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  • Need to find a find a fast/multi-user database program

    - by user65961
    Our company is currently utilizing Excel and have been encountering a series of issues for starters we have multiple users sharing this application. We utilize it write our schedules for our employees and generate staffing levels. May someone give me please or inform me what are the pros and cons of this program and offer suggestions for another database that allows multiple users to share and also give the pros and cons need something that will hold massive data and allow sharing, protecting capabilities.

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  • What is best way to manage all images in a big project, inline images, background images, css sprite images?

    - by metal-gear-solid
    How do you manage all images in a big project, inline images, background images, css sprite images? Do you follow any naming convention? Do you create sub-folders to manage images? In a big project how to make it easy to find for new people in the development team if any images which they want to use (because it's in new PSD they received from designer) is already available in images folder of project and how they can find it easily.

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  • Updating "Inactive" Chunks

    - by Conner Bryan
    In my game, the only chunks (4x4 areas of tiles) in memory are the ones that the player is in. However, chunks need to have updates applied to them over time. A (likely) well-known example would be MineCraft: even if the player isn't in a chunk, the wheat still needs to grow over time. My current solution is to call a method and pass in the time since the chunk was active.. but what if the chunk depends on nearby chunks for information, i.e. vines spreading or similar? Is there any reasonable solutions to this problem, or should I simply not depend on nearby chunks?

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  • 3D mobile game development [on hold]

    - by SCM
    I am not a developer or programmer and, I am planning an educative project that will involve having students to develop a cross-platform, 3D mobile game, similar to the SimCity concept. I need to write a project requirement and I'd like to pick someone's brain to understand what's involved in developing such a project: -Is it realistic to have one or two students to do it? and along their other modules at uni? - How much time can it take to develop from scratch? - what are the different skills required? Thank you All SCM

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  • returning null vs returning zero, which would be better?

    - by Dark Star1
    I inherited a project that I am managing and having to maintain pending the redevelopment of the code base. At the moment I am being tasked with adding little feature all over the place and have gotten into the habit of returning null instead of zero in parts of the code where I am working on. The problem is we have a client that is using this code and parts of code that require data from my implemented features recieve a null and dump the stack trace in UI. I would like to avoid this entirely from my input but without the nullPointer exceptions there's the potential that errors would be introduced into the client's data which may go un-noticed. Usually I would have come up with my own error notification system but I have never inherited a project before. so I am unsure whether to continue down this path. I still believe that the stack dump is preferable to un-noticed data corruption/inaccuracies.

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  • Necessary Infrastructure for large project with many components communicating through IPCs

    - by jluzwick
    I have a fairly in depth question which probably doesn't have an exact answer. As a software engineer, I am usually tasked with working on a program or project with minimal understanding of how other components or programs in the project interact with each other. When one program fails in a sea of multiple components and processes, what infrastructure elements are necessary to ensure that the problem can be accurately tracked to the violating application? More specifically, what infrastructure elements should be necessary for this large project and which are optional but very helpful. One such example I can think of is some form of a common logging infrastructure that allows for a developer or tester to easily browse through a log that contains numerous components for messages that might allude to the culprit program along with a "trail" of what happened before the issue occurred. I'm thinking of something similar to Androids alogcat tool. These necessary infrastructure elements should be language-agnostic. While these elements should be understood by all engineers on the team in question, which elements should be understood at great detail by the technical system engineers and what should the individual software engineers be responsible for adding to their tools to allow for such infrastructures to take hold? Please feel free to ask for clarification if something does not make sense as I understand this question is very broad and needs some refinement. I will refine as necessary from the answers and comments I receive. Thanks for any help!

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  • How to add reflection definition to read json files on web game

    - by user3728735
    I have a game which I deployed for desktop and android, I can read json data and create my levels, but the problem is, when it comes to reading json files from web app, I get an error that logs, cannot read the json file, I researched a lot and I found out that I should add my json config class to configurations, I added this line to gameName.gwt.xml, which is in core folder <extend-configuration-property name="gdx.reflect.include" value="com.las.get.level.LevelConfig"/> but it did not work out too, I have no idea where should I place this line, or where should I change to make my web app work, so I can read json files

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  • Adding a short delay between bullets

    - by Sun
    I'm having some trouble simulating bullets in my 2D shooter. I want similar mechanics to Megaman, where the user can hold down the shoot button and a continues stream of bullets are fired but with a slight delay. Currently, when the user fires a bullet in my game a get an almost laser like effect. Below is a screen shot of some bullets being fired while running and jumping. In my update method I have the following: if(gc.getInput().isKeyDown(Input.KEY_SPACE) ){ bullets.add(new Bullet(player.getPos().getX() + 30,player.getPos().getY() + 17)); } Then I simply iterate through the array list increasing its x value on each update. Moreover, pressing the shoot button (Space bar) creates multiple bullets instead of just creating one even though I am adding only one new bullet to my array list. What would be the best way to solve this problem?

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  • How can I change this isometric engine to make it so that you could distinguish between blocks that are on different planes?

    - by l5p4ngl312
    I have been working on an isometric minecraft-esque game engine for a strategy game I plan on making. As you can see, it really needs some sort of shading. It is difficult to distinguish between separate elevations when the camera is facing away from the slope because everything is the same shade. So my question is: can I shade just a specific section of a sprite? All of those blocks are just sprites, so if I shaded the entire image, it would shade the whole block. I am using LWJGL. Are there any other approaches to take? Heres a link to a screenshot from the engine: http://i44.tinypic.com/qxqlix.jpg

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  • Fixing a collision detection bug in Slick2D

    - by Jesse Prescott
    My game has a bug with collision detection. If you go against the wall and tap forward/back sometimes the game thinks the speed you travelled at is 0 and the game doesn't know how to get you out of the wall. My collision detection works by getting the speed you hit the wall at and if it is positive it moves you back, if it is negative it moves you forward. It might help if you download it: https://rapidshare.com/files/1550046269/game.zip Sorry if I explained badly, it's hard to explain. float maxSpeed = 0.3f; float minSpeed = -0.2f; float acceleration = 0.002f; float deacceleration = 0.001f; float slowdownSpeed = 0.002f; float rotateSpeed = 0.08f; static float currentSpeed = 0; boolean up = false; boolean down = false; boolean noKey = false; static float rotate = 0; //Image effect system static String locationCarNormal; static String locationCarFront; static String locationCarBack; static String locationCarBoth; static boolean carFront = false; static boolean carBack = false; static String imageRef; boolean collision = false; public ComponentPlayerMovement(String id, String ScarNormal, String ScarFront, String ScarBack, String ScarBoth) { this.id = id; playerBody = new Rectangle(900/2-16, 700/2-16, 32, 32); locationCarNormal = ScarNormal; locationCarFront = ScarFront; locationCarBack = ScarBack; locationCarBoth = ScarBoth; imageRef = locationCarNormal; } @Override public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException { Input input = gc.getInput(); playerBody.transform(Transform.createRotateTransform(2)); float hip = currentSpeed * delta; float unstuckspeed = 0.05f * delta; if(carBack && !carFront) { imageRef = locationCarBack; ComponentImageRender.updateImage(); } else if(carFront && !carBack) { imageRef = locationCarFront; ComponentImageRender.updateImage(); } else if(carFront && carBack) { imageRef = locationCarBoth; ComponentImageRender.updateImage(); } if(input.isKeyDown(Input.KEY_RIGHT)) { rotate += rotateSpeed * delta; owner.setRotation(rotate); } if(input.isKeyDown(Input.KEY_LEFT)) { rotate -= rotateSpeed * delta; owner.setRotation(rotate); } if(input.isKeyDown(Input.KEY_UP)) { if(!collision) { up = true; noKey = false; if(currentSpeed < maxSpeed) { currentSpeed += acceleration; } MapCoordStorage.mapX += hip * Math.sin(Math.toRadians(rotate)); MapCoordStorage.mapY -= hip * Math.cos(Math.toRadians(rotate)); } else { currentSpeed = 1; } } else if(input.isKeyDown(Input.KEY_DOWN) && !collision) { down = true; noKey = false; if(currentSpeed > minSpeed) { currentSpeed -= slowdownSpeed; } MapCoordStorage.mapX += hip * Math.sin(Math.toRadians(rotate)); MapCoordStorage.mapY -= hip * Math.cos(Math.toRadians(rotate)); } else { noKey = true; if(currentSpeed > 0) { currentSpeed -= deacceleration; } else if(currentSpeed < 0) { currentSpeed += acceleration; } MapCoordStorage.mapX += hip * Math.sin(Math.toRadians(rotate)); MapCoordStorage.mapY -= hip * Math.cos(Math.toRadians(rotate)); } if(entityCollisionWith()) { collision = true; if(currentSpeed > 0 || up) { up = true; currentSpeed = 0; carFront = true; MapCoordStorage.mapX += unstuckspeed * Math.sin(Math.toRadians(rotate-180)); MapCoordStorage.mapY -= unstuckspeed * Math.cos(Math.toRadians(rotate-180)); } else if(currentSpeed < 0 || down) { down = true; currentSpeed = 0; carBack = true; MapCoordStorage.mapX += unstuckspeed * Math.sin(Math.toRadians(rotate)); MapCoordStorage.mapY -= unstuckspeed * Math.cos(Math.toRadians(rotate)); } else { currentSpeed = 0; } } else { collision = false; up = false; down = false; } if(currentSpeed >= -0.01f && currentSpeed <= 0.01f && noKey && !collision) { currentSpeed = 0; } } public static boolean entityCollisionWith() throws SlickException { for (int i = 0; i < BlockMap.entities.size(); i++) { Block entity1 = (Block) BlockMap.entities.get(i); if (playerBody.intersects(entity1.poly)) { return true; } } return false; } }

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  • Story and news-feed ideas for social network games

    - by arpine
    I am currently working on a educational and fun 2-in-1 game. As I am not a professional, I need advice on story and news-feed. The goal is simple-get richer, the story is about a worker who is trying to get over his/her financial problems and become rich. During the whole gaming process there is a news-feed (every day there are a couple of fresh news about what is going on). The news are fresh and individual so I need to write about 2000 pieces of news for 2 year gaming, maybe more. The problem is that I am not sure whether repetitive news can interest in this game. What can be done to make the news-making process easier but not boring from the point of view of the player?

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  • What options are there for splitting UI layout from code logic using a markup language?

    - by Daenyth
    What tools similar to GWT's UIBinder exist in other languages? By this I mean a system where you can define your UI layout in a markup language (preferably html+css) and attach the functionality to the layout using the code. I'm most interested in anything for python, but answers in other languages would interest me as well. I'm interested because the benefits of having a non-programmer work directly on the layout without needing to touch the code and adjust a bunch of UI toolkit method calls is very productive. I'm aware of Flex for flash, but is there anything else out there? What search terms might I use to find such frameworks? I've looked around but I haven't found anything concrete.

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  • Upgrading an app to support iOS5, 6 and 7

    - by drekka
    We are looking at an app that needs an upgrade. Currently it runs on iOS4, 5 & 6. The upgrade will move to iOS5, 6 & 7. It will also involve some UI changes and new features. I've been reading stuff on iOS7 and looking at things like auto-layout. What we are trying to figure out is the best way to handle the differences between the various iOS versions. Auto-layout seems like a good idea, but it's not available on iOS 5. There are also API changes to consider between all 3 versions and other new features of iOS7. So the questions: How would you handle auto layout given iOS5 does not have it? Are there any significant differences between the SDKs that you think would cause issues? Would we be better off with separate code bases?

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  • How can I perform sentiment analysis on extracted text from online sources?

    - by aniket69
    I'm working on extracting the sentiment from YouTube comments, blogs, news content, Facebook wall posts, and Twitter feeds. I'm looking for an automated way to do this: the two third-party solutions I've found have been AlchemyAPI and RapidMiner. Are these the best way to approach this project, or should I be using something else? Is there a more efficient way to approach sentiment analysis? What techniques have worked for you in a project like this?

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  • Why wont the LibGDX's main class Initialize on Android Launcher?

    - by BluFire
    So I was searching for different ways that could suit me in programming and came across LibGDX. Naturally I looked at the tutorial. As I was doing it, I was following the steps word for word, except naming the classes. In the end, I was able to create the desktop launcher for the game but not the android launcher. The following error is my error: Cannot instantiate the type Game (Game is the name of the class) I got the tutorial from http://steigert.blogspot.com.au/2012/02/1-libgdx-tutorial-introduction.html The link in the tutorial is the original but it uses jogl instead of lwjgl.

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  • New Project Starting. Got Gas?

    - by merrillaldrich
    “Storage is just like gasoline,” said a fellow DBA at the office the other day. This DBA, Mike is his name, is one of the smartest people I know, so I pressed him, in my subtle and erudite way, to elaborate. “Um, whut?” I said. “Yeah. Now that everything is shared – VMs or consolidated SQL Servers and shared storage – if you want to do a big project, like, say, drive to Vegas, you better fill the car with gas. Drive back and forth to work every day? Gas. Same for storage.” This was a light-bulb-above-my-head...(read more)

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  • 24 Hours of PASS next week, pre-con preview style

    - by drsql
    I will be doing my Characteristics of a Great Relational Database , which is a session that I haven’t done since last PASS. When I was asked about doing this Summit Preview version of 24 hours of PASS, I decided that I would do this session, largely because it is kind of light and fun, but also because it is either going to be the basis of the end section of my pre-con at the summit or it is going to be the section of the pre-con we don’t get to because we are so involved in working out designs that...(read more)

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  • How do I put different textures on different walls? LWJGL

    - by lehermj
    So far I have it so you are running around in a box, but all of the walls are the same texture! I've loaded up other textures for the walls (I want the walls a different texture than the floor) but it seems as if its being ignored... Here's my code: int floorTexture = glGenTextures(); { InputStream in = null; try { in = new FileInputStream("floor.png"); PNGDecoder decoder = new PNGDecoder(in); ByteBuffer buffer = BufferUtils.createByteBuffer(4 * decoder.getWidth() * decoder.getHeight()); decoder.decode(buffer, decoder.getWidth() * 4, Format.RGBA); buffer.flip(); glBindTexture(GL_TEXTURE_2D, floorTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, decoder.getWidth(), decoder.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer); glBindTexture(GL_TEXTURE_2D, floorTexture); } catch (FileNotFoundException ex) { System.err.println("Failed to find the texture files."); ex.printStackTrace(); Display.destroy(); System.exit(1); } catch (IOException ex) { System.err.println("Failed to load the texture files."); ex.printStackTrace(); Display.destroy(); System.exit(1); } finally { if (in != null) { try { in.close(); } catch (IOException e) { e.printStackTrace(); } } } } int wallTexture = glGenTextures(); { InputStream in = null; try { in = new FileInputStream("walls.png"); PNGDecoder decoder = new PNGDecoder(in); ByteBuffer buffer = BufferUtils.createByteBuffer(4 * decoder.getWidth() * decoder.getHeight()); decoder.decode(buffer, decoder.getWidth() * 4, Format.RGBA); buffer.flip(); glBindTexture(GL_TEXTURE_2D, wallTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, decoder.getWidth(), decoder.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer); glBindTexture(GL_TEXTURE_2D, wallTexture); } catch (FileNotFoundException ex) { System.err.println("Failed to find the texture files."); ex.printStackTrace(); Display.destroy(); System.exit(1); } catch (IOException ex) { System.err.println("Failed to load the texture files."); ex.printStackTrace(); Display.destroy(); System.exit(1); } finally { if (in != null) { try { in.close(); } catch (IOException e) { e.printStackTrace(); } } } } int ceilingDisplayList = glGenLists(1); glNewList(ceilingDisplayList, GL_COMPILE); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(-gridSize, ceilingHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, 0); glVertex3f(gridSize, ceilingHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, gridSize * 10 * tileSize); glVertex3f(gridSize, ceilingHeight, gridSize); glTexCoord2f(0, gridSize * 10 * tileSize); glVertex3f(-gridSize, ceilingHeight, gridSize); glEnd(); glEndList(); int wallDisplayList = glGenLists(1); glNewList(wallDisplayList, GL_COMPILE); glBegin(GL_QUADS); // North wall glTexCoord2f(0, 0); glVertex3f(-gridSize, floorHeight, -gridSize); glTexCoord2f(0, gridSize * 10 * tileSize); glVertex3f(gridSize, floorHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, gridSize * 10 * tileSize); glVertex3f(gridSize, ceilingHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, 0); glVertex3f(-gridSize, ceilingHeight, -gridSize); // West wall glTexCoord2f(0, 0); glVertex3f(-gridSize, floorHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, 0); glVertex3f(-gridSize, ceilingHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, gridSize * 10 * tileSize); glVertex3f(-gridSize, ceilingHeight, +gridSize); glTexCoord2f(0, gridSize * 10 * tileSize); glVertex3f(-gridSize, floorHeight, +gridSize); // East wall glTexCoord2f(0, 0); glVertex3f(+gridSize, floorHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, 0); glVertex3f(+gridSize, floorHeight, +gridSize); glTexCoord2f(gridSize * 10 * tileSize, gridSize * 10 * tileSize); glVertex3f(+gridSize, ceilingHeight, +gridSize); glTexCoord2f(0, gridSize * 10 * tileSize); glVertex3f(+gridSize, ceilingHeight, -gridSize); // South wall glTexCoord2f(0, 0); glVertex3f(-gridSize, floorHeight, +gridSize); glTexCoord2f(gridSize * 10 * tileSize, 0); glVertex3f(-gridSize, ceilingHeight, +gridSize); glTexCoord2f(gridSize * 10 * tileSize, gridSize * 10 * tileSize); glVertex3f(+gridSize, ceilingHeight, +gridSize); glTexCoord2f(0, gridSize * 10 * tileSize); glVertex3f(+gridSize, floorHeight, +gridSize); glEnd(); glEndList(); int floorDisplayList = glGenLists(1); glNewList(floorDisplayList, GL_COMPILE); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(-gridSize, floorHeight, -gridSize); glTexCoord2f(0, gridSize * 10 * tileSize); glVertex3f(-gridSize, floorHeight, gridSize); glTexCoord2f(gridSize * 10 * tileSize, gridSize * 10 * tileSize); glVertex3f(gridSize, floorHeight, gridSize); glTexCoord2f(gridSize * 10 * tileSize, 0); glVertex3f(gridSize, floorHeight, -gridSize); glEnd(); glEndList();

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  • De-facto standards for customer information record

    - by maasg
    I'm currently evaluating a potential new project that involves creating a DB for typical customer information (userid, pwd, first & last name, email, adress, telfnr ...). At this point, requirements are only roughly defined. The customer DB is expected in the O(millions) of records. In order to calculate some back-of-the-envelope numbers for DB sizing and evaluate potential DB options & architectures, I'm looking for some de-facto standards for these kind of records. In particular, the std size of every field (first name, last name, address,...) or typical avg for a simple customer record would be great info. With so many e-commerce websites out there, there should be some kind of typical config that can be reused and avoid re-inventing the wheel. Any ideas?

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  • is there a checklist that a small website should

    - by Mecon
    I am not a web developer - this would be my first foray. I can do HTML/CSS/Javascript, but never created a website for a company. If anybody is creating a site for small company (expecting some 10-15 static pages), what kinda things would it need to have? I am thinking of the following: Make the eventual owner buy in his/her name: Domain name, Web Hosting package and Email package. Q - DO Web Developers generally ask their clients to buy this stuff and then ask them to share their passwords? OR - Do Web Developers ship the source files to clients so that they can upload it? Create Cross Browser compatible HTML+CSS+javascript pages Add SEO stuff like Meta tags and xml file for crawler Buy professional images from stock website Q - IS there is a best-practice for this step? Add Copyright stuff. Q - ANY idea about how to do this? Add Faceboook widgets, so people can 'like' my website. Register website somewhere so that its searchable from multiple search-engine/yellopages. Q - DOES such a thing exist? Please check my checklist :) and let me know what you think could be missing? Thanks!

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  • Should I force users to update an application?

    - by Brian Green
    I'm writing an application for a medium sized company that will be used by about 90% of our employees and our clients. In planning for the future we decided to add functionality that will verify that the version of the program that is running is a version that we still support. Currently the application will forcequit if the version is not among our supported versions. Here is my concern. Hypothetically, in version 2.0.0.1 method "A" crashes and burns in glorious fashion and method "B" works just fine. We release 2.0.0.2 to fix method A and deprecate version 0.1. Now if someone is running 0.1 to use method B they will be forced to update to fix something that isn't an issue for them right now. My question is, will the time saved not troubleshooting old, unsupported versions outweigh the cost in usability?

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  • python factory function best practices

    - by Jason S
    Suppose I have a file foo.py containing a class Foo: class Foo(object): def __init__(self, data): ... Now I want to add a function that creates a Foo object in a certain way from raw source data. Should I put it as a static method in Foo or as another separate function? class Foo(object): def __init__(self, data): ... # option 1: @staticmethod def fromSourceData(sourceData): return Foo(processData(sourceData)) # option 2: def makeFoo(sourceData): return Foo(processData(sourceData)) I don't know whether it's more important to be convenient for users: foo1 = foo.makeFoo(sourceData) or whether it's more important to maintain clear coupling between the method and the class: foo1 = foo.Foo.fromSourceData(sourceData)

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  • What are some internet trends that you've noticed over the past ~10 years? [closed]

    - by Michael
    I'll give an example of one that I've noticed: the number of web sites that ask for your email address (GOOG ID, YAHOO! ID, etc.) has skyrocketed. I can come up with no legitimate reason for this other than (1) password reset [other ways to do this], or (2) to remind you that you have an account there, based upon the time of your last visit. Why does a web site need to know your email address (Google ID, etc.) if all you want to do is... download a file (no legit reason whatsoever) play a game (no legit reason whatsoever) take an IQ test or search a database (no legit reason whatsoever) watch a video or view a picture (no legit reason whatsoever) read a forum (no legit reason whatsoever) post on a forum (mildly legit reason: password reset) newsletter (only difference between a newsletter and a blog is that you're more likely to forget about the web site than you are to forget about your email address -- the majority of web sites do not send out newsletters, however, so this can't be the justification) post twitter messages or other instant messaging (mildly legit reason: password reset) buy something (mildly legit reasons: password reset + giving you a copy of a receipt that they can't delete, as receipts stored on their server can be deleted) On the other hand, I can think of plenty of very shady reasons for asking for this information: so the NSA, CIA, FBI, etc. can very easily track what you do by reading your email or asking GOOG, etc. what sites you used your GOOG ID at to use the password that you provide for your account in order to get into your email account (most people use the same password for all of their accounts), find all of your other accounts in your inbox, and then get into all of those accounts sell your email address to spammers These reasons, I believe, are why you are constantly asked to provide your email address. I can come up with no other explanations whatsoever. Question 1: Can anyone think of any legitimate or illegitimate reasons for asking for someone's email address? Question 2: What are some other interesting internet trends of the past ~10 years?

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  • DirectX 10 Instancing Problem (objects cannot be seen)

    - by Riffraff
    Right now I'm trying to implement an area that is filled with vegetation. I have tried mesh version and right now I'm trying to implement instancing version but I cannot manage to make it work. I can't see any object. I search for any problem of buffers with FAILED() and D3D10_CREATE_DEVICE_DEBUG but they didn't help me either. Right now I don't even know which part of my code to share to explain my problem.

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  • Question about creating a sprite based 2-D Side Scroller with scaling/zooming

    - by Arthur
    I'm just wondering if anyone can offer any advice on how best to go about creating a 2-D game with zooming/scaling features akin to the early Samurai Showdown games. In this case it would be a side scroller a la Metal Slug, the zooming would come in as more enemy sprites entered the screen, or when facing a large sized boss. A feature that would be both cosmetic as well as functional to the game. I've done some reading and noticed a few suggestions that included drawing different sized sprites, a standard size and zoomed out size. Any thoughts? Thanks for your time.

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