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  • Scene or Activity Animation

    - by Siddharth
    My game require an animation when one activity finishes and next started because I have develop game with multiple activity not as multiple scene per game. I have to show animation at the time of activity creation and activity destroy. I have trying to create basic animation that was supported by android. And all that xml file I have to post it into the anim folder but the loading of resource was so much high so any type of animation I provide using android method does not work for me it look weird. If scene class has some functionality for animation that please know me then I try to load different type of animation using scene. I have not create multiple scene because I have no awareness about how to manage multiple scene in andengine though I have a working experience of 8 months in andengine. So this help also provide me a great help. Basically I want to create animation like one activity slide out at the same time the other activity slide in. So at a time user can see the transition of activity. Thanks in advance.

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  • How can I guarantee a solvable Fifteen Puzzle shuffle?

    - by Codemiester
    I am making a 15 Puzzle game in C# that allows the user to enter a custom row and column value up to a maximum of a 10 x 10 puzzle. I am having problems with the shuffle method. I want to make it so the puzzle is always solvable by first creating a winning puzzle then shuffling the empty space. The problem is it is too inefficient to call every click event each time. I need a way to invoke the click event of a button adjacent to the empty space but not diagonal. I also use an invisible static button for the empty spot. The PuzzlePiece class inherits from Button. I am not too sure how to do this. Here is what I have: private void shuffleBoard() { //5 is just for test purposes for (int i = 0; i < 5; i++) { foreach (Control item in this.Controls) { if (item is PuzzlePiece) { ((PuzzlePiece)item).PerformClick(); } } } } void PuzzlePiece_Click(object sender, EventArgs e) { PuzzlePiece piece = (PuzzlePiece)sender; if (piece.Right == puzzleForm.emptyPiece.Left && piece.Top == puzzleForm.emptyPiece.Top) { movePiece(piece); } else if (piece.Left == puzzleForm.emptyPiece.Right && piece.Top == puzzleForm.emptyPiece.Top) { movePiece(piece); } else if (piece.Top == puzzleForm.emptyPiece.Bottom && piece.Left == puzzleForm.emptyPiece.Left) { movePiece(piece); } else if (piece.Bottom == puzzleForm.emptyPiece.Top && piece.Left == puzzleForm.emptyPiece.Left) { movePiece(piece); } }

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  • Should I be worrying about limiting the number of textures in my game?

    - by Donutz
    I am working on a GUI in XNA 4.0 at the moment. (Before you point out that there are many GUIs already in existance, this is as much a learning exercise as a practical project). As you may know, controls and dialogs in Windows actually consist of a number of system-level windows. For instance, a dialog box may consist of a window for the whole dialog, a child window for the client area, another window (barely showing) for the frame, and so on. This makes detecting mouse hits and doing clipping relatively easy. I'd like to design my XNA GUI along the same lines, but using overlapping Textures instead of windows obviously. My question (yes, there's actually a question in this drivel) is: am I at risk of adversely affecting game performance and/or running low in resources if I get too nuts with the creating of many small textures? I haven't been able to find much information on how resource-tight the XNA environment actually is. I grew up in the days of 64K ram so I'm used to obsessing about resources and optimization. Anyway, any feedback appreciated.

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  • Detect rotated rectangle collision

    - by handyface
    I'm trying to implement a script that detects whether two rotated rectangles collide for my game. I used the method explained in the following article for my implementation in Google Dart. 2D Rotated Rectangle Collision I tried to implement this code into my game. Basically from what I understood was that I have two rectangles, these two rectangles can produce four axis (two per rectangle) by subtracting adjacent corner coordinates. Then all the corners from both rectangles need to be projected onto each axis, then multiplying the coordinates of the projection by the axis coordinates (point.x*axis.x+point.y*axis.y) to make a scalar value and checking whether the range of both the rectangle's projections overlap. When all the axis have overlapping projections, there's a collision. First of all, I'm wondering whether my comprehension about this algorithm is correct. If so I'd like to get some pointers in where my implementation (written in Dart, which is very readable for people comfortable with C-syntax) goes wrong. Thanks!

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  • Slide 2d Vector to destination over a period of time

    - by SchautDollar
    I am making a library of GUI controls for games I make with XNA. I am currently developing the library as I make a game so I can test the features and find errors/bugs and hopefully smash them right away. My current issue is on a slide feature I want to implement for my base class that all controls inherit. My goal is to get the control to slide to a specified point over a specified amount of time. Here is the #region containing the code #region Slide private bool sliding; private Vector2 endPoint; private float slideTimeLeft; private float speed; private bool wasEnabled; private Vector2 slideDirection; private float slideDistance; public void Slide(Vector2 startPoint, Vector2 endPoint, float slideTime) { this.location = startPoint; Slide(endPoint,slideTime); } public void Slide(Vector2 endPoint, float slideTime) { this.wasEnabled = this.enabled; this.enabled = false; this.sliding = true; Vector2 tempLength = endPoint - this.location; this.slideDistance = tempLength.Length(); //Was this.slideDistance = (float)Math.Sqrt(tempLength.LengthSquared()); this.speed = slideTime / this.slideDistance; this.endPoint = endPoint; this.slideTimeLeft = slideTime; } private void UpdateSlide(GameTime gameTime) { if (this.sliding) { this.slideTimeLeft -= gameTime.ElapsedGameTime.Milliseconds; if (this.slideTimeLeft >= 0 ) { if ((this.endPoint-this.location).Length() != 0){//Was if (this.endPoint.LengthSquared() > 0 || this.location.LengthSquared() > 0) { this.slideDirection = Vector2.Normalize(this.endPoint - this.location); } this.location += this.slideDirection * speed * gameTime.ElapsedGameTime.Milliseconds;//This is where I believe the issue is, but I'm not sure. It seems right to me... (Even though it doesn't work) } else { this.enabled = this.wasEnabled; this.location = this.endPoint;//After time, the controls position will get set to be the endpoint. this.sliding = false; } } } #endregion this.location is the location of the control elsewhere defined in the class. I have looked at this blog as a huge reference and have googled around quite and have looked on many forums but can't find anything that shows how to implement it. Please and Thanks for your time! EDIT: I have switched this line "this.location += this.slideDirection * speed * gameTime.ElapsedGameTime.Milliseconds;" several times to see what it does. My issue is getting the control to smoothly move to the end location. It moves after the time has expired, but It doesn't move other then that except flash in my face. EDIT2: I have used the first slide method with 3 parameters and it works except it doesn't do it in a period of time and once it gets to its destination, it starts moving randomly towards the previous location and the end location.

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  • writing 3d game [closed]

    - by user1432980
    I want to write a game as my final year diploma project.(I'm a 4th-year-student now so I've got a year and several months). But I don't know what to choose: either write my own game engine using DirectX9(10)(I don't like OpenGL) or use OGRE + PhysX(Don't like Unity) I'm more interested in writing my own game engine(but I wonder if I'll create engine on the same level as even Unreal 1.0 hah) but on the other side with PhysX I'll have advanced physics in my game and with OGRE I'll have good grahics. For 3d models I want to use Maya. What do you advise me to choose? As for me I've got a little DirectX experience,not bad C++ programming skills(but not expert's) and a little knowledge of Maya. My English isn't perfect either hah...

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  • How should game objects with fixed positions in the world be positioned?

    - by mars
    I have some game objects that are always at the same position in my game world as they make up some of the scenery of my puzzle game. At the moment, their positions are sort of hard coded in and some of their positions are calculated relative to the hard coded positions of other objects at the time of game initialization. This has been hard to maintain because whenever I've decided to change the position of these scenery objects as the game design evolved, I have to go and rewrite parts of the code that place the created objects and calculate their positions in the world. Is there a more maintainable way of handling the positioning of fixed game objects?

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  • Multiplayer in a game. How to design it object wise?

    - by Ninetou
    I was suggested on StackOverflow to ask this question here. I'm working on a simple game and I was thinking of adding multiplayer feature but I'm a bit stuck. I'm not sure what approach should I take, keeping in mind good programming practices. I have a Player object which is created for each player but then I have many other classes that would have to be able to access them. The thing is, if I initialise them in, let's say my main method, then I can't relate to different instances of player class from other classes. The only solution to my problem that comes to my mind is using some form of global objects but afaik using anything globally in apps is usually not a good practice. Any suggestions/ideas?

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  • SDL beginner: create Rectangle surface filled with color

    - by user3689
    im learning SDL , i like to create Rectangle surface with color that is not image . here is my code that compiles fine but dosnt work : im passing the function this params: SDL_Surface* m_screen = SDL_SetVideoMode(SCREEN_WIDTH,SCREEN_HEIGHT,SCREEN_BPP,SDL_SWSURFACE); SDL_FillRect(m_screen,&m_screen->clip_rect,SDL_MapRGB(m_screen->format,0xFF, 0xFF, 0xFF)); ... Button button(m_screen,0,0,50,50,255,0,0) ... ... Button::Button(SDL_Surface* screen,int x,int y,int w,int h,int R, int G, int B) { SDL_Rect box; SDL_Surface * ButtonSurface; ButtonSurface = NULL ; Uint32 rmask, gmask, bmask, amask; #if SDL_BYTEORDER == SDL_BIG_ENDIAN rmask = 0xff000000; gmask = 0x00ff0000; bmask = 0x0000ff00; amask = 0x000000ff; #else rmask = 0x000000ff; gmask = 0x0000ff00; bmask = 0x00ff0000; amask = 0xff000000; #endif box.x = x; box.y = y; box.w = w; box.h = h; ButtonSurface = SDL_CreateRGBSurface(SDL_SWSURFACE, box.w,box.h, 32, rmask, gmask, bmask, amask); if(ButtonSurface == NULL) { LOG_MSG("Button::Button Button failed"); } SDL_FillRect(screen,&box,SDL_MapRGB ( ButtonSurface->format, R, G, B )); //ut.ApplySurface(0,0,ButtonSurface,screen); SDL_BlitSurface(ButtonSurface,NULL,screen,&box); } what im doing here wrong ?

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  • Free texture sites – is it safe to use their content

    - by AllCoder
    There are multiple free texture sites, like: texturemate.com or plaintextures.com. I am wondering how safe it is to use their content? I imagine that the texture could be withdrawed from the site, making it difficult to prove it was really there. Or: a file can origin from other, restricted source. I am thinking about using wikipedia Commons, as there is the OTRS system. However most media requires attributing.

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  • Are there any resources for motion-planning puzzle design?

    - by Salano Software
    Some background: I'm poking at a set of puzzles along the lines of Rush Hour/Sokoban/etc; for want of a better description, call them 'motion planning' puzzles - the player has to figure out the correct sequence of moves to achieve a particular configuration. (It's the sort of puzzle that's generically PSPACE-complete if that actually helps anyone's mental image). While I have a few straightforward 'building blocks' that I can use for puzzle crafting and I have a few basic examples put together, I'm trying to figure out how to avoid too much sameness over a large swath of these kinds of puzzles, and I'm also trying to figure out how to make puzzles that have more of a feel of logical solution than trial-and-error. Does anyone know of good resources out there for designing instances of this sort of puzzle once the core puzzle rules are in place? Most of what I've found on puzzle design only covers creating the puzzle rules, not building interesting puzzles out of a set of rules.

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  • How to get the level and position of the player from an extern program? [on hold]

    - by user3727174
    I want to write a program that needs the current level and position of the player (primary single player). This should work for potentially every game installed and running on the computer my program is running on. The data I need is basically one integer value for the level (if there are any) and three integer values for x, y and optimal z for the position of the player. In which relation/scale or where the null point is does not matter, because this information is going to be interpreted game dependent, I will use this information to read information out of a database created for the game currently running. Currently I'm using C++, but if there is a better option for Java I´m willing to port my program. My thoughs so far are: make a mod for every game that should be supported, get the position/level from there, write this information to the disk and read it from my program tracking mouse/keyboard events and reconstructing the movement won't work Are there any general APIs for something like this? Any Tool to find this data? Or maybe engines that provide APIs to get this data directly from the game?

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  • Bubble sorting my array does not sort it

    - by Trixmix
    I sort an array of chunks by doing this: for (int i =0; i<this.getQueue().size();i++) { for (int j =0; j<this.getQueue().size()-i-1;j++) { Chunk temp1 = this.getQueue().get(i); Chunk temp2 = this.getQueue().get(i+1); if (temp1 != null &&temp2 != null && temp2.getLocation().getY() < temp1.getLocation().getY()) { this.getQueue().set(i, temp2); this.getQueue().set(i+1, temp1); } } } What I want is the the chunks with the lowest Y coordinate will be at the start of the array and the ones with the bigger Y coordinate will be at the end of the array. And this is my result: 1024.0 944.0 1104.0 944.0 1104.0 ----BEFORE----- 944.0 1024.0 944.0 1104.0 1104.0 ---AFTER--- Why is this not working It seams fine. I dont want to use a comparator so dont suggest it. More info, the Y cords are floats. I got the result by for each looping on this queue and printed the Y locations.

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  • Managing shots of the player

    - by Bitbridge
    I'm currently developing a 2D Jump'n'Run and the situation is the following: The player has different weapons he can collect and is then able to shoot the weapon's projectiles (laser, rockets, whatever). In my previous game (space shooter) I just had a manager class for all the weapon-shots, it stored them in a container and then updates and draws every single one. When the "shoot-event" occurred, the "ProjectileManager" was notified and it added the wanted projectile. The input for player action is handled in the player-class, so the player would have to know the manager to call the function of the manager. I also have a collisionManager, that checks for collisions between, for example, enemies and the projectiles and then notifies these objects. However, I somehow have the feeling, that I shouldn't use this approach and that there might be a better way to handle this. I know, the question is a bit vague, I'm pretty much just looking for input and ideas to improve my design.

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  • Color based collision detection

    - by user1486826
    I am making a game where you fly a ship around some randomly generated planets. Since I am using a for loop to draw over 5000 planets, using the rectangle class or an oval-type class for this is not an option, since creating many objects will severely affect performance. Bitmasking each planet will likely result in performance issues too, so the only candidate is color based collision detection, because I don't need to apply some sort of object to everything I want to check for collisions. Is any way to check the perimeter around the ship for a certain color?

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  • Having a list of rooms with theirs connection to each other, how do I find isolated room groups?

    - by petervaz
    I'm trying to create a small roguelike and went as far as random generating rooms and corridors. Each room is an instanced object and contain an arraylist of the others rooms connected by a corridor. I can single out unconnected rooms but how can I know the rooms that are connected only to each other but not to most of the others, forming an island? to illustrated better the problem here is an image from the console on a bogged level. Rooms 5 and 6 are connected only to each other. What algorithm can I use to detect that?

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  • C++ game programming

    - by UnTraDe
    Until now I have been using C# with XNA for 2d and a little bit of 3d games, althought I dont remember that I finished any of them I want to start working with C++. I have a very very little exprience with C++ and my question is where to start? I plated a little bit with SFML and I encountered some problems with performance when I started to build a tile based game. I'm pretty sure that the problem is my code and not the library itself. Is there anything similiar to XNA for C++? I should keep try and work with SFML? Sorry for my bad english! Thanks in advance!

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  • SDK mouse relative motion, weird results

    - by zaftcoAgeiha
    I have a simple SDL application that tracks the relative change in mouse position But for some reason, the motion.xrel and motion.yrel give back massive numbers! my code: SDL_WM_GrabInput(SDL_GRAB_ON); SDL_ShowCursor(false); while(!quit){ // Draw the scene if (invalidated == 1){ on_render(); invalidated = 0; } // And poll for events SDL_PumpEvents(); SDL_Event event; while ( SDL_PollEvent(&event) ) { switch (event.type) { case SDL_KEYDOWN: case SDL_KEYUP: on_key(event.key); break; case SDL_MOUSEMOTION: std::cerr << event.motion.xrel << ":" << event.motion.yrel << std::endl; invalidated = 1; break; ... and the printed results are ridiculous: 400:300 -11297:1705 -11215:1268 -10969:940 -10314:-43 -9986:-698 -9331:-1681 -9003:-2227 -8593:-2664 -8020:-3538 -7774:-3647 -7365:-4193 -7283:-4302 -7119:0 any idea why?? System is Ubuntu 12 running in virtual box

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  • How to find collision detection side between two objects?

    - by user2362369
    I am using box2D and I have two objects, one is bouncy ball and the other one is block. I'd like to find which side of the block is collided with, so I can only make the ball bounce when it hits the top. I tried to implement many things like fixture data and by detecting position, using manifold but not get the accurate result. I also tried to calculate distance between two object but all went wrong.

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  • Should I go with Android or Try Windows Phone 7?

    - by Omnion
    I already know C# and am familiar with XNA. So it would make sense to develop for the Windows Phone 7, but would it be worth while to learn Java, get familiar with Android, and instead develop for Android devices? Android has been around longer so it would probably have a larger user base. Is it really worth it to try to develop for one of the more popular mobile platforms. (Windows Phone 7 has been out for like a month?) I haven't tried either one yet though. I'm also going to buy a phone, so this decision would probably influence the phone that I buy. (to develop/test on)

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  • Reasons why AppHub samples won't build?

    - by user13909
    I have an issue off of most downloaded projects where whenever I build it, VS2010 just crashes. I had this issue a while before, and it was widespread, I reinstalled, and it worked fine afterwards. If I create my own XNA project, and copy all of classes and assets over (which I admit, is super fun anyway) things build fine. But if I just download the project from here http://create.msdn.com/en-US/education/catalog/sample/roleplaying_game (RolePlayingGame_4_0_Win_Xbox.zip) and try to build, it automatically stops working, restarts, and reopens the project. If I Debug/Deploy to my Xbox, I do get a sucessful version to the Xbox, but VS2010 still stops and restarts. I've already repaired, and reinstalled again, still having the issue. Can anything think of plausible solutions?

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  • C++ Database vs Reading Files

    - by Ohmages
    Ive been programing a C++ game/server for the past year. I have been using MYSQL for character logins, items, monsters, etc, etc. (im on windows). My question is, what are some of the databases that some big time developers use. IE. Battle.net, Diablo II, Diablo III, mythos, hellgate , etc, etc, etc. Do they have their own database they built? Or do they use an existing framework for logins, and character transfers. I do know that in diablo II, they use character files to to transfer characters into the game world. But what about the login into battle.net. Would it be wiser for me to stick with MYSQL, or is there something out there faster and more stable, or should I create a login type of system that looks through a file to see if you provided the correct password. Can't wait to get some replies. Thanks! PS. Currently the framework is much like battle.net, where you login into a lobby, create, and join games. The game server/lobby server are different servers too. So im just wondering about the lobby server for logins because I'm expecting several hundred thousand connections/logins.

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  • Scripted Motion Paths (?) (XNA)

    - by Peteyslatts
    Ok, so the title isn't the greatest because this is a lot more general. Say I want to have the player be able to hit A and have their ship model roll to the right, and shift to the right of the screen, while the camera stays centered. Would I do that through programming (ie. set waypoints for the model and keep the camera focus still) or do it through animation ( so the ship model actually rolls and moves right, and just play those frames)(I actually don't know how to do this kind of 3D animation yet, haven't looked into it. Adding it to my To Do List) This is a really vague question I know, I'll try and answer any questions. Thanks, Peter

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  • How do I split a texture into differently shaped pieces with libgdx?

    - by VictorB
    I want to split a texture into variously shaped pieces with libgdx, like the pieces of a puzzle game. TextureRegion.split() is not an option, as it splits into equally sized rectangular texture regions. The "Similar Questions" section here is helpful (particularly this question How do I break an image into 6 or 8 pieces of different shapes?), but I'm not sure yet if it's possible to implement the solution with libgdx. Any pointers?

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  • Letting the user draw a Polygon Body and Image

    - by Siddharth
    In my game, I want to provide the user with a drawing feature. By free hand drawing, the user creates a polygon shape. Then, in my game implementation, I have to create a body for the found vertices and generate an image based on that polygon shape. My problem is how to create an image that matches the user-provided vertices. I've heard that cocos2d has something called Image Masking. I don't understand how I could implement it in AndEngine. Could someone help?

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