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  • Should I drawing directly on CCLayer or CCSprite?

    - by einverne
    Now I am a little confused in my cocos2d-x cpp project. I want to draw lines with user's finger touch. Following the screenshot of a CCScene: In the screen, there are two squares. I want show an animation in the first square and let the second one draw lines with user touch. Now these two squares are CCSprite. And I can draw dots in the second one on the CCLayer. But I am little confused that I should draw lines on the Sprite or on the Layer. Or are there other ways to organize the code?

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  • Would it be more efficient to handle 2D collision detection with polygons, rather than both squares/polygons?

    - by KleptoKat
    I'm working on a 2D game engine and I'm trying to get collision detection as efficient as possible. One thing I've noted is that I have a Rectangle Collision collider, a Shape (polygon) collider and a circle collider. Would it be more efficient (either dev-time wise or runtime wise) to have just one shape collider, rather than have that and everything else? I feel it would optimize my code in the back end, but how much would it affect my game at runtime? Should I be concerned with this at all, as 3D games generally have tens of thousands of polygons?

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  • Position sprite at center of screen

    - by Wellie
    I am trying to get a sprite to position itself at the center of the screen but nothing seems to be working for me. I'm trying Viewport viewport = graphics.GraphicsDevice.Viewport; logoPosition = new Vector2((viewport.Width - towerImage.Width) / 2, (viewport.Height - towerImage.Height) / 2); and spriteBatch.Draw(towerImage, centre, null, Color.White, 0, baseOrigin, 1.0f, SpriteEffects.None, 0); This is my first time using XNA and I don't really have a clue what I'm doing.

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  • Can a high FPS negatively affect how a program runs?

    - by rphello101
    Yeah I know this is a broad question and will get down rated, I'm just hoping for some answer before it gets closed. Anyway, I'm using Slick 2D/Java to play around with graphics. I'm having some trouble with trying to move an image. The weird thing is, the code works just fine on my laptop, but the image sporadically moves to (0,0) and stops on my desktop. The only difference between the two is that it says the FPS is about 500 on my laptop and 6600 on my desktop. Can that affect it or does someone have any ideas for what to check on?

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  • Verb+Noun Parsers and Old School Visual Novels [duplicate]

    - by user38943
    This question already has an answer here: How should I parse user input in a text adventure game? 6 answers Hi I'm working on a simple old school visual novel engine in Lua. Basically I have most of the code set up besides one important feature. The Text Parser. Lets get into how words are generally structured. In the screenshot I input the command "my wish is for you to die" --How would a human understand this? my = noun/object wish = verb is = connective_equator similar to = for = connective_object (for all objects of ..) you = noun/object to = connective_action similar to do die = verb --the computer can then parse this and understand it like this (pseudo example) my = user you = get_current_label() you = "Lost Coatl" wish = user_command user_command = for all_objects of "Lost Coatl" do die() end execute user_command() What other ways do videogames use text parsers, what would be the simplest way for a newbie coder such as myself?

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  • Copies of GameScene created when called additional times

    - by Orin MacGregor
    I have a game with a level select managed by a SceneManager, which basically just uses ReplaceScene. The first time I load a level everything works fine. On subsequent calls, for example: completing the level and continuing to the next, things blow up. The level loads fine, but when I try to pan the map or try to move the player the game crashes. Debugging through I found that there are multiple occurrences of self and related children like player and mapLayer. As a test, I put this code in my ccTouchesBegan: NSLog(@"test %i", [self retainCount]); The first time a level is loaded, it gives: test 2 The second time I load a level it gives: test 2 test 1 as in it spits out both values by looping through twice, not just appending an output to the last. It continues with this pattern for each subsequent load. So the third time will give 2 1 1. Particular code that causes the game to crash involve calling _tileMap.tileSize because there is a second GameScene with a tileMap that was supposedly destroyed, so it has tileSize and mapSize of 0. I noticed dealloc doesn't really ever get called, so I tried to manage some things with -(void) onExit -(void) onExit { [self unscheduleAllSelectors]; [_player stopAllActions]; //stop any animations just in case. normally handled in ccTouchesEnded [self removeAllChildrenWithCleanup:YES]; } I never replace the GameScene while I'm in a GameScene; if the level is completed it goes to a GameOver scene, or I use a back button that goes to the LevelSelect scene. This is [the relevant parts of] my init, in case something like the adding of children matters: -(id) init { _mapLayer = [CCLayer node]; //load data for level GameData *gameData = [GameDataParser loadData]; int selectedChapter = gameData.selectedChapter; int selectedLevel = gameData.selectedLevel; Levels *chapterLevels = [LevelParser loadLevelsForChapter:selectedChapter]; //loop until we get selected level, then do stuff for (Level *level in chapterLevels.levels) { if (level.number == selectedLevel) { //load the level map _tileMap = [CCTMXTiledMap tiledMapWithTMXFile:level.file]; } } _background = [_tileMap layerNamed:@"Background"]; _foreground = [_tileMap layerNamed:@"Foreground"]; _meta = [_tileMap layerNamed:@"Meta"]; _meta.visible = NO; //initialize Spawn Point object and place player there CCTMXObjectGroup *objects = [_tileMap objectGroupNamed:@"Objects"]; NSAssert(objects != nil, @"'Objects' object group not found"); NSMutableDictionary *spawnPoint = [objects objectNamed:@"SpawnPoint"]; NSAssert(spawnPoint != nil, @"SpawnPoint object not found"); int x = [[spawnPoint valueForKey:@"x"] intValue] / retinaScaling; int y = [[spawnPoint valueForKey:@"y"] intValue] / retinaScaling; //setup animations [[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"MouseRightAnim_24x21.plist"]; CCSpriteBatchNode *spriteSheet = [CCSpriteBatchNode batchNodeWithFile:@"MouseRightAnim_24x21.png"]; [_mapLayer addChild:spriteSheet z:1]; NSMutableArray *rightAnimFrames = [NSMutableArray array]; for(int i = 1; i <= 3; ++i) { [rightAnimFrames addObject: [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName: [NSString stringWithFormat:@"MouseRight%d_24x21.png", i]]]; } CCAnimation *rightAnim = [CCAnimation animationWithSpriteFrames:rightAnimFrames delay:0.1f]; self.player = [CCSprite spriteWithSpriteFrameName:@"MouseRight2_24x21.png"]; _player.position = ccp(x, y); self.rightAction = [CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:rightAnim]]; rightAnim.restoreOriginalFrame = NO; [spriteSheet addChild:_player]; //get map size in pixels mapHeight = _tileMap.contentSize.height; mapWidth = _tileMap.contentSize.width; //setup defaults //this value works well for the calculation later, trial and error really distance = 150; lastGoodDistance = 150; mapScale = 1; [self setViewpointCenter:_player.position]; [_mapLayer addChild:_tileMap]; [self addChild:_mapLayer z:-1]; self.isTouchEnabled = YES; } return self; } And here's the SceneManager code for replacing scenes: +(void) goGameScene { CCLayer *gameLayer = [GameScene node]; [SceneManager go:gameLayer:[GameHUD node]]; } //this is what every call looks like besides the GameScene one above +(void) goLevelSelect { [SceneManager go:[LevelSelect node]:nil]; } +(void) go:(CCLayer *)layer: (CCLayer *)hudLayer { CCDirector *director = [CCDirector sharedDirector]; CCScene *newScene = [SceneManager wrap:layer:hudLayer]; if ([director runningScene]) { [director replaceScene:newScene]; } else { [director runWithScene:newScene]; } } +(CCScene *) wrap:(CCLayer *)layer: (CCLayer *)hudLayer { CCScene *newScene = [CCScene node]; [newScene addChild: layer]; if (hudLayer != nil) { [newScene addChild: hudLayer z:1]; } return newScene; } Any ideas why I'm getting these fatal artifacts? I'm hoping this isn't considered too localized since it basically combines 3 tutorials that anyone could end up following. (Ray Wenderlich Animations, Tim Roadley Scene Manager, Pan and Zoom with Tiled Maps.

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  • Matrix loading problems with jbullet and lwjgl

    - by Quintin
    The following code does not load the matrix correctly from jbullet. //box is a RigidBody Transform trans = new Transform(); trans = box.getMotionState().getWorldTransform(trans); float[] matrix = new float[16]; trans.getOpenGLMatrix(matrix); // pass that matrix to OpenGL and render the cube FloatBuffer buffer = ByteBuffer.allocateDirect(4*16).asFloatBuffer().put(matrix); buffer.rewind(); glPushMatrix(); glMultMatrix(buffer); glBegin(GL_POINTS); glVertex3f(0,0,0); glEnd(); glPopMatrix(); the jbullet is configured as so: CollisionConfiguration = new DefaultCollisionConfiguration(); dispatcher = new CollisionDispatcher(collisionConfiguration); Vector3f worldAabbMin = new Vector3f(-10000,-10000,-10000); Vector3f worldAabbMax = new Vector3f(10000,10000,10000); AxisSweep3 overlappingPairCache = new AxisSweep3(worldAabbMin, worldAabbMax); SequentialImpulseConstraintSolver solver = new SequentialImpulseConstraintSolver(); dynamicWorld = new DiscreteDynamicsWorld(dispatcher, overlappingPairCache, solver, collisionConfiguration); dynamicWorld.setGravity(new Vector3f(0,-10,0)); dynamicWorld.getDispatchInfo().allowedCcdPenetration = 0f; CollisionShape groundShape = new BoxShape(new Vector3f(1000.f, 50.f, 1000.f)); Transform groundTransform = new Transform(); groundTransform.setIdentity(); groundTransform.origin.set(new Vector3f(0.f, -60.f, 0.f)); float mass = 0f; Vector3f localInertia = new Vector3f(0, 0, 0); DefaultMotionState myMotionState = new DefaultMotionState(groundTransform); RigidBodyConstructionInfo rbInfo = new RigidBodyConstructionInfo(mass, myMotionState, groundShape, localInertia); RigidBody body = new RigidBody(rbInfo); dynamicWorld.addRigidBody(body); dynamicWorld.clearForces(); Nothing is rendered on the screen. What am I doing wrong?

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  • How do I make camera move at same speed when rotating and moving forward

    - by dez
    I made a camera in DX9. To move forward I press the Up arrow. To rotate on the Y axis I use the mouse. When I perform these movements on their own the camera moves at the speed I want. However, if I hold down Up and move the mouse at the same time then the camera moves a lot faster than it should. I want it to move at the same speed as it does when only the Up arrow is pressed. I think I need to normalize something somewhere but not sure what and not sure where. Have tried various combinations without success so if anyone can point me in the right direction that would be great. Thanks. I've post code below. #define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0) LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ) { if( KEY_DOWN(VK_UP)) MovePlayer(D3DXVECTOR3(0, 0, -1.0f)); if( KEY_DOWN(VK_DOWN)) MovePlayer(D3DXVECTOR3(0, 0, 1.0f)); switch( msg ) { case WM_MOUSEMOVE: ProcessMouseInput(); } } void MovePlayer( D3DXVECTOR3 in_vec ) { D3DXMATRIX CameraRot; D3DXMatrixRotationY(&CameraRot,D3DXToRadian(AngleY)); D3DXVECTOR3 CameraRotTarget; D3DXVec3TransformNormal(&CameraRotTarget,&in_vec,&CameraRot); CameraPos += (m_timeElapsed * CameraRotTarget); } void ProcessMouseInput() { GetCursorPos( &CurrentMouseState ); if ((CurrentMouseState.x != GameMouseState.x) || (CurrentMouseState.y != GameMouseState.y)) { int dx = CurrentMouseState.x - GameMouseState.x; int dy = CurrentMouseState.y - GameMouseState.y; AngleY+=m_timeElapsed*dx*7.0f; } GameMouseState = CurrentMouseState; // Set back to window center in Render function } VOID UpdateCamera() { D3DXVECTOR3 CameraOrigTarget(0, 0, -1); D3DXVECTOR3 CameraOrigUp(0, 1, 0); D3DXMATRIX CameraRot; D3DXMATRIX CameraRotX; D3DXMatrixRotationX(&CameraRotX,D3DXToRadian(AngleX)); D3DXMATRIX CameraRotY; D3DXMatrixRotationY(&CameraRotY,D3DXToRadian(AngleY)); CameraRot = CameraRotX * CameraRotY; D3DXVECTOR3 CameraRotTarget; D3DXVec3TransformNormal(&CameraRotTarget,&CameraOrigTarget,&CameraRot); D3DXVECTOR3 CameraTarget; CameraTarget = CameraPos + CameraRotTarget; D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f ); D3DXMatrixLookAtLH( &matView, &CameraPos, &CameraTarget, &vUpVec ); g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView ); D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI / 4, 1.0f, 1.0f, 100.0f ); g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj ); }

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  • Handling commands or events that wait for an action to be completed afterwards

    - by virulent
    Say you have two events: Action1 and Action2. When you receive Action1, you want to store some arbitrary data to be used the next time Action2 rolls around. Optimally, Action1 is normally a command however it can also be other events. The idea is still the same. The current way I am implementing this is by storing state and then simply checking when Action2 is called if that specific state is there. This is obviously a bit messy and leads to a lot of redundant code. Here is an example of how I am doing that, in pseudocode form (and broken down quite a bit, obviously): void onAction1(event) { Player = event.getPlayer() Player.addState("my_action_to_do") } void onAction2(event) { Player = event.getPlayer() if not Player.hasState("my_action_to_do") { return } // Do something } When doing this for a lot of other actions it gets somewhat ugly and I wanted to know if there is something I can do to improve upon it. I was thinking of something like this, which wouldn't require passing data around, but is this also not the right direction? void onAction1(event) { Player = event.getPlayer() Player.onAction2(new Runnable() { public void run() { // Do something } }) } If one wanted to take it even further, could you not simply do this? void onPlayerEnter(event) { // When they join the server Player = event.getPlayer() Player.onAction1(new Runnable() { public void run() { // Now wait for action 2 Player.onAction2(new Runnable() { // Do something }) } }, true) // TRUE would be to repeat the event, // not remove it after it is called. } Any input would be wonderful.

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  • Pre-rendered fire. Where to find? [on hold]

    - by Vladivarius
    I'm studying game programming. I haven't yet implemented generated fire rendering in my ,,engine'' so I'm looking for some pre-rendered fire textures for early demo-scenes, but they seems strangely difficult to find. I'm currently using some that I ripped from DMC but I want to try out different ones. Does anyone know where to find these? Software that could generate them would also be ok. Thanks :)

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  • Handling hitboxes

    - by TheBroodian
    So I have an issue that I'm laughing at myself about, because it really seems like it should be something that I should be able to figure out pretty quickly. I am designing a 2D action platformer; I have a playable character, and a dummy 'punching bag' character for testing purposes that I've created. I've just gotten enough of both of them done that I can start prototyping and testing them in runtime. Then I realized- neither of them have references of each other (intentionally so), so how do I check for hitboxes stored within my playable character from my dummy character? Long story short, how do I make my dummy know when he's been punched by my hero?

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  • boolean operations on meshes

    - by lathomas64
    given a set of vertices and triangles for each mesh. Does anyone know of an algorithm, or a place to start looking( I tried google first but haven't found a good place to get started) to perform boolean operations on said meshes and get a set of vertices and triangle for the resulting mesh? Of particular interest are subtraction and union. Example pictures: http://www.rhino3d.com/4/help/Commands/Booleans.htm

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  • loading a heightmap as texture in shader

    - by wtherapy
    I have a height map of 256x256, containing, foreach cell, not only height as a normal float value ( not 0-1 ) and also 2 gradient values ( for X and Y ), also as normal float values ( not 0-1 ). I have uploaded the texture via normal texture loading: glEnable( GL_TEXTURE_2D ); glGenTextures( 1, &m_uglID ); DEBUG_OUTPUT("Err %x\n", glGetError()); glBindTexture( GL_TEXTURE_2D , m_uglID ); DEBUG_OUTPUT("Err %x\n", glGetError()); glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB32F, unW + 1, unH + 1, 0, GL_RGB, GL_FLOAT, pvBytes ); DEBUG_OUTPUT("Err %x\n", glGetError()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_LINEAR); DEBUG_OUTPUT("Err %x\n", glGetError()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_LINEAR); DEBUG_OUTPUT("Err %x\n", glGetError()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); DEBUG_OUTPUT("Err %x\n", glGetError()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); DEBUG_OUTPUT("Err %x\n", glGetError()); as a parenthesis, the debug output is: Err 500 Err 0 Err 0 Err 0 Err 500 Err 500 Err 0 Err 0 pvBytes is a 256x256 array of typedef struct _tGradientHeightCell { float v; float px; float py; } TGradientHeightCell, *LPTGradientHeightCell; then, m_ugl_HeightMapTexture = glGetUniformLocation(m_uglProgram, "TexHeightMap"); I load it via: glEnable(GL_TEXTURE_2D ); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D , pTexture->GetID()); glUniform1i(m_ugl_HeightMapTexture, 0); in shader, I just access it: uniform sampler2D TexHeightMap; vec4 GetVertCellParameters( uint i, uint j ) { return texture( TexHeightMap, vec2( i, j ) ); } vec4 vH00 = GetVertCellParameters( i, j ); My problem is that, when passing negative values in one of the values in TGradientHeightCell ( v, px, py ), the texture is corrupted. I need the values to be passed exact as I have them in memory. Any help appreciated.

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  • Determining if something is on the right or left side of an object?

    - by meds
    I have a character in a 3D world which is facing an arbitrary direction on a flat plane, the player can click on the left or right side of the character and based on which side is clicked on a different action happens. How can I determine which side the click occured on? Obviously for straight on ahead (0,0,1) I can simply use the x coordinate of the click point to determine if it's the left or right hand side, but what about other cases?

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  • Is my implementation of A* wrong?

    - by Bloodyaugust
    I've implemented the A* algorithm in my program. However, it would seem to be functioning incorrectly at times. Below is a screenshot of one such time. The obviously shorter line is to go immediately right at the second to last row. Instead, they move down, around the tower, and continue to their destination (bottom right from top left). Below is my actual code implementation: nodeMap.prototype.findPath = function(p1, p2) { var openList = []; var closedList = []; var nodes = this.nodes; for (var i = 0; i < nodes.length; i++) { //reset heuristics and parents for nodes var curNode = nodes[i]; curNode.f = 0; curNode.g = 0; curNode.h = 0; curNode.parent = null; if (curNode.pathable === false) { closedList.push(curNode); } } openList.push(this.getNode(p1)); while(openList.length > 0) { // Grab the lowest f(x) to process next var lowInd = 0; for(i=0; i<openList.length; i++) { if(openList[i].f < openList[lowInd].f) { lowInd = i; } } var currentNode = openList[lowInd]; if (currentNode === this.getNode(p2)) { var curr = currentNode; var ret = []; while(curr.parent) { ret.push(curr); curr = curr.parent; } return ret.reverse(); } closedList.push(currentNode); for (i = 0; i < openList.length; i++) { //remove currentNode from openList if (openList[i] === currentNode) { openList.splice(i, 1); break; } } for (i = 0; i < currentNode.neighbors.length; i++) { if(closedList.indexOf(currentNode.neighbors[i]) !== -1 ) { continue; } if (currentNode.neighbors[i].isPathable === false) { closedList.push(currentNode.neighbors[i]); continue; } var gScore = currentNode.g + 1; // 1 is the distance from a node to it's neighbor var gScoreIsBest = false; if (openList.indexOf(currentNode.neighbors[i]) === -1) { //save g, h, and f then save the current parent gScoreIsBest = true; currentNode.neighbors[i].h = currentNode.neighbors[i].heuristic(this.getNode(p2)); openList.push(currentNode.neighbors[i]); } else if (gScore < currentNode.neighbors[i].g) { //current g better than previous g gScoreIsBest = true; } if (gScoreIsBest) { currentNode.neighbors[i].parent = currentNode; currentNode.neighbors[i].g = gScore; currentNode.neighbors[i].f = currentNode.neighbors[i].g + currentNode.neighbors[i].h; } } } return false; } Towers block pathability. Is there perhaps something I am missing here, or does A* not always find the shortest path in a situation such as this? Thanks in advance for any help.

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  • Beginner's steps to game programming [on hold]

    - by CodeTrasher
    I have graduated from university less than 6 months ago and became a B.Eng in Software Engineering. I have moderate understanding of programming experience from languages like C++, Java and C#. But mostly on simple desktop and mobile applications. I've tried some simple Pong-like games but never finished even the smallest game. I have a couple of nice ideas growing (IMO, at least...) in my mind but don't really know where to begin. 2D is way to go, of course, at the beginning. I just want to hear from more experienced game devs how they started out. Should I make a rough outline of the core idea and mechanics and start working on a prototype of core gameplay? Or should I just practice more by making Pong, Asteroids and that sort of games and get an understanding of those before moving on? Thanks to all!

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  • Predictive firing (in a tile-based game)

    - by n00bster
    I have a (turn-based) tile-based game, in which you can shoot at entities. You can move around with mouse and keyboard, it's all tile-based, except that bullets move "freely". I've got it all working just fine except that when I move, and the creatures shoot towards the player, they shoot towards the previous tiles.. resulting in ugly looking "miss hits" or lag. I think I need to implement some kind of predictive firing based on the bullet speed and the distance, but I don't quite know how to implement such a thing... Here's a simplified snip of my firing code. class Weapon { public void fire(int x, int y) { ... ... ... Creature owner = getOwner(); Tile targetTile = Zone.getTileAt(x, y); float dist = Vector.distance(owner.getCenterPosition(), targetTile.getCenterPosition()); Bullet b = new Bullet(); b.setPosition(owner.getCenterPosition()); // Take dist into account in the duration to get constant speed regardless of distance float duration = dist / 600f; // Moves the bullet to the centre of the target tile in the given amount of time (in seconds) b.moveTo(targetTile.getCenterPosition(), duration); // This is what I'm after // Vector v = predict the position // b.moveTo(v, duration); Zone.add(bullet); // Now the bullet gets "ticked" and moveTo will be implemented } } Movement of creatures is as simple as setting the position variable. If you need more information, just ask.

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  • Artificial Intelligence ... how to make an object roam freely/avoid other objects, and model consciousness? [on hold]

    - by help bonafide pigeons
    Say a simple free roam battle scene in which a player runs around freely and engages in battle with other enemies/objects, as shown below: The dragon/dinosaur (or whatever that thing I drew appears to be) will, by some measure, try and avoid attacks so it is modeled to appear to have a conscious desire to avoid pain. My question is ... since this is very complex, many possible strategies for solving this, algorithms, etc., what is the basic idea behind how this would be accomplished in any sort? Like, we can assume the enemy in the picture is not just going to aimlessly hop around and avoid, but freely be modeled to behave as if it were really exploring/fighting. For the best example I can give, witness the behavior of the enemies in Final Fantasy 12 in this video: http://www.youtube.com/watch?v=mO0TkmhiQ6w How do the pros, or how would anyone attempt solve/implement this? PS: I have tried several times to give an image the "illusion" that is has a conciousness, but aside from emulating a real animal's consciousness in complete, I fall short and get choppy moving images that follow predictable patterns, error-prone movements, and the worst imaginable scenario of a battle engagement.

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  • Tile sizes in 2D games

    - by Ephismen
    While developing a small game using tile-mapping method a question came to my mind: I would develop the game on Windows but wouldn't exclude adapting it to another platform. What size(in pixels) would you recommend using for creating the tiles of a tile-mapped game(ie: RPG) with the following requirements? Have an acceptable level of detail without having too many tiles. Having a decent map size. Allow adaptation of the game on a handheld(ie: PSP), smartphone or a computer without too much loss of detail or slowdowns. Allow more or less important zoom-in / zoom-out. Have a resolution of tile that permits either pixel-perfect collision or block-collision. Anything from a good explanation to a game example is useful as long as it can fit the requirements. This question may seem a bit simplistic, but I noticed that many Indies game developer were using inappropriate scales scenery. Also sorry for the poor syntax and the lack of vocabulary of my question, being a non-native English speaker doesn't help when talking about computers programming.

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  • Is there a definitive reference on Pinball playfield design?

    - by World Engineer
    I'm looking at designing tables for Future Pinball but I'm not sure where to start as I've little background in game design per se. I've played scores of pinball tables over the years so I've a fairly good idea of what is "fun" in those terms. However, I'd like to know if there is a definitive "bible" of pinball design as far as layout and scoring/mode design goes. I've looked but there doesn't seem to be anything really coherent that I could find. Is it simply a lost art or am I missing some buried gem?

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  • How to implement a multi-part snake with smooth movement? [closed]

    - by Jamie
    Sorry that i couldnt answer on my previous post but it got closed. I couldnt answer because i had to prepair for my finals. As there were problems with understanding of what im trying to achieve, im going to describe a little bit more in depth. Im creating a game in which you steer a snake. I assume everybody knows how that works. But in my case the snake isnt just propagating in an array element by element. Imagine a 2Dgrid on which the snake moves. Its 10x10 tiles. Lets say one tile is 4x4 meters. The snakes head spawns in the middle of the (3,2) tile (beginning with (0,0)), so its position is (4*3+2,4*2+2)(the 2's are so that the snake is in the middle of the 4x4 tile). And heres where the fun begins. when the snake moves, it doesnt jump to next tile. Instead it moves a fraction of the way there. So lets say the snake is heading to tile (4,2). After it moved once, its position is (4*3+2+0.1,4*2+2), where 0.1 is the fraction of the way it moved. This is done to achieve smooth movement. So now im adding the rest of the body. The rest is supposed to move along the exact same path as the head did. I implemented it so that each part of the body has its own position and direction. Then i apply this algorithm: 1.Move each part in its direction. 2.If a part is in the middle of the tile(which implies all of them are), change each parts direction to the direction of the part proceeding it. As i said before i could make this work, but i cant stop thinking that im overlooking a much easier and cleaner solution. So this is my question. Is there any easier/better/faster way to do this?

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  • Sprite animation problem

    - by hustlerinc
    I have this sprite I have to animate. The sprite is 7 images total but animation is 10 frames (2 positions are repeated). The order I want to go through the frames is like this: 3 - 4 - 5 - 6 - 4 - 3 - 2 - 1 - 0 - 2. My problem is how can I skip 1 frame once I reach the end of each direction? The reason I want to skip is to save me from creating duplicate positions in the spritesheet. I'm doing this in Javascript.

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  • How does N create it's tileset?

    - by Darestium
    I am trying to recreate a Multiplayer version of the popular flash game N in java. I have a single question however. Are the tiles for the games draw or are they defined with mathamatical formulars/In code? Since I do see how they would scale up in flash if they were not. So if anyone has any ideas how I should go about creating the tileset, or how they are created in the game please let me know. You can check out the game here.

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  • Dropping multiple objects using an array in Actionscript?

    - by Eratosthenes
    I'm trying to get these fireBalls to drop more often, I'm not sure if I'm using Math.random correctly. Also, for some reason I'm getting a null reference because I think the fireBalls array waits for one to leave the stage before dropping another one? This is the relevant code: var sun:Sun=new Sun var fireBalls:Array=new Array() var left:Boolean; function onEnterFrame(event:Event){ if (left) { sun.x = sun.x - 15; }else{ sun.x = sun.x + 15; } if (fireBalls.length>0&&fireBalls[0].y>stage.stageHeight){ // Fireballs exit stage removeChild(fireBalls[0]); fireBalls.shift(); } for (var j:int=0; j<fireBalls.length; j++){ fireBalls[j].y=fireBalls[j].y+15; if (fireBalls[j].y>stage.stageHeight-fireBall.width/2){ } } if (Math.random()<.2){ // Fireballs shooting from Sun var fireBall:FireBall=new FireBall; fireBall.x=sun.x; addChild(fireBall); fireBalls.push(fireBall); } }

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  • Enemy collision detection with movie clips

    - by user18080
    I have created multiple movieclips with animations within them. It is an obstacle avoidance game and I cannot seem to be able to get my enemies to contact my playableCharacter. The enemies I have created are each embedded on certain levels of my game. I have created an array, enemiesArray to have each of my enemies placed within it. Here is the code for that: //step 1: make sure array exists if(enemiesArray!=null && enemiesArray.length!=0) { //step 2: check all enemies against villain for(var i:int = 0;i < enemiesArray.length; i++) { //step 3: check for collision if(villain.hitTestObject(enemiesArray[i])) { //step 4: do stuff trace("HIT!"); removeChild(enemiesArray[i]); enemiesArray.splice(i,1); removeChild(villain); villain = null; } } } What I am unsure of is whether or not my enemiesArray is actually holding the movieclips I have suggested. If it was, this code would be tracing back a "HIT" for every time I ran into an enemy and would kill my character. It is not doing that however. I am thinking I have to push my movieclips into my array but I don't know how to do that or where for that matter. Any and all help would be much appreciated.

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