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  • How to create a simple side scroller game

    - by D34thSt4lker
    I'm still pretty new to game programming and any tutorial that I have worked with stuck to only games with the initial screen. I want to start creating my own games but there are a few things that I still need to learn. One of them is how to create a game that side-scrolls. For example; Mario... Or ANY type of game like that... Can anyone give me a small example to create something like that. I'm not asking for any specific language because currently in school I am learning javascript but I know some c++/java/processing/objective-c as well. So any of those languages would be fine and I could probably implement it in any of the others... I have been searching for some help with this for a while now but could never actually get any help on it. Thanks in advance!

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  • Android game scrolling background

    - by Stevanicus
    Hi There, I'm just trying to figure out the best approach for running a scolling background on an android device. The method I have so far.... its pretty laggy. I use threads, which I believe is not the best bet for android platforms @Override public void run() { // Game Loop while(runningThread){ //Scroll background down bgY += 1; try { this.postInvalidate(); t.sleep(10); } catch (Exception e) { // TODO Auto-generated catch block e.printStackTrace(); } } } where postinvalidate in the onDraw function simply pushings the background image down canvas.drawBitmap(backgroundImage, bgX, bgY, null); Thanks in advance

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  • Higher Performance With Spritesheets Than With Rotating Using C# and XNA 4.0?

    - by Manuel Maier
    I would like to know what the performance difference is between using multiple sprites in one file (sprite sheets) to draw a game-character being able to face in 4 directions and using one sprite per file but rotating that character to my needs. I am aware that the sprite sheet method restricts the character to only be able to look into predefined directions, whereas the rotation method would give the character the freedom of "looking everywhere". Here's an example of what I am doing: Single Sprite Method Assuming I have a 64x64 texture that points north. So I do the following if I wanted it to point east: spriteBatch.Draw( _sampleTexture, new Rectangle(200, 100, 64, 64), null, Color.White, (float)(Math.PI / 2), Vector2.Zero, SpriteEffects.None, 0); Multiple Sprite Method Now I got a sprite sheet (128x128) where the top-left 64x64 section contains a sprite pointing north, top-right 64x64 section points east, and so forth. And to make it point east, i do the following: spriteBatch.Draw( _sampleSpritesheet, new Rectangle(400, 100, 64, 64), new Rectangle(64, 0, 64, 64), Color.White); So which of these methods is using less CPU-time and what are the pro's and con's? Is .NET/XNA optimizing this in any way (e.g. it notices that the same call was done last frame and then just uses an already rendered/rotated image thats still in memory)?

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  • What's involved in resetting the graphics device?

    - by Donutz
    I'm playing with XNA 4.0, VS2010. I've created a window (not maximized) and drawn some sprites. All is good until I resize the window, after which the sprites stop displaying or only partially display. I'm pretty sure it has something to do with needing to reset the device or something, but can't find any clear instructions or sample code. It's not just a case of needing to increase the preferredbackbuffer size, because even if I shrink the window I get this symptom. I've looked at the source code that I was able to get from Microsoft before they shut down XNA, but it doesn't actually explain anything. Any help or advice? If it makes any difference I'm creating DrawableGameComponents and doing my updates and drawing in their Draw/Update routines.

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  • How do I calculate the motion of 2 massive bodies in space?

    - by 1224
    I'm writing code simulating the 2-dimensional motion of two massive bodies with gravitational fields. The bodies' masses are known and I have a gravitational force equation. I know from that force I can get a differential equation for coordinates. I know that I once I solve this equation I will get the coordinates. I will need to make up some initial position and some initial velocity. I'd like to end up with a numeric solver for the ordinal differential equation for coordinates to get the formulas that I can write in code. Could someone break down how from laws and initial conditions we get to the formulas that calculate x and y at time t?

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  • Trouble with collision detection in XNA?

    - by Lewis Wilcock
    I'm trying to loop through an list of enemies (enemyList) and then any that have intersected the rectangle belonging to the box object (Which doesn't move), declare there IsAlive bool as false. Then another part of the code removes any enemies that have the IsAlive bool as false. The problem im having is getting access to the variable that holds the Rectangle (named boundingBox) of the enemy. When this is in a foreach loop it works fine, as the enemy class is declared within the foreach. However, there are issues in using the foreach as it removes more than one of the enemies at once (Usually at positions 0 and 2, 1 and 3, etc...). I was wondering the best way to declare the enemy class, without it actually creating new instances of the class? Heres the code I currently have: if (keyboardState.IsKeyDown(Keys.Q) && oldKeyState.IsKeyUp(Keys.Q)) { enemyList.Add(new enemy(textureList.ElementAt(randText), new Vector2(250, 250), graphics)); } //foreach (enemy enemy in enemyList) //{ for (int i = 0; i < enemyList.Count; i++) { if (***enemy.boundingBox***.Intersects(theDefence.boxRectangle)) { enemyList[i].IsDead = true; i++; } } //} for(int j = enemyList.Count - 1; j >= 0; j--) { if(enemyList[j].IsDead) enemyList.RemoveAt(j); } (The enemy.boundingBox is the variables I can't get access too). This is a complete copy of the code (Zipped) If it helps: https://www.dropbox.com/s/ih52k4e21g98j3k/Collision%20tests.rar I managed to find the issue. Changed enemy.boundingBox to enemyList[i].boundingBox. Collision works now! Thanks for any help!

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  • Can Layer Masks Achieve This Effect

    - by Julian
    If you look at the image below you will see the player surrounded by a dotted yellow box. The dotted yellow box is also part of the player and represented a portion of the player being masked from both rendering and affected by physics. My question is if layer masks in Unity can achieve the following effect. -In Area 1, the red box/animations of the player are visible and the rigidbody of this shape is affected by all Physics. -Any portion of the player that enters Area 2 makes the larger yellow box within the area become visible (and affected by physics) and vice versa for any portion of the smaller red box that enters. -This can persist when both entering and leaving either area from any direction. Thank you for any help!

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  • Developing Games for Samsung Smart TV

    - by Caner Öncü
    We are planning to develop a game for Samsung Smart TVs. Although those TVs support Flash and HTML5 other specs fail at supporting a game engine. For ex: Using an engine that needs GPU is not possible with the default Samsung smart tv set. Or... WebGL is supported with Samsung SDK 4.1 but we don't know if SDK 4.1 is available for Smart TV series between 7000-9000 or not. We have tried to communicate with Samsung but they don't really seem to respond. Is there anyone who has developed a game for Samsung Smart TVs? If there is, can you name the game engines that can work with those TVs?

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  • Five Most Powerful Search Engine Optimisation Tips

    Search Engine Optimization is an important part of SEM and it needs proper understanding of algorithms and their workings. In the present scenario of cut-throat competition, it is important for you to use this technique to enhance the visibility of your company's website. If a website ranks higher for a particular search result, it will draw high volume of traffic to that site.

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  • Introduction to Bellevue View Engine - Part 2

    Prototype of a new template engine for Asp.Net MVC framework that respects HTML and uses CSS-like syntax for model binding....Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Bing Search Engine Optimization Tips

    Microsoft's introduction of Bing completely transformed our conventional ways of website optimization. Websites will have a new approach to search engine optimization, where there no longer be a need to submit your website to popular search engines or even get links from external sources just for your website to get indexed.

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  • Search Engine Optimization - The Five Factors Search Engines Use to Rank Websites

    At the end of the day, SEO requires a lot of extremely specialized knowledge, time, and attention - on an ongoing basis. But because a SEO effort can give a website's rankings a dramatic boost in the search results - and there is a significant connection between search engine ranking and search referral traffic - it is well worth doing whatever it takes to develop the knowledge and to be able to invest the time and attention.

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  • Search Engine Optimization - The Five Factors Search Engines Use to Rank Websites

    At the end of the day, SEO requires a lot of extremely specialized knowledge, time, and attention - on an ongoing basis. But because a SEO effort can give a website's rankings a dramatic boost in the search results - and there is a significant connection between search engine ranking and search referral traffic - it is well worth doing whatever it takes to develop the knowledge and to be able to invest the time and attention.

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  • Legality of modifying and distributing the JRE

    - by herpylderp
    I see that Google App Engine apps run on a so-called secured sandbox JRE; that is, a JRE that Google modified and that makes changes to certain JRE types. This is how GAE prevents developers from writing apps that can do things like: Access the local file system via File Make remote JDBC calls Use JNDI Lots of other restrictions We have a similar need where we have an app that developers will be able to write plugins for. These plugins will need to utilize an API (a JAR) that we distribute with our app. We cannot afford for plugins to do certain things, particularly on the end user's file system, and need to modify the File class in a similar manner that GAE does. Long back-story short, this means we'll need to ship our app with a custom, modified JRE. My question: is this legal to do, or did Google likely pay Oracle some fee to modify/distribute their own JRE for app engine?

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  • Split up a screen into regions

    - by nexen
    My task: I want to split up a screen into 3 regions for buffs-bar (with picked items), score-info and a game-map. It doesn't matter are regions intersect with each other or not. For example: I have a screen with width=1; height=1 and the origin of coordinates (0;0) is the left bottom point. I have 3 functions: draw items, draw info, draw map. If I use it without any matrix transformations, it draws fullscreen, because it's vertex coordinates are from 0;0 to 1;1. (pseudo-code) drawItems(); drawInfo(); drawMap(); And after that I see only map onto info onto items. My goal: I have some matrixes for transformation vertexes with 0;0-1;1 coordinates to strict regions. There is only one thing, what I need to do - set matrix before drawing. So my call of drawItems-function is like: (pseudo-code) adjustViewMatrixes_andSomethingElse(items.position_of_the_region_there_it_should_be_drawn, items.sizes_of_region_to_draw); setItemsMatrix(); drawItems(); //the same function with vertex coordinates 0;0->1;1, //but it draws in other coordinates, //because I have just set the matrix for region I know only some people will understand me, so there is a picture with regions which I need to make. Every region has 0;0 - 1;1 inner coordinates.

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