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  • HTML5 Canvas Tileset Animation

    - by Veyha
    How to do in HTML5 canvas Image animating? I am have this code now: http://jsfiddle.net/WnjB6/1/ In here I am can add animations something like - Animation.add('stand', [0, 1, 2, 3, 4, 5]); But how to play this animation? My image drawing function is - drawTile(canvasX, canvasY, tile, tileWidth, tileHeight); Animation['stand']; return 0, 1, 2, 3, 4, 5 I am need something like when I am run Animation.play('stand') run animation from 'stand' array. I am try to do this something like one day, but no have more idea how. :( Thanks and sorry for my bad English language.

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  • Experience embedding javascript

    - by deft_code
    I'm looking into scripting languages to embed in my game. I've always assumed Lua was the best choice, but I've read some recent news about embedding V8 as was considering using it instead. My question is two fold: Does anyone with experience embedding v8 (or another javascript engine) recommend it? How does it compare with embedding Lua? I like that v8 has a c++ embedding API. However Lua API has had lots of time to be refined (newer isn't always better and all that). Note: At this point I'm not too concerned with which is better language or which library has better performance. I'm only asking about ease of embedding.

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  • rotating an object on an arc

    - by gardian06
    I am trying to get a turret to rotate on an arc, and have hit a wall. I have 8 possible starting orientations for the turrets, and want them to rotate on a 90 degree arc. I currently take the starting rotation of the turret, and then from that derive the positive, and negative boundary of the arc. because of engine restrictions (Unity) I have to do all of my tests against a value which is between [0,360], and due to numerical precision issues I can not test against specific values. I would like to write a general test without having to go in, and jury rig cases //my current test is: // member variables public float negBound; public float posBound; // found in Start() function (called immediately after construction) // eulerAngles.y is the the degree measure of the starting y rotation negBound = transform.eulerAngles.y-45; posBound = transform.eulerAngles.y+45; // insure that values are within bounds if(negBound<0){ negBound+=360; }else if(posBound>360){ posBound-=360; } // called from Update() when target not in firing line void Rotate(){ // controlls what direction if(transform.eulerAngles.y>posBound){ dir = -1; } else if(transform.eulerAngles.y < negBound){ dir = 1; } // rotate object } follows is a table of values for my different cases (please excuse my force formatting) read as base is the starting rotation of the turret, neg is the negative boundry, pos is the positive boundry, range is the acceptable range of values, and works is if it performs as expected with the current code. |base-|-neg-|-pos--|----------range-----------|-works-| |---0---|-315-|--45--|-315-0,0-45----------|----------| |--45--|---0---|--90--|-0-45,54-90----------|----x----| |-135-|---90--|-180-|-90-135,135-180---|----x----| |-180-|--135-|-225-|-135-180,180-225-|----x----| |-225-|--180-|-270-|-180-225,225-270-|----x----| |-270-|--225-|-315-|-225-270,270-315-|----------| |-315-|--270-|---0---|--270-315,315-0---|----------| I will need to do all tests from derived, or stored values, but can not figure out how to get all of my cases to work simultaneously. //I attempted to concatenate the 2 tests: if((transform.eulerAngles.y>posBound)&&(transform.eulerAngles.y < negBound)){ dir *= -1; } this caused only the first case to be successful // I attempted to store a opposite value, and do a void Rotate(){ // controlls what direction if((transform.eulerAngles.y > posBound)&&(transform.eulerAngles.y<oposite)){ dir = -1; } else if((transform.eulerAngles.y < negBound)&&(transform.eulerAngles.y>oposite)){ dir = 1; } // rotate object } this causes the opposite situation as indicated on the table. What am I missing here?

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  • Bitmap rotation jitter around pivot

    - by Manderin87
    I am working on a asteriods clone and I have the ship graphic loaded as a 96x96 bitmap. When the player rotates the ship I rotate the bitmap by degree (float). rotation function: if(m_Matrix == null) { m_Matrix = new Matrix(); } else { m_Matrix.reset(); } m_Matrix.setRotate(degree, m_BaseImage.getWidth() / 2, m_BaseImage.getHeight() / 2); m_RotatedImage = Bitmap.createBitmap(m_BaseImage, 0, 0, m_BaseImage.getWidth(), m_BaseImage.getHeight(), m_Matrix, true); draw function: m_Paint.setAntiAlias(true); m_Paint.setFilterBitmap(true); m_Paint.setDither(true); canvas.drawBitmap(m_RotatedImage, (int) posX - m_RotatedImage.getWidth() / 2, (int) posY - m_RotatedImage.getHeight() / 2, m_Paint); When the bitmap is drawn, the bitmap jitters slightly around the pivot. Can anyone fix or tell me why the bitmap is jittering around the pivot? It needs to be smooth.

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  • Non-object-oriented game tutorials

    - by Arcadian
    I've been tasked with writing an essay extolling the virtues of object oriented programming and creating an accompanying game to demonstrate them. My initial idea is to find a tutorial for a simple game written in a programming language which does not follow the OOP paradigm (or written in an OOP language but not in an OOP way) and recreate it in an OOP way using either C# or Java (haven't yet decided). This would then allow me to make concrete comparisons between the two. The game doesn't have to be anything complex; Tetris, Pong, etc. that sort of thing. The problem I've had so far is finding a suitable tutorial, any suggestions?

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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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  • Could I be going crazy with Event Handlers? Am I going the "wrong way" with my design?

    - by sensae
    I guess I've decided that I really like event handlers. I may be suffering a bit from analysis paralysis, but I'm concerned about making my design unwieldy or running into some other unforeseen consequence to my design decisions. My game engine currently does basic sprite-based rendering with a panning overhead camera. My design looks a bit like this: SceneHandler Contains a list of classes that implement the SceneListener interface (currently only Sprites). Calls render() once per tick, and sends onCameraUpdate(); messages to SceneListeners. InputHandler Polls the input once per tick, and sends a simple "onKeyPressed" message to InputListeners. I have a Camera InputListener which holds a SceneHandler instance and triggers updateCamera(); events based on what the input is. AgentHandler Calls default actions on any Agents (AI) once per tick, and will check a stack for any new events that are registered, dispatching them to specific Agents as needed. So I have basic sprite objects that can move around a scene and use rudimentary steering behaviors to travel. I've gotten onto collision detection, and this is where I'm not sure the direction my design is going is good. Is it a good practice to have many, small event handlers? I imagine going the way I am that I'd have to implement some kind of CollisionHandler. Would I be better off with a more consolidated EntityHandler which handles AI, collision updates, and other entity interactions in one class? Or will I be fine just implementing many different event handling subsystems which pass messages to each other based on what kind of event it is? Should I write an EntityHandler which is simply responsible for coordinating all these sub event handlers? I realize in some cases, such as my InputHandler and SceneHandler, those are very specific types of events. A large portion of my game code won't care about input, and a large portion won't care about updates that happen purely in the rendering of the scene. Thus I feel my isolation of those systems is justified. However, I'm asking this question specifically approaching game logic type events.

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  • 2D Topdown Shooter Mouse Movement

    - by Jarmo
    I'm trying to make a topdown 2D space game for my school project. I'm almost done but I just want to add a few little things to make the game more fun to play. if (keystate.IsKeyDown(Keys.W)) { vPlayerPos += Vector2.Normalize(new Vector2(Mouse.GetState().X - vPlayerPos.X, Mouse.GetState().Y - vPlayerPos.Y)) * 3; rPlayer.X = (int)vPlayerPos.X; rPlayer.Y = (int)vPlayerPos.Y; } if (keystate.IsKeyDown(Keys.S)) { vPlayerPos += Vector2.Normalize(new Vector2(Mouse.GetState().X - vPlayerPos.X, Mouse.GetState().Y - vPlayerPos.Y)) * -3; rPlayer.X = (int)vPlayerPos.X; rPlayer.Y = (int)vPlayerPos.Y; } This is what i use to move towards and away from my mouse crossair. I tried to make a somewhat similar function to make it strafe with "A" and "D". But for some reason I just couldn't get it done. Any thoughts?

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  • what's wrong with my lookAt and move forward code?

    - by alaslipknot
    so am still in the process of getting familiar with libGdx and one of the fun things i love to do is to make basics method for reusability on future projects, and for now am stacked on getting a Sprite rotate toward target (vector2) and then move forward based on that rotation the code am using is this : // set angle public void lookAt(Vector2 target) { float angle = (float) Math.atan2(target.y - this.position.y, target.x - this.position.x); angle = (float) (angle * (180 / Math.PI)); setAngle(angle); } // move forward public void moveForward() { this.position.x += Math.cos(getAngle())*this.speed; this.position.y += Math.sin(getAngle())*this.speed; } and this is my render method : @Override public void render(float delta) { // TODO Auto-generated method stub Gdx.gl.glClearColor(0, 0, 0.0f, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // groupUpdate(); Vector3 mousePos = new Vector3(Gdx.input.getX(), Gdx.input.getY(), 0); camera.unproject(mousePos); ball.lookAt(new Vector2(mousePos.x, mousePos.y)); // if (Gdx.input.isTouched()) { ball.moveForward(); } batch.begin(); batch.draw(ball.getSprite(), ball.getPos().x, ball.getPos().y, ball .getSprite().getOriginX(), ball.getSprite().getOriginY(), ball .getSprite().getWidth(), ball.getSprite().getHeight(), .5f, .5f, ball.getAngle()); batch.end(); } the goal is to make the ball always look at the mouse cursor, and then move forward when i click, am also using this camera : // create the camera and the SpriteBatch camera = new OrthographicCamera(); camera.setToOrtho(false, 800, 480); aaaand the result was so creepy lol Thank you

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  • Movement on the X an Z axis are combined?

    - by Magicaxis
    This is probably a stupid question, but I'm trying to simply move a 3D object up, down, left, and right (Not forward or backward). The Y axis works fine, but when I increment the object's X position, the object moves BOTH right and backwards! when I decrement X, left and forwards! setPosition(getPosition().X + 2/*times deltatime*/, getPosition().Y, getPosition().Z); I was astonished that XNA doesnt have its own setPosition function, so I made a parent class for all objects with a setPosition and Draw function. Setposition simply edits a variable "mPosition" and passes it to the common draw function: // Copy any parent transforms. Matrix[] transforms = new Matrix[block.Bones.Count]; block.CopyAbsoluteBoneTransformsTo(transforms); // Draw the model. A model can have multiple meshes, so loop. foreach (ModelMesh mesh in block.Meshes) { // This is where the mesh orientation is set, as well // as our camera and projection. foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(MathHelper.ToRadians(mOrientation.Y)) * Matrix.CreateTranslation(mPosition); effect.View = game1.getView(); effect.Projection = game1.getProjection(); } // Draw the mesh, using the effects set above. mesh.Draw(); } I tried to work it out by attempting to increment and decrement the Z axis, but nothing happens?! So using the X axis changes the objects x and z axis', but changing the Z does nothing. Great. So how do I seperate the X and Z axis movement?

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  • How to calculate new velocities between resting objects (AABB) after accelerations?

    - by Tiedye
    lately I have been trying to create a 2D platformer engine in C++ with Direct2D. The problem I am currently having is getting objects that are resting against each other to interact correctly after accelerations like gravity have been applied to them. Right now I can detect collisions and respond to them correctly (I think) and when objects collide they remember what other objects they're resting against so objects can be pushed by other objects (note that there is no bounce in any collisions so when objects collide they are guaranteed to become resting until something else happens). Every time the simulation advances, the acceleration for objects is applied to their velocities (for example vx += ax * t, where t is time elapsed since last advancement). After these accelerations are applied, I want to check if any objects that are resting against each other are moving at different speeds than their counterparts (as different objects can have different accelerations) and depending on that difference either unlink the two objects so they are no longer resting, or even out their velocities so they are moving at the same speed once again. I am having trouble creating an algorithm that can do this across many resting objects. Here's a diagram to help explain my problem

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  • Effecient finding of long-range spotting targets

    - by nihohit
    I'm creating a top-down 2d strategy game, with a square grid map. So far, I've used Bresenham's line drawing algorithm in a circle to determine what's in LOS of each unit, and then targedt one of the targets in the circle. Now I find that this limits my units to shoot only at targets that they see. I want to extend my targeting algorithm to target any other unit in range of my weapon, even if they're out of sight range of this given unit, if they're "spotted" by another friendly unit. In other words, I want to enable usage of weapons with ranges longer than sight range. Is there a better way than iterating over all sighted units and computing range and LOSto each of them?

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  • Calculating the force of an impact?

    - by meds
    I'm trying to figure out a way to determine the force two objects collide in. I have two vectors defining their linear velocity at the time of impact, their mass and their angular velocity. Keep in mind this is all for a 2D physics engine. I don't think it's as simple as adding up these values and figuring out if it's large enogh it makes a large impact since that doesn't take into account if the two objects are travelling in the same direction (as an example). Any ideas?

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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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  • What is the point in using real time?

    - by bobobobo
    I understand that using real time frame elapses (which should vary between 16-17ms on average) are provided by a lot of frameworks. GetTimeElapsedSinceLastFrame, and it gives you the wall clock time. But should we use this information in basic physics simulation? It looks to me to be a bad idea. Say there is a slight lag on the machine, for whatever reason (say a virus scanner starts up). The calculations all jump, and there is no need for this. Why not use a virtual second and ignore wall clock time? For gameplay on the level of Commander Keen, shouldn't you always use the virtual second and not real-time? (Besides stopwatch timing for race games) I don't see a need to use real time and not a fixed 16ms time step.

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  • Animate sprite/texture position with VBO

    - by Dono
    I'm currently worlking on a renderer for my projects and I want animate a sprite on screen. I've got a spritesheet but I don't know what is the the best way to update the texture coordinates for each vertex. Update vertices then update vertex buffer. (Heavy ?) Send to the shader my texture coordinates (It is possible ?) Don't use VBO ? By the way, I've got this structure : Object class with Geometry (Faces + Vertex + Buffer) and Material (Shader + other stuff ) properties, it is a good structure ? Thanks!

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  • Good tutorial resources for creating 2D character sprite?

    - by Rexroth
    I am planning on learning how to create 2D character sprite by myself and making a game using RPG Maker VX Ace. I've been searching for the tutorial of making approx. 32x64 size human character sprite but haven't been able to find one close enough. Most tutorials I've found are either really general or creating sprites that are way too complicated. FYI I wish to learn how to make this type of characters by myself: not too complicated, fit for a small fan-made game made by RPG Maker. Ideally, I wish to learn from the stage of character sketch until realizing the character using photoshop or other kinds of tools (I have some foundations of visual art, it's just that I am not sure how to sketch a character this small). If you know of such tutorial resource please let me know -- thank you very much!

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  • Physics don't apply on a unique body AndEngine

    - by Kanga
    I am developing a game in AndEngine so far I managed to create everything I wanted for my sprite that was connected to a BoxBody. I was rotating it moving it everything was great. I wanted my collision detection to be more precise so I changed from boxBody to unique irregular shaped body. I found all the vertices and I just replaced the newly created irregular shaped body with the boxbody everywhere in my code. Not only that the image of the sprite is not in place but all the physics and maths I was doing for movement and physics wont work. Please help me :(. Thanks in advance.

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  • How do I retain previously drawn graphics?

    - by Cromanium
    I've created a simple program that draws lines from a fixed point to a random point each frame. I wanted to keep each line on the screen. However, it always seems to be cleared each time it draws on the spriteBatch even without GraphicsDevice.Clear(color) being called. What seems to be the problem? protected override void Draw(GameTime gameTime) { spriteBatch.Begin(); DrawLine(spriteBatch); spriteBatch.End(); base.Draw(gameTime); } private void DrawLine(SpriteBatch spriteBatch) { Random r = new Random(); Vector2 a = new Vector2(50, 100); Vector2 b = new Vector2(r.Next(0, 640), r.Next(0,480)); Texture2D filler= new Texture2D(GraphicsDevice, 1, 1, false, SurfaceFormat.Color); filler.SetData(new[] { Color.Black }); float length = Vector2.Distance(a, b); float angle = (float)Math.Atan2(b.Y - a.Y, b.X - a.X); spriteBatch.Draw(filler, a, null, Color.Black, angle, Vector2.Zero, new Vector2(length,10.0f), SpriteEffects.None, 0f); } What am I doing wrong?

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  • Vector reflect problem

    - by xdevel2000
    I'm testing some vector reflection and I want to check what happens when a ball collides with a paddle. So if I have: Vector2 velocity = new Vector2(-5, 2); position_ball += velocity; if (position_ball.X < 10) { Vector2 v = new Vector2(1,0); // or Vector2.UnitX velocity = Vector2.Reflect(velocity, v); } then, correctly, velocity is (5,2) after Reflect, but if I do: if (position_ball.X < 10) { Vector2 v = new Vector2(1,1); velocity = Vector2.Reflect(velocity, v); } then velocity is (1,8) and not (5, -2) that is the solution of reflection equation R = V - 2 * (V . N) Why is that?

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  • XNA Octree with batching

    - by Alex
    I'm integrating batching in my engine. However I'm using an octree which is auto generated around my scene. Now batching renders a hole group at ones while an octree sorts out which objects that should be rendered within the camera frustum, therefore dividing the group. Batching and octree doesn't go along very well, right? Problem: The way I see it I have two options, either create batch groups based on objects who are close to one another within the octree or I can rebuild the batching matrixbuffer for the instances visible each frame. Which approach should I go with or does there exist another solution?

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  • Keeping the meshes "thickness" the same when scaling an object

    - by user1806687
    I've been bashing my head for the past couple of weeks trying to find a way to help me accomplish, on first look very easy task. So, I got this one object currently made out of 5 cuboids (2 sides, 1 top, 1 bottom, 1 back), this is just for an example, later on there will be whole range of different set ups. Now, the thing is when the user chooses to scale the whole object this is what should happen: X scale: top and bottom cuboids should get scaled by a scale factor, sides should get moved so they are positioned just like they were before(in this case at both ends of top and bottom cuboids), back should get scaled so it fits like before(if I simply scale it by a scale factor it will leave gaps on each side). Y scale: sides should get scaled by a scale factor, top and bottom cuboid should get moved, and back should also get scaled. Z scale: sides, top and bottom cuboids should get scaled, back should get moved. Hope you can help, EDIT: So, I've decided to explain the situation once more, this time more detailed(hopefully). I've also made some pictures of how the scaling should look like, where is the problem and the wrong way of scaling. I this example I will be using a thick walled box, with one face missing, where each wall is made by a cuboid(but later on there will be diffrent shapes of objects, where a one of the face might be roundish, or triangle or even under some angle), scaling will be 2x on X axis. 1.This is how the default object without any scaling applied looks like: http://img856.imageshack.us/img856/4293/defaulttz.png 2.If I scale the whole object(all of the meshes) by some scale factor, the problem becomes that the "thickness" of the object walls also change(which I do not want): http://img822.imageshack.us/img822/9073/wrongwaytoscale.png 3.This is how the correct scaling should look like. Appropriate faces gets caled in this case where the scale is on X axis(top, bottom, back): http://imageshack.us/photo/my-images/163/rightwayxscale1.png/ 4.But the scale factor might not be the same for all object all of the times. In this case the back has to get scaled a bit more or it leaves gaps: http://imageshack.us/photo/my-images/9/problemwhenscaling.png/ 5.If everything goes well this is how the final object should look like: http://imageshack.us/photo/my-images/856/rightwayxscale2.png/ So, as you have might noticed there are quite a bit of things to look out when scaling. I am asking you, if any of you have any idea on how to accomplish this scaling. I have tried whole bunch of things, from scaling all of the object by the same scale factor, to subtracting and adding sizes to get the right size. But nothing I tried worked, if one mesh got scaled correctly then others didnt. Donwload the example object. English is not my first language, so I am really sorry if its hard to understand what I am saying.

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  • What is the standard way of using Q15 values?

    - by Alex
    To process 8-bit pixels, to do things like gamma correction without losing information, we normally upsample the values, work in 16 bits or whatever, and then downsample them to 8 bits. Now, this is a somewhat new area for me, so please excuse incorrect terminology etc. For my needs I have chosen to work in "non-standard" Q15, where I only use the upper half of the range (0.0-1.0), and 0x8000 represents 1.0 instead of -1.0. This makes it much easier to calculate things in C. But I ran into a problem with SSSE3. It has the PMULHRSW instruction which multiplies Q15 numbers, but it uses the "standard" range of Q15 is [-1,1-2?¹5], so multplying (my) 0x8000 (1.0) by 0x4000 (0.5) gives 0xC000 (-0.5), because it thinks 0x8000 is -1. This is quite annoying. What am I doing wrong? Should I keep my pixel values in the 0000-7FFF range? This kind of defeats the purpose of it being a fixed-point format. Is there a way around this? Maybe some trick? Is there some kind of definitive treatise on Q15 which discusses all this?

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  • Achieve anisotropic filtering

    - by fedab
    I want to set anisotropic filtering to my scene. I use SharpDX (DirectX 11) and C#. How do i set up anisotropic filtering in my shader? Currently i try that in the shader: Texture2D tex; sampler textureSampler = sampler_state { Texture = (tex); MipFilter = Anisotropic; MagFilter = Anisotropic; MinFilter = Anisotropic; MaxAnisotropy = 16; }; float4 PShader(float4 position : SV_POSITION, float4 color:COLOR, float2 tex0 : TEXCOORD0) : SV_TARGET { float4 textureColor; textureColor = tex.Sample(textureSampler, tex0) * color; return textureColor; } I get my object, textured, but it is not filtered anisotropic. I can write everything in the Parameters, even invalid things and i don't get any errors. The result is the same, objects without applied anisotropic filtering. Do i have to set that in the shader? Can i do that also with SamplerState? I tested that but i didn't get a result too. Some steps what i have to set would be helpful.

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  • Easiest way to beg users for their emails and to put them on a mailing list.

    - by kamziro
    I notice that some games I bought at one point asked me for my email address (to register an account of sorts), and from then on, every month, or everytime there are new games out by them, they send out mails to me. Ostensibly, it seems to be quite an effective way to keep your users in touch. But I suppose this would only work if you have a valid excuse for getting email address from the users (e.g for account setups). I was thinking of using incentives (such as bonus functionality in-game) to beg for user's emails, but after that, what is the easiest way to keep track of their email addresses, and to send them a mail? What software can do that for you easily? Also, is there web services for this? Not sure how much I'd trust web services not to harvest the mails instead though.

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