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  • How to create a simple side scroller game

    - by D34thSt4lker
    I'm still pretty new to game programming and any tutorial that I have worked with stuck to only games with the initial screen. I want to start creating my own games but there are a few things that I still need to learn. One of them is how to create a game that side-scrolls. For example; Mario... Or ANY type of game like that... Can anyone give me a small example to create something like that. I'm not asking for any specific language because currently in school I am learning javascript but I know some c++/java/processing/objective-c as well. So any of those languages would be fine and I could probably implement it in any of the others... I have been searching for some help with this for a while now but could never actually get any help on it. Thanks in advance!

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  • Dirt compression from vehicle tires

    - by Mungoid
    So I kinda have this working but its not correct because it just averages, so I wanted to know if anyone here has any ideas. I'm trying to simulate loose dirt compression under the tires of a vehicle to reduce the potential bumpiness of 'chunky' terrain. Currently how I do this is that I have a bounding box shape around my tires, set a little lower so they intersect with the terrain. Each frame, I (currently) average all of the heights of each point in the terrain that are within the box bounds of that tire, and then set them all to that average. Clearly this won't work in most cases because, for example, if i'm on a hill, the terrain will deform way too much. One way I thought was to have a max and min amount the points could raise and lower but that still doesn't seem to work properly and sometimes looks more like steps than smooth dirt. I wanna say that there is probably a bit more to this that what i'm currently doing but I am not sure where to look. Could anyone here shed some light on this subject? Would I benefit any by maybe looking up some smoothing algorith or something similar?

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  • box2d and constant movement

    - by Arnas
    i'm developing a game with a top down view, the players body is a circle. To move the character you need to tap on the screen and it moves to the spot. To achieve this i'm saving the coordinate of the touch and call a method every frame which applies linear velocity to the body with a vector of the direction the body should go _body->SetLinearVelocity(b2Vec2((a.x - currPos.x)/SPEED_RATIO,(size.height - a.y - currPos.y)/SPEED_RATIO)); //click position - current position, screen height - click position (since the y axis is flipped, (0,0) is in the bottom left ) - current position = vector of the direction we want to go now the problem with this is that the body slows down until it finally stops when getting closer to the point we want it to go, since the closer we are to that point the lenght of the vector gets smaller. Besides that i've read that it's bad practice to set linear velocity in box2d and i should use apply force instead, but that way the forces would add up and overshoot the target where it's supposed to stop. So what i'm asking is how to move a box2d body to a coordinate in constant speed.

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  • Start Game Programming [on hold]

    - by vishalpamnani
    I am 23 and working as a Software Developer. Though my work is entirely based on Java and Advanced Java, I know a very little and all my interest is in developing games. I want to make a my career in Gaming Industry as a Game Programmer. I am not able to figure out the starting step to start with Game Programming. I have zero knowledge with developing games and never ever tried a tiniest of game. Please suggest me from where to start. Which programming language to start with? What should be my practice? What references to use? What type of games to begin with? BTW my preferable language would be C++ ~Thanks

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  • Why do we move the world instead of the camera

    - by sharethis
    I heard that in an OpenGL game what we do to let the player move is not to move the camera but to move the whole world around. For example here is an extract of this tutorial: http://open.gl/transformations In real life you're used to moving the camera to alter the view of a certain scene, in OpenGL it's the other way around. The camera in OpenGL cannot move and is defined to be located at (0,0,0) facing the negative Z direction. That means that instead of moving and rotating the camera, the world is moved and rotated around the camera to construct the appropriate view. Why do we do that?

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  • Best game engine 2D for iOS

    - by Adelino
    which is the best 2D game enginefor iOS? I really need a game engine that allows me to modify the game code because I need to control the multi-touch events. I have a framework that detects the gesture that the player makes and I need to test this gesture recognizer in a game, so I have to have the freedom to change the game code. I don't want anything like GameSalad where you can't control anything. Thanks in advance.

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  • Why are my sprite sheet's frames not visible in Cocos Builder?

    - by Ramy Al Zuhouri
    I have created a sprite sheet with zwoptex. Then I just dragged the .plist and .png files to my Cocos Builder project. After this I wanted to take a sprite frame and set it to a sprite: But the sprite image is empty! At first I thought it was just empty in Cocos Builder, and that it must have been working correctly when imported to a project. But if I try to run that scene with CCBReader I still see an empty sprite. Why?

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  • How to swap row/column major order?

    - by 0X1A
    I'm trying to get a sprite sheet clipped in the right order but I'm a bit stumped, every iteration I've tried has tended to be in the wrong order. This is my current implementation. Frames = (TempSurface->h / ClipHeight) * (TempSurface->w / ClipWidth); SDL_Rect Clips[Frames]; for (i = 0; i < Frames; i++) { if (i != 0 && i % (TempSurface->h / ClipHeight) == 0) ColumnIndex++; Clips[i].x = ColumnIndex * ClipWidth; Clips[i].y = i % (TempSurface->h / ClipHeight) * ClipHeight; Clips[i].w = ClipWidth; Clips[i].h = ClipHeight; } Where TempSurface is the entire sheet loaded to a SDL_Surface and Clips[] is an array of SDL_Rects. What results from this is a sprite sheet set to SDL_Rects in the wrong order. For example I need a sheet of dimensions 4x4 to look like this: | 0 | 1 | 2 | 3 | | 4 | 5 | 6 | 7 | | 8 | 9 | 10| 11| | 12| 13| 14| 15| But instead I get this order: | 0 | 4 | 8 | 12| | 1 | 5 | 9 | 13| | 2 | 6 | 10| 14| | 3 | 7 | 11| 15| Columns and rows order does not match. What should I do to fix the order?

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  • how to mask Cocos2d

    - by alex
    Hi i'am iOS developer but i'm new to cocos2d.Im working on new game i use Kobold2d Have cocos2d installed too and i want to make this effect. http://postimage.org/image/ngj399ibn/ I Know how is done on flash, but cant make it in kobold. There 2 images with the same size one is like low-res image for background and the secon hi-res over the first one,when the "reticle" mask move reveal the second image inside the circle and outsite only the background is visible. I was googling with no success, saw some ray wenderlich projects but not helpful.Any help

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  • Getting Center and Radius of Irregural Object

    - by Moaz ELdeen
    I have drawn an asteroid object manually , and would like to get its center/radius by a specific equation. I think I can get them by calculated and hard-coded values. The code to draw the asteroid: void Asteroid::Draw() { float ratio = app::getWindowWidth()/app::getWindowHeight(); gl::pushMatrices(); gl::translate(m_Pos*ratio); gl::scale(3.5*ratio,3.5*ratio,3.5*ratio); gl::color(ci::Color(1,1,1)); gl::drawLine(Vec2f(-15,0),Vec2f(-10,-5)); gl::drawLine(Vec2f(-10,-5),Vec2f(-5,-5)); gl::drawLine(Vec2f(-5,-5),Vec2f(-5,-8)); gl::drawLine(Vec2f(-5,-8),Vec2f(5,-8)); gl::drawLine(Vec2f(5,-8),Vec2f(5,-5)); gl::drawLine(Vec2f(5,-5),Vec2f(10,-5)); gl::drawLine(Vec2f(10,-5),Vec2f(15,0)); gl::drawLine(Vec2f(15,0),Vec2f(10,5)); gl::drawLine(Vec2f(10,5),Vec2f(-10,5)); gl::drawLine(Vec2f(-10,5),Vec2f(-10,5)); gl::drawLine(Vec2f(-15,0),Vec2f(-10,5)); gl::popMatrices(); } According to the answer I have written that code to calculate the radius, is it correct or not ? cinder::Vec2f Asteroid::getCenter() { return ci::Vec2f(m_Pos.x, m_Pos.y); } double Asteroid::getRadius() { ci::Vec2f _vec = (getCenter()- Vec2f(15,5)); return _vec.length()*0.3f; }

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  • Should iOS games use a Timer?

    - by ????
    No matter what frameworks we use -- Core Graphics, Cocos2D, OpenGL ES -- to write games, should a timer be used (for games that has animation even when a user doesn't do any input, such as after firing a missile and waiting to see if the UFO is hit)? I read that NSTimer might not get fired until after scheduled time (interval), and CADisplayLink can delay and get fired at a later time as well, only that it tells you how late it is so you can move the object more, so it can make the object look like it skipped frame. Must we use a Timer? And if so, what is the best one to use?

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  • Windows Phone XAML and XNA Apps with Game Components

    - by row1
    I am using the Windows Phone Template "Windows Phone XAML and XNA Apps" and targeting Windows Phone 7/8. Most examples show your game inheriting from Microsoft.Xna.Framework.Game and then adding Microsoft.Xna.Framework.GameComponent items to the Components collection. But as my game page inherits from PhoneApplicationPage there isn't a Components collection or a Game property. How can I use GameComponent from within PhoneApplicationPage?

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  • How do I consolidate the differences between iOS and Android update loops?

    - by kkan
    I'm currently working on moving some Android-ndk code to the iPhone. From looking at some samples it seems that the main loop is handled for you and all you've got to do is override the render method on the view to handle the rendering. Then add a selector to handle the update methods. The render method itself looks like it's attached to the windows refresh. But in android I've got my own game loop that controls the rendering and updates using C++ time.h. Is it possible to implement the same here bypassing Apple's loop? I'd really like the keep the structures of the code similar.

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  • How to attract modders to your game?

    - by akaltar
    I am developing a game, but as I am working on it alone, the amount of content I can create is very limited. Because of that I want my game to be modded, for this purpose I am planning to create a complete modding API which would be exposed for lua scripting. I would also create tutorials to get people started. And the "Original" game would also be a "mod"(similar to Warcraft III maps) . My question is: What can a developer do to encourage modding of its game? PS: my game is a sandbox-ish multiplayer survival(most things are procedural).

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  • Will C++ remain viable for game engines in somewhat distant future?

    - by samual
    C++11 has opened ways, which were only dreamt by the C++ programmers. It has been three years since I have been learning C++, and I am going well. Now I want to get into vedio games. Every core of the game code I saw, was monstourously writtern in C++. My question is - If I get into serious game engine dev, and perfecting it would take, maybe say 10 years, would we still be writing game engines in C++ ?(newer standard) Or, will John Carmack, write id tech 7 in c++? note - I am strictly talking about game engines.

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  • Circular class dependency

    - by shad0w
    Is it bad design to have 2 classes which need each other? I'm writing a small game in which I have a GameEngine class which has got a few GameState objects. To access several rendering methods, these GameState objects also need to know the GameEngine class - so it's a circular dependency. Would you call this bad design? I am just asking, because I am not quite sure and at this time I am still able to refactor these things.

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  • Reasons to disable game save during combat (e.g. Mass Effect 2)

    - by Steve V.
    So I've been playing Mass Effect 2 (PC) and one of the things I've noticed is that you can only save your game when you're not engaged in combat. As soon as the first enemy shows up on your radar, the save button is disabled. Once combat is over, save functionality reappears. It seems reasonable to assume that Mass Effect 2 is a state machine, and therefore, the internal state of the program at any moment can be captured and reloaded later. This is basically a solved problem - games have been designed this way since the Half-Life era. It also seems reasonable to assume that BioWare knew what they were doing when they made the decision not to follow this model - it's a tried and true system; BioWare wouldn't have done it the way they did without some good reason. What reasons are there to disable game save functionality during combat?

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  • Help with timebased scoring algorithm

    - by Dave
    Im trying to devise an appropriate scoring system for my game. The game in essense has a finite number of tasks to complete (say 20) and the quicker you complete these task, the more points you get. I had devised a basic way of doing this using bands of time multiplied by a score for that band multiplied by the number of tasks solved within that time band i.e. (Time Band) = (Points) 1-5 sec = 15, 5-10 secs = 10, 10-20 secs = 5, 20-30 secs = 3, 40 secs onwards = 1, So for example if I did 3 tasks in the 1-5sec band i'd get 15*3=45points, if i found 10 in the 20-30sec band i'd get 3*10=30 points. Im sure there is a more mathematical way of doing this using powers of some kind but I just can't think how and hoping someone has already done something smilar.. Many thanks in advance

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  • Is there a standard way to track 2d tile positions both locally and on screen?

    - by Magicked
    I'm building a 2D engine based on 32x32 tiles with OpenGL. OpenGL draws from the top left, so Y coordinates go down the screen as they increase. Obviously this is different than a standard graph where Y coordinates move up as they increase. I'm having trouble determining how I want to track positions for both sprites and tile objects (objects that are collections of tiles). My brain wants to set the world position as the bottom left of the object and track every object this way. The problem with this is I would have to translate it to an on screen position on rendering. The positive with this is I could easily visualize (especially in the case of objects made of multiple tiles) how something is structured and needs to be built. Are there standard ways for doing this? Should I just suck it up and get used to positions beginning in the top left? Here are the OpenGL calls to start rendering: // enable textures since we're going to use these for our sprites glEnable(GL_TEXTURE_2D); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // enable alpha blending glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // disable the OpenGL depth test since we're rendering 2D graphics glDisable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, WIDTH, HEIGHT, 0, 1, -1); glMatrixMode(GL_MODELVIEW); I assume I need to change: glOrtho(0, WIDTH, HEIGHT, 0, 1, -1); to: glOrtho(0, WIDTH, 0, HEIGHT, 1, -1);

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  • Is IDirectInput8::FindDevice totally broken on Windows 7?

    - by Noora
    I'm developing on Windows 7, and using DirectInput8 for my input needs. I'm tracking gamepad additions and removals (that is, GUID_DEVINTERFACE_HID devices) using the DBT_DEVICEARRIVAL and DBT_DEVICEREMOVECOMPLETE messages, which works fine. However, what I've come to find out is that no matter what I do, passing the received values from DBT_DEVICEARRIVAL to IDirectInput8's FindDevice method, it will always fail to identify the device, returning DIERR_DEVICENOTREG. DirectInput still clearly knows about the device, because I can enumerate and create it just fine. I've tried with three different gamepads, and the error persists, so it's not about that either. I also tried passing some alternative interface GUIDs for the RegisterDeviceNotification call, didn't help. So, has anyone else faced the same problem, and have you found a usable workaround? I'm afraid I'll soon have to stoop down to re-enumerating all devices when something is added or removed, but I'll first give this question one last shot here. EDIT: For the record, I've also tried pretty much every single HID API & SetupAPI function for alternative ways of figuring out the needed GUIDs, with zero success. So if you're facing the same problem as me, don't bother with that route. I'm pretty sure those GUIDs are made up by DirectInput itself somehow. Short of reverse engineering dinput8.dll, I'm truly out of ideas now.

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  • Black Screen on pressing back button in libgdx

    - by user26384
    In my game when i touch on advertisements and press back button to return on game the i am getting a black screen. I referred this link. I tried to change IosGraphics.java but the change is not reflected in monotouch project. I did the following : Extracted nightly.zip and opened gdx-backend-iosmonotouch-sources From there I changed IosGraphicsjava. I then made a new jar file gdx-backend-iosmonotouch.jar and replaced it with original jar file in the nightly folder. Compressed all the files from nightly folder in .zip file. Used this .zip file to make a new project throuch gdx-setup-ui.jar. I tried to open my project in monotouch and from com-gdx-backendios.dll i found that the changes in IosGraphics are not being reflected. Am I missing something? How do I solve this? I even tried to open gdx-backend-iosmonotouch-sources.jar with winrar and edit IosGraphics.java and save it. Even this didn't work.

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  • What's the difference between a "Release" Xbox 360 build and a "Debug" one?

    - by Sebastian Gray
    I've got a build of my game that works on Windows under a release and debug build as expected. When I deploy the debug version of the game to the Xbox, it works as expected and runs the same as on Windows - however when I deploy the release version to the XBOX I get different behaviour within the game. I'm using a 3rd party library for the collisions (which is where I am seeing differences between the release and debug versions of my game); so I can't see what's actually different but I suspect they have some compiler directive for Debug on the Xbox to the Release version on the Xbox. As such, I'm thinking that I may need to release my game with the Debug build instead of the Release build but I want to know what issues I can expect by doing so? Are there any significant performance issues between the two build profiles?

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  • How do I use Content.Load() with raw XML files?

    - by xnanewb
    I'm using the Content.Load() mechanism to load core game definitions from XML files. It works fine, though some definitions should be editable/moddable by the players. Since the content pipeline compiles everything into xnb files, that doesn't work for now. I've seen that the inbuild XNA Song content processor does create 2 files. 1 xnb file which contains meta data for the song and 1 wma file which contains the actual data. I've tried to rebuild that mechanism (so that the second file is the actual xml file), but for some reason I can't use the namespace which contains the IntermediateSerializer class to load the xml (obviously the namespace is only available in a content project?). How can I deploy raw, editable xml files and load them with Content.Load()?

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  • What are some ways of making manageable complex AI?

    - by Tetrad
    In the past I've used simple systems like finite state machines (FSMs) or hierarchical FSMs to control AI behavior. For any complex system, this pattern falls apart very quickly. I've heard about behavior trees and it seems like that's the next obvious step, but haven't seen a working implementation or really tried going down that route yet. Are there any other patterns to making manageable yet complex AI behaviors?

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  • How to configure background image to be at the bottom OpenGL Android

    - by Maxim Shoustin
    I have class that draws white line: public class Line { //private FloatBuffer vertexBuffer; private FloatBuffer frameVertices; ByteBuffer diagIndices; float[] vertices = { -0.5f, -0.5f, 0.0f, -0.5f, 0.5f, 0.0f }; public Line(GL10 gl) { // a float has 4 bytes so we allocate for each coordinate 4 bytes ByteBuffer vertexByteBuffer = ByteBuffer.allocateDirect(vertices.length * 4); vertexByteBuffer.order(ByteOrder.nativeOrder()); // allocates the memory from the byte buffer frameVertices = vertexByteBuffer.asFloatBuffer(); // fill the vertexBuffer with the vertices frameVertices.put(vertices); // set the cursor position to the beginning of the buffer frameVertices.position(0); } /** The draw method for the triangle with the GL context */ public void draw(GL10 gl) { gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(2, GL10.GL_FLOAT, 0, frameVertices); gl.glColor4f(1.0f, 1.0f, 1.0f, 1f); gl.glDrawArrays(GL10.GL_LINE_LOOP , 0, vertices.length / 3); gl.glLineWidth(5.0f); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); } } It works fine. The problem is: When I add BG image, I don't see the line glView = new GLSurfaceView(this); // Allocate a GLSurfaceView glView.setEGLConfigChooser(8, 8, 8, 8, 16, 0); glView.setRenderer(new mainRenderer(this)); // Use a custom renderer glView.setBackgroundResource(R.drawable.bg_day); // <- BG glView.setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY); glView.getHolder().setFormat(PixelFormat.TRANSLUCENT); How to get rid of that?

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