigm that uses systems to communicate between components as explained here. I've reached the point in my development that I need to add game states (such as paused, playing, level start, round start, game over, etc.), but I'm not sure how to do it with my framework. I've looked at this code example on game states which everyone seems to reference, but I don't think it fits with my framework. It seems to have each state handling its own drawing and updating. My framework has a SystemManager that handles all the updating using systems. For example, here's my RenderingSystem class: public class RenderingSystem extends GameSystem { private GameView gameView_; /** * Constructor * Creates a new RenderingSystem. * @param gameManager The game manager. Used to get the game components. */ public RenderingSystem(GameManager gameManager) { super(gameManager); } /** * Method: registerGameView * Registers gameView into the RenderingSystem. * @param gameView The game view registered. */ public void registerGameView(GameView gameView) { gameView_ = gameView; } /** * Method: triggerRender * Adds a repaint call to the event queue for the dirty rectangle. */ public void triggerRender() { Rectangle dirtyRect = new Rectangle(); for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); dirtyRect.add(graphicsComponent.getDirtyRect()); } gameView_.repaint(dirtyRect); } /** * Method: renderGameView * Renders the game objects onto the game view. * @param g The graphics object that draws the game objects. */ public void renderGameView(Graphics g) { for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); if (!graphicsComponent.isVisible()) continue; GraphicsComponent.Shape shape = graphicsComponent.getShape(); BoundsComponent boundsComponent = object.getComponent(BoundsComponent.class); Rectangle bounds = boundsComponent.getBounds(); g.setColor(graphicsComponent.getColor()); if (shape == GraphicsComponent.Shape.RECTANGULAR) { g.fill3DRect(bounds.x, bounds.y, bounds.width, bounds.height, true); } else if (shape == GraphicsComponent.Shape.CIRCULAR) { g.fillOval(bounds.x, bounds.y, bounds.width, bounds.height); } } } /** * Method: getRenderableObjects * @return The renderable game objects. */ private HashSet<GameObject> getRenderableObjects() { return gameManager.getGameObjectManager().getRelevantObjects( getClass()); } } Also all the updating in my game is event-driven. I don't have a loop like theirs that simply updates everything at the same time. I like my framework because it makes it easy to add new GameObjects, but doesn't have the problems some component-based designs encounter when communicating between components. I would hate to chuck it just to get pause to work. Is there a way I can add game states to my game without removing the entity-component design? Does the game state example actually fit my framework, and I'm just missing something? EDIT: I might not have explained my framework well enough. My components are just data. If I was coding in C++, they'd probably be structs. Here's an example of one: public class BoundsComponent implements GameComponent { /** * The position of the game object. */ private Point pos_; /** * The size of the game object. */ private Dimension size_; /** * Constructor * Creates a new BoundsComponent for a game object with initial position * initialPos and initial size initialSize. The position and size combine * to make up the bounds. * @param initialPos The initial position of the game object. * @param initialSize The initial size of the game object. */ public BoundsComponent(Point initialPos, Dimension initialSize) { pos_ = initialPos; size_ = initialSize; } /** * Method: getBounds * @return The bounds of the game object. */ public Rectangle getBounds() { return new Rectangle(pos_, size_); } /** * Method: setPos * Sets the position of the game object to newPos. * @param newPos The value to which the position of the game object is * set. */ public void setPos(Point newPos) { pos_ = newPos; } } My components do not communicate with each other. Systems handle inter-component communication. My systems also do not communicate with each other. They have separate functionality and can easily be kept separate. The MovementSystem doesn't need to know what the RenderingSystem is rendering to move the game objects correctly; it just need to set the right values on the components, so that when the RenderingSystem renders the game objects, it has accurate data. The game state could not be a system, because it needs to interact with the systems rather than the components. It's not setting data; it's determining which functions need to be called. A GameStateComponent wouldn't make sense because all the game objects share one game state. Components are what make up objects and each one is different for each different object. For example, the game objects cannot have the same bounds. They can have overlapping bounds, but if they share a BoundsComponent, they're really the same object. Hopefully, this explanation makes my framework less confusing.

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  • What are examples of games with "minimalist" models/art assets

    - by Ken
    When teaching game development, my student's obsess about building realistic or complex art/models/animation. And spending wayyy to much time trying to get accurate collision detection between two 3D models [despite my best efforts] However I would like them to spend more time thinking about developing the game mechanics, interaction and game play. I'm looking for some games where the visuals are simple but have good game play. Things I am thinking about are Cubes' vs Spheres or Impossible Game. What are more examples of visually simple (preferably 3D) games to help inspire my students?

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  • Ideas for card deck names [closed]

    - by Milan Babuškov
    I'm creating a card game, and wish to offer players to choose from different sets of playing cards. The game logic remains the same, only the design and graphics on the cards would be different. It would feature classic French set, German/Hungarian one, and a bunch of other custom designed ones. I'm looking for some cool names to give to those sets. I thought maybe to use names of some world cities like "London set", "Paris set", "Tokyo set", but there might be something better. I know this is really open-ended question, so there might not be a definitive "correct" answer, but I hope this kind of brainstorming would be useful to anyone looking for ideas to name a set of... well, anything. I'll up-vote any good idea, no matter if I don't end up using any of those.

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  • Development costs of an indie multiplayer arcade shooter

    - by VorteX
    Me and a friend of mine have been wanting to remake one of our favorite games of all time (007: Nightfire) for a long time now. However, remaking a game likes this is really complicated because of the rights to the Bond-franchise. That site was created months ago, and by doing so we have found some great people (modelers, level designers, etc.) that want to help, but our plans have changed a little bit. Our current plan is to create a multiplayer-only remake of the original game, removing all the Bond-references so that the rights shouldn't be a problem anymore. We still want to create the game using the UDK and SteamWorks for both PC and Mac. Currently there's 3 things I need to find out: The costs of creating an arcade shooter like this. We want to use crowdfunding to fund the project. The best way to manage a project like this over the internet. Our current team consists of people all over the world, and we need a central place to discuss, collaborate and store our files. The best place to find suitable people for this project. We already have some modelers and level designers but we also need animators, artists, programmers, etc. I believe creating an arcade game like this with a small team is feasible. The game in a nutshell: ±10 maps, ±20 weapons, ±12 game modes, weapon/armor pickups, grapple hook gadget, no ADS, uses SteamWorks, online matchmaking, custom games, AI bots, appearance selection, level progression using XP (no unlocks), achievements. Does anyone know where to start? Any help is appreciated.

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  • Graphics card fan is loud (additional graphics card drivers cause problems)

    - by tk4muffin
    Okay this explanation is a bit longer ... but I start at the beginning: I've been using Windows 7 for a very long time, shortly after the release of v12.10 I installed Ubuntu via Windows installer. Everything worked fine but the fan of the graphics card. After a bit of research I found out, that I just had to select a different driver (nvidia-current (proprietary, tested) worked pretty well). This also fixed some graphical bugs when I just logged into my account. Due to my university I got a MSDNAA-Account (allows me to download every Windows OS for free). I downloaded and installed Windows 8. After configuration I installed ubuntu via the Windows installer once again and the first couple launches of ubuntu went well. Suddenly ubuntu didn't launched anymore...caused by some hard-disk errors and had no clue what to do. So I kept working on Windows 8 - unfortunately. After playing around with the new Windows, I put my PC to sleep-mode. I couldn't wake my PC up and it wasn't responding to anything (neither mouse-movement, -clicks or keyboard strokes, nor the power-button and the reset-button worked), so I pulled the plug. Turns out, this was a huge mistake. Somehow the BIOS broke and after restarting a couple of times, the BIOS repaired itself. Neither Windows 8, nor ubuntu where bootable. Now I had to install ubuntu several times, because after rebooting unity was hidden and I didn't know what the problem was and how to fix it. I finally realized that this problem was caused by the graphics card driver, which I've changed to the nvidia-current (This dirver worked fine before my PC "crashed"). So I installed Windows 8 again and after a bit of usage I installed ubuntu once again (via DVD). The booting of ubuntu and windows works fine - so far. But I'm still not able to change the graphics card driver without unity hiding away after restarting the OS. The noisy fan is really disturbing my work... PC Specs: Processor: Intel Core 2 Duo COU E8400 @ 3GHz x2 Memory: 7.8 GB OS type: 64-bit Graphics Card: GeForce 9600 GT Motherboard: Asus P5Q I hope the information given are enough.

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  • Managing game state / 'what to update' within an XNA game 'screen'

    - by codinghands
    Note - having read through other GDev questions suggested when writing this question I'm confident this isn't a dupe. Of course, it's 3am and I'm likely wrong, so please mod as such if so. I'm trying to figure out how best to manage state within my game screens - please bare with me though! At the moment I'm using a heavily modified version of the fantastic game state management example on the XNA site available here. This is working perfectly for my 'Screens' - 'IntroScreen' with some shiny logos, 'TitleScreen' and a 'MenuScreen' stacked on top for the title and menu, 'PlayScreen' for the actual gameplay, etc. Each screen has the a bunch of sprites, and an 'Update' and 'Draw', managed by a 'ScreenManager'. In addition to the above, and as suggested as an answer to my other question here, most screens have a 'GameProcessQueue' class full of 'GameProcess'es which lets me do just about anything (animations, youbetcha!), in any order, in sequence or parallel. Why mention all this? When I talk about managing game state I'm thinking more for complex scenarios within a 'Screen'. 'TitleScreen', 'MenuScreen' and the like are all relatively simple. 'Play Screen' less so. How do people manage the different 'states' within the screen (or whatever you call it) that 'does' gameplay? (for me, the 'PlayScreen') I've thought about the following: Enum of different states in the Screen, 'activeState' enum-type variable, switching on the enum in the Screen Update() loop to determine what Screen Update 'sub'-function is called. I can see this getting hairy pretty fast though as screens get more complex and with the 'PlayScreen' becoming a behemoth mega-class. 'State' class with Update loop - a Screen can have any number of 'States', 1+ of which are 'active'. Screen update loop calls update on all active states. States themselves know which screen they belong to, and may even belong to a 'StateManager' which handles transitioning from one state to the next. Once a state is over it's removed from the ScreenState list. The Screen doesn't need a bunch of GameProcessQueues, each State has its own. Abstract Screen further to be more flexible - I can see the similarities between what I've got (game 'Screens' handled by a ScreenManager) and what I want (states within a screen, and a mechanism to manage them). However at the moment I see 'Screens' as high level and very distinct ('PlayScreen' with baddies != 'MenuScreen' with 4 words and event handlers), where as my proposed 'States' are more intrinsically tied to a specific screen with complex requirements. I think. This is for a turn-based board game, so it's easier to define things as a discrete series of steps (IntroAnimation - P1Turn - P2Turn - P1Turn ... - GameOver - .... Obviously with an open-world RPG things are very different, but any advice in this scenario is appreciated. If I'm just going OOP-crazy please say so. Similarly I'm concious there's a huge amount on this site re: state management. But as my first 'serious' game after a couple of false starts I'd like to get this right, and would rather be harassed and modded down than never ask :)

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  • Game mechanics patterns database?

    - by Klaim
    Do you know http://tvtropes.org ? It's a kind of wiki/database with scenaristic tropes, patterns that you can find in tones of stories, in tv shows, games, books, etc. Each trope/pattern have a (funny) name and there are references to where it appears, and the other way arround : each book/game/etc. have a list of tropes that it contains. I'm looking for an equivalent but for game mechanics patterns, something like "Death is definitive", "Perfect physical control (no inertia)", "Excell table gameplay", etc. I think it would be really useful. I can't find an equivalent for game mechanics (tvtrope is oriented to scenario, not game mechanics). Do you know any?

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  • iOS Game Center - Quit turn-based games for previous version of app

    - by rasmus
    I have a game on the iOS App Store that uses Game Center for turn-based multiplayer (GKTurnBasedMatch). I recently updated the app with a new game mode and I had to change the network protocol for that to happen. As a result I marked my new version as incompatible with the old one. That is, you cannot see the old games within the new app and you cannot initiate a game with someone with the old version of the app. This works as expected. However: The old games remain active after updating. There seems to be no way to quit them. What is worse is that they still count to the maximum number of games you can start. I have been contacted by players that can only start 1-3 games without hitting the roof. Have anyone experienced this before? Is there any way to quit the games? Thanks in advance

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  • Sources (other than tutorials) on Game Mechanics

    - by Holland
    But, I'm not quite sure where I should start from here. I know I have to go and grab an engine to use with some prebuilt libraries, and then from there learn how to actually code a game, etc. All I have right now is some "program Tetris" tutorial for C++ open right now, but I'm not even sure if that will really help me with what I want to accomplish. I'm curious if there are is any good C++ documentation related to game development which provides information on building a game in more of a component model (by this I'm referring to the documentation, not the actual object-oriented design of the game itself), rather than an entire tutorial designed to do something specific. This could include information based on various design methodologies, or how to link hardware with OpenGL interfaces, or just simply even learning how to render 2D images on a canvas. I suppose this place is definitely a good source :P, but what I'm looking for is quite a bit of information - and I think posting a new question every ten minutes would just flood the site...

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  • Game Engine which can provide 360 degree projection for PC

    - by Never Quit
    I'm searching Game engine which can provide 360 degree real-time projection. I've already achieved this by using VBS2 Game Engine. (Ref.: http://products.bisimulations.com/products/vbs2/vbs2-multi-channel). But I'm not satisfied with its graphics. So I'm looking for some other Game Engine which can do the same and provide me more better graphics and user experience. Like Frostbite2 or Unreal Engine 3. Like this image I want full 360 degree view. Is there any Game Engine which can provide 360 degree projection for PC? Thanks in advance...

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  • How to implement turn-based game engine?

    - by Dvole
    Let's imagine game like Heroes of Might and Magic, or Master of Orion, or your turn-based game of choice. What is the game logic behind making next turn? Are there any materials or books to read about the topic? To be specific, let's imagine game loop: void eventsHandler(); //something that responds to input void gameLogic(); //something that decides whats going to be output on the screen void render(); //this function outputs stuff on screen All those are getting called say 60 times a second. But how turn-based enters here? I might imagine that in gameLogic() there is a function like endTurn() that happens when a player clicks that button, but how do I handle it all? Need insights.

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  • Separating physics and game logic from UI code

    - by futlib
    I'm working on a simple block-based puzzle game. The game play consists pretty much of moving blocks around in the game area, so it's a trivial physics simulation. My implementation, however, is in my opinion far from ideal and I'm wondering if you can give me any pointers on how to do it better. I've split the code up into two areas: Game logic and UI, as I did with a lot of puzzle games: The game logic is responsible for the general rules of the game (e.g. the formal rule system in chess) The UI displays the game area and pieces (e.g. chess board and pieces) and is responsible for animations (e.g. animated movement of chess pieces) The game logic represents the game state as a logical grid, where each unit is one cell's width/height on the grid. So for a grid of width 6, you can move a block of width 2 four times until it collides with the boundary. The UI takes this grid, and draws it by converting logical sizes into pixel sizes (that is, multiplies it by a constant). However, since the game has hardly any game logic, my game logic layer [1] doesn't have much to do except collision detection. Here's how it works: Player starts to drag a piece UI asks game logic for the legal movement area of that piece and lets the player drag it within that area Player lets go of a piece UI snaps the piece to the grid (so that it is at a valid logical position) UI tells game logic the new logical position (via mutator methods, which I'd rather avoid) I'm not quite happy with that: I'm writing unit tests for my game logic layer, but not the UI, and it turned out all the tricky code is in the UI: Stopping the piece from colliding with others or the boundary and snapping it to the grid. I don't like the fact that the UI tells the game logic about the new state, I would rather have it call a movePieceLeft() method or something like that, as in my other games, but I didn't get far with that approach, because the game logic knows nothing about the dragging and snapping that's possible in the UI. I think the best thing to do would be to get rid of my game logic layer and implement a physics layer instead. I've got a few questions regarding that: Is such a physics layer common, or is it more typical to have the game logic layer do this? Would the snapping to grid and piece dragging code belong to the UI or the physics layer? Would such a physics layer typically work with pixel sizes or with some kind of logical unit, like my game logic layer? I've seen event-based collision detection in a game's code base once, that is, the player would just drag the piece, the UI would render that obediently and notify the physics system, and the physics system would call a onCollision() method on the piece once a collision is detected. What is more common? This approach or asking for the legal movement area first? [1] layer is probably not the right word for what I mean, but subsystem sounds overblown and class is misguiding, because each layer can consist of several classes.

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  • Where do you search/look for game developers for an indie game startup?

    - by G.Campos
    Hey there I just recently saw stackoverflow had a game dev sister site so here I am, wondering if you experienced fellows know where one can search/look for game developers for an indie game startup? In other words: I have a game idea which I've written down with as much detail as possible (so anyone else can understand how it works) and now I'm looking for a heavy php programmer with whom to pair up in order to go from idea to reality. I'm a front-end/interface designer and an intermediate programmer. I recognize my project requires heavy programming skills which I do not have as of today =) So, what websites, communities or places do you recommend I go look into? Where do good programmers interested in indie games go look for projects if they don't have their own? Thanks in advance G.Campos

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