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  • How to Identify and Avoid Search Engine Blocks

    Search engines can sometimes take the best designed sites and can completely ignore a lot of modern elements of a webpage. A search engine spider will come across a number of stumbling blocks that are in many ways not in agreement with what they are looking for even if the content is embedded in the so called blocks.

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  • Resources for a fighting game

    - by David
    As the title says, I need resources for a 2D fighting game for the PC. The game is being made by me and two close friends. I'm thinking of using the FlatRedBall engine and either Allegro Sprite Editor or Amiga DPaint for the sprites, but I don't know is there is anything better for a more or less beginner in video game making. So my questions are as follows, what would be the best engine to use so that we could also sell the game later on, (I don't really care what language I'd have to use) and what would be the best thing to use for sprite creating? I would really appreciate any help given.

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  • I am thinking about developing a game, but i am single developer? [on hold]

    - by Jake Doe
    Since very little i wanted to create a game, my place where my rules apply, where i am not limited. Now that i am capable of doing. I am asking myself should i start ? I have already the idea i have choosen the engine, only coding and artwork is required. The engine i have choose cost is quite high(50k), i can try throught a kickstarter campaign or indiegogo. But shouid I ? Please give me your opinion. Thank you :)

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  • Camera Shake in Unreal Engine 4?

    - by The415
    Just to be straightforward, I am completely new to many aspects of coding and am searching for different specs and guidelines to aid me on my journey to crafting a wonderful game in Epic Games' Unreal Engine 4. I was wanting to know how to implement a third-person camera shake into my game, for use of the player sprinting, or crouching, etc. All I need is some tips on setting it up. I can figure the rest out.

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  • low level api or graphics library?

    - by German
    Well, I want to learn game development, I've already know a little bit about xna, ogre and DX but, I want to choose one of them and stick with it. I'm not trying to make a "directx vs xna, ogre vs opengl, etc." thread. Some people told me that it's better to learn an engine like Ogre because you can develop games directly and you don't have to worry about the low level details, I know that. Other people told me that it's better to learn a low level api before learning something like Ogre because you will able to understand how it works. Is it valuable to have experience with Ogre or another engine but don't know anything about a low level api? What do you recommend me? Thanks in advance.

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  • The Know How Series - Understanding Search Engine Crawlers

    While most internet users use a lot of search engines, hardly a handful really know how a search engine works. If you are an online marketer or your business relies heavily on the internet it becomes a prerogative that you understand search engines and web crawlers. Search engines provide data at the flick of a button or at a single click.

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  • Make Your Website Stand Out From the Crowd With Search Engine Optimisation

    If you want to succeed in the fierce and competitive world of e-commerce it is essential to have a website that will make you stand out from the crowd and that will market you and your product effectively. You may have a fantastic product or service, or something really important to shout about, but without the use of Search Engine Optimisation (SEO), your website could fail to get noticed.

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  • Starting out with 2D cross-platform game development [closed]

    - by Aran
    I am wanting to challenge myself to build a simple game, that has a character and a randomly generated world. If I get anywhere with it I may perhaps I'll develop it into something more, but the key challenge I want to tackle is cross-platform. I'd also want to have a go at creating engine myself, doing lighting and other bits. Is it worth me using a system like Unity or do I go down a more custom route? The game I would like to make is a 2D game so whether that changes the tools I should use, it would be great to know as well. Supporting mobiles isn't something I am worried about at moment, just looking for Mac and Windows for time being. In future I'll consider other platforms if I get anywhere with the development. So if anyone has any recommendations for a language, engine or system to use would love to her your thoughts.Including pros and cons would be helpful and appreciated and if you can do comparisons that would be awesome as well!

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  • 5 of the MOST Powerful Search Engine Ranking Tips

    If you want to rank high you need multiple things, here are some search engine ranking tips that will improve the position of your page rank for at least 4 pages. Make sure you spend the extra 15 minutes on optimizing your page for keyword that you have selected. That means, get the keyword density of around 2%, get the keyword mentioned in the first paragraph and the last one.

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  • How to layout class definition when inheriting from multiple interfaces

    - by gabr
    Given two interface definitions ... IOmniWorkItem = interface ['{3CE2762F-B7A3-4490-BF22-2109C042EAD1}'] function GetData: TOmniValue; function GetResult: TOmniValue; function GetUniqueID: int64; procedure SetResult(const value: TOmniValue); // procedure Cancel; function DetachException: Exception; function FatalException: Exception; function IsCanceled: boolean; function IsExceptional: boolean; property Data: TOmniValue read GetData; property Result: TOmniValue read GetResult write SetResult; property UniqueID: int64 read GetUniqueID; end; IOmniWorkItemEx = interface ['{3B48D012-CF1C-4B47-A4A0-3072A9067A3E}'] function GetOnWorkItemDone: TOmniWorkItemDoneDelegate; function GetOnWorkItemDone_Asy: TOmniWorkItemDoneDelegate; procedure SetOnWorkItemDone(const Value: TOmniWorkItemDoneDelegate); procedure SetOnWorkItemDone_Asy(const Value: TOmniWorkItemDoneDelegate); // property OnWorkItemDone: TOmniWorkItemDoneDelegate read GetOnWorkItemDone write SetOnWorkItemDone; property OnWorkItemDone_Asy: TOmniWorkItemDoneDelegate read GetOnWorkItemDone_Asy write SetOnWorkItemDone_Asy; end; ... what are your ideas of laying out class declaration that inherits from both of them? My current idea (but I don't know if I'm happy with it): TOmniWorkItem = class(TInterfacedObject, IOmniWorkItem, IOmniWorkItemEx) strict private FData : TOmniValue; FOnWorkItemDone : TOmniWorkItemDoneDelegate; FOnWorkItemDone_Asy: TOmniWorkItemDoneDelegate; FResult : TOmniValue; FUniqueID : int64; strict protected procedure FreeException; protected //IOmniWorkItem function GetData: TOmniValue; function GetResult: TOmniValue; function GetUniqueID: int64; procedure SetResult(const value: TOmniValue); protected //IOmniWorkItemEx function GetOnWorkItemDone: TOmniWorkItemDoneDelegate; function GetOnWorkItemDone_Asy: TOmniWorkItemDoneDelegate; procedure SetOnWorkItemDone(const Value: TOmniWorkItemDoneDelegate); procedure SetOnWorkItemDone_Asy(const Value: TOmniWorkItemDoneDelegate); public constructor Create(const data: TOmniValue; uniqueID: int64); destructor Destroy; override; public //IOmniWorkItem procedure Cancel; function DetachException: Exception; function FatalException: Exception; function IsCanceled: boolean; function IsExceptional: boolean; property Data: TOmniValue read GetData; property Result: TOmniValue read GetResult write SetResult; property UniqueID: int64 read GetUniqueID; public //IOmniWorkItemEx property OnWorkItemDone: TOmniWorkItemDoneDelegate read GetOnWorkItemDone write SetOnWorkItemDone; property OnWorkItemDone_Asy: TOmniWorkItemDoneDelegate read GetOnWorkItemDone_Asy write SetOnWorkItemDone_Asy; end; As noted in answers, composition is a good approach for this example but I'm not sure it applies in all cases. Sometimes I'm using multiple inheritance just to split read and write access to some property into public (typically read-only) and private (typically write-only) part. Does composition still apply here? I'm not really sure as I would have to move the property in question out from the main class and I'm not sure that's the correct way to do it. Example: // public part of the interface interface IOmniWorkItemConfig = interface function OnExecute(const aTask: TOmniBackgroundWorkerDelegate): IOmniWorkItemConfig; function OnRequestDone(const aTask: TOmniWorkItemDoneDelegate): IOmniWorkItemConfig; function OnRequestDone_Asy(const aTask: TOmniWorkItemDoneDelegate): IOmniWorkItemConfig; end; // private part of the interface IOmniWorkItemConfigEx = interface ['{42CEC5CB-404F-4868-AE81-6A13AD7E3C6B}'] function GetOnExecute: TOmniBackgroundWorkerDelegate; function GetOnRequestDone: TOmniWorkItemDoneDelegate; function GetOnRequestDone_Asy: TOmniWorkItemDoneDelegate; end; // implementing class TOmniWorkItemConfig = class(TInterfacedObject, IOmniWorkItemConfig, IOmniWorkItemConfigEx) strict private FOnExecute : TOmniBackgroundWorkerDelegate; FOnRequestDone : TOmniWorkItemDoneDelegate; FOnRequestDone_Asy: TOmniWorkItemDoneDelegate; public constructor Create(defaults: IOmniWorkItemConfig = nil); public //IOmniWorkItemConfig function OnExecute(const aTask: TOmniBackgroundWorkerDelegate): IOmniWorkItemConfig; function OnRequestDone(const aTask: TOmniWorkItemDoneDelegate): IOmniWorkItemConfig; function OnRequestDone_Asy(const aTask: TOmniWorkItemDoneDelegate): IOmniWorkItemConfig; public //IOmniWorkItemConfigEx function GetOnExecute: TOmniBackgroundWorkerDelegate; function GetOnRequestDone: TOmniWorkItemDoneDelegate; function GetOnRequestDone_Asy: TOmniWorkItemDoneDelegate; end;

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