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  • WPF or WinForms for Game Development and learning resources?

    - by Stephen Lee Parker
    I'm looking to create a game framework for my own personal use... I want to use WPF, but I'm unsure if that is a wise choice... The games I will be writing should not require high performance graphics, so I am hoping to build on native classes... I do not want to rely on external DLL's unless I generate them myself. The games will be for young children, say 4 to 8. Most will be learning puzzles or simple shooters. The most advanced will be a platform game (non-scrolling screen like the old Atari Miner 2049er game). I think I know how to write something like the old Atari Chopper Command (partially written and my 4 year old loves it, but I used WinForms and GDI), Pac-Man, Tetris, Astroids, Space Invaders, Slider Puzzle, but I do not really know how to write the platform game... In my mind, I'm getting caught in collision detection and how to make a character jump and how to make a character walk up a slope or steps... Can anyone point me to information on developing a platform game in C#? Would you suggest WinForms or WPF for game development? I'm not looking for great graphics and speed, just entertaining game play...

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  • Mirror using apt-mirror and exclud certain sections/categories

    - by Onitlikesonic
    I'm currently using apt-mirror to create a local mirror of the debian repositories. As the mirrored repositories will be used only by machines destined to be headless servers and as an effort to reduce the current mirroring size (around 75GB), categories like games and possibly others will never be needed. How can I go about specifying (on the mirror.list perhaps?) what sections/categories I want to be excluded from the mirroring? Maybe a bit subjective, but apart from games what other sections/categories could be "safely" ignored from the mirroring for my environment purposes? My mirror.list looks as below since all the machines are using precise. # MAIN deb-amd64 http://archive.ubuntu.com/ubuntu precise main restricted universe multiverse deb-i386 http://archive.ubuntu.com/ubuntu precise main restricted universe multiverse # SECURITY deb-amd64 http://archive.ubuntu.com/ubuntu precise-security main restricted universe multiverse deb-i386 http://archive.ubuntu.com/ubuntu precise-security main restricted universe multiverse Also, what others would you recommend adding to the list to be mirrored for a relatively stable environment? Again I understand this is subjective, just looking for some pointers. Much appreciated in advance

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  • Open source vs commercial game engines

    - by Vanangamudi
    How commercial game accomplsih stunnning graphics with smooth game play? I am a huge die hard fan and follower of GNU Stallman and his philosophies and other Libre people Cmon how wud I miss Linus. but I got to admit commercial games does excellent jobs. One such good example is Assasin's Creed from Ubisoft. It has good quality graphcis and plays smoothly in my Dual core CPU with Nvidia Geforce 8400ES. Rockstar GTA4 has awesome graphcis but it's slower than AC considering the graphics quality tradeoff. Age of Empires from Ensemble studios, does include Massive crowd AI simulation, yet it plays so smoothly with eyecandy graphics and very large weapon sets and different techtree elements on the other hand. Open source games like Glest, 0A.D(still in alpha :) are not so smooth even though they have very restricted abilities? Coming to question: how do game companies achieve such optmizations, or the open source community is not doing optimizations, or there are any propriarity technological elements that benefits only the companies exists huh?? e.g the OpenSubDiv from Pixar just released open to community?? something like that. and why it is hard to implement optimizations? are there any legal restrictions???

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  • Clientside anticheating in multiplayer game 1vs1

    - by garnav
    I'm developing a simple card game, where there will be a matchmaking system that will put you against another human player. This will be the only game mode available, a 1vs1 against another human, no AI. I want to prevent cheating as much as possible. I have already read a lot of similar questions here and I already know that I cannot trust the client and I have to make all verifications server side. I intend to have a server (need one for the matchmaking anyway) and I intend to make some verifications server side but if I want to check everything server side this makes my server to be able to keep track of the state of all current games and check every action, and I don't have the money/infrastructure to support that server. My idea is to make clients check and verify some of the actions made by their opponent* and if they find some illegal action notify the possible cheating to the server and make the server verify it. This will still require my server to keep track of all current games, but it will save resources only checking some things that cannot be checked at client side(like card order in the deck) and only checking other things when they are actually wrong. *(only those they can check with out allowing themselves cheating! for example:they can't check if the played card was in hand cos that will need them to know all cards in hand) Summing up, my questions are: is this a viable approach? will I actually save resources doing this or the extra complexity in the server and client for exchanging this messages is not worth it? do you know any game that has successfully or unsuccessfully tried a similar approach? Thanks all for reading and answering

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  • The Raspberry Pi Now Has Its Own App Store

    - by Jason Fitzpatrick
    Raspberry Pi, the credit-card sized computer with an ARM processor, now has its own appstore where Raspberry Pi hobbyists and developers can share their creations in a one-stop location accessible to all Raspberry Pi users. In today’s press release about the store, the Raspberry Pi Foundation writes: We’ve been amazed by the variety of software that people have written for, or ported to, the Raspberry Pi. Today, together with our friends at IndieCity and Velocix, we’re launching the Pi Store to make it easier for developers of all ages to share their games, applications, tools and tutorials with the rest of the community. The Pi Store will, we hope, become a one-stop shop for all your Raspberry Pi needs; it’s also an easier way into the Raspberry Pi experience for total beginners, who will find everything they need to get going in one place, for free. The store runs as an X application under Raspbian, and allows users to download content, and to upload their own content for moderation and release. At launch, we have 23 free titles in the store, ranging from utilities like LibreOffice and Asterisk to classic games like Freeciv and OpenTTD and Raspberry Pi exclusive Iridium Rising. We also have one piece of commercial content: the excellent Storm in a Teacup from Cobra Mobile. For more information about the store, including how to install the app store on your Pi, check out the full press release here. To get started browsing the store, hit up the link below. Secure Yourself by Using Two-Step Verification on These 16 Web Services How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot

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  • Friday Fun: Play Air Hockey in Google Chrome

    - by Asian Angel
    Do you like the challenge of fast-paced games? Then get ready to put yourself to the test with the Air Hockey extension for Google Chrome during company time. Air Hockey in Action There are two ways that you can play Air Hockey…either using the drop-down window or opening the game in a new tab. For our example we chose to play in a new tab. Before starting the game you can choose the difficulty level, to enable/disable the sound, and/or to go to full screen if desired. Note: Screenshot of “Full Screen” version shown below. While playing you really have to stay on top of things…the computer player will beat you rather quickly if you do not. Hustle hustle hustle! With a little bit of practice it does become easier but even the “Easy Level” on this game will keep you busy. If the normal size game screen seems just a bit small you can easily get a larger version using the “Full Screen Link” below the game window. Whether your browser is non-maximized as shown here or totally maximized it will fill the entire browser window area. Conclusion If you like fast paced games then the Air Hockey extension certainly fits that criteria and will keep you on your toes. Make sure and keep the sound off while playing during Friday afternoon though! Links Download the Air Hockey extension (Google Chrome Extensions) Similar Articles Productive Geek Tips Friday Fun: Play Tetris in Google ChromeFriday Fun: Play MineSweeper in Google ChromeFriday Fun: Play 3D Rally Racing in Google ChromeHow to Make Google Chrome Your Default BrowserPlay a Webpage Display Prank in Google Chrome TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 LocPDF is a Visual PDF Search Tool Download Free iPad Wallpapers at iPad Decor Get Your Delicious Bookmarks In Firefox’s Awesome Bar Manage Photos Across Different Social Sites With Dropico Test Drive Windows 7 Online Download Wallpapers From National Geographic Site

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  • Open source clone for Starcraft

    - by sinekonata
    Two questions about a SC:Broodwar clone. Is there one yet? How likely is legal pursuit? Since almost all games I usually play now have an FOS alternative from alpha to way polished, I was wondering why can't I find one for SC, one of the biggest titans of the gaming community? So my first question is, is there a game that was made with the intention to emulate SC? Is it that I didn't look well enough? Could it really be that no one tackled what seems like a small effort compared to the creation of a game engine like Spring or games like Rigs of Rod or Minetest? And since SC is not being maintained at all shouldn't the incentive to see a bug free modable balanced version huge? What am I not getting here? In the event that there is none, is it a legal problem? Could it be that people expect Blizzard to release sources themselves? Or that developers don't see the point in having SC mechanics without the patented lore and aesthetics? And the trickier question, if I were to make SC an open source game, a total clone of it for the purposes of maintenance, modability, etc. Would Blizzard really sue a team of developer fans that just do them a favour knowing they don't lose any money from Korea broadcasts? Or would they do it not to set precedents. So thanks for reading all that, hope I'm not the only one to think it's weird that no one talks about it. See you.

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  • Animating Tile with Blitting taking up Memory.

    - by Kid
    I am trying to animate a specific tile in my 2d Array, using blitting. The animation consists of three different 16x16 sprites in a tilesheet. Now that works perfect with the code below. BUT it's causing memory leakage. Every second the FlashPlayer is taking up +140 kb more in memory. What part of the following code could possibly cause the leak: //The variable Rectangle finds where on the 2d array we should clear the pixels //Fillrect follows up by setting alpha 0 at that spot before we copy in nxt Sprite //Tiletype is a variable that holds what kind of tile the next tile in animation is //(from tileSheet) //drawTile() gets Sprite from tilesheet and copyPixels it into right position on canvas public function animateSprite():void{ tileGround.bitmapData.lock(); if(anmArray[0].tileType > 42){ anmArray[0].tileType = 40; frameCount = 0; } var rect:Rectangle = new Rectangle(anmArray[0].xtile * ts, anmArray[0].ytile * ts, ts, ts); tileGround.bitmapData.fillRect(rect, 0); anmArray[0].tileType = 40 + frameCount; drawTile(anmArray[0].tileType, anmArray[0].xtile, anmArray[0].ytile); frameCount++; tileGround.bitmapData.unlock(); } public function drawTile(spriteType:int, xt:int, yt:int):void{ var tileSprite:Bitmap = getImageFromSheet(spriteType, ts); var rec:Rectangle = new Rectangle(0, 0, ts, ts); var pt:Point = new Point(xt * ts, yt * ts); tileGround.bitmapData.copyPixels(tileSprite.bitmapData, rec, pt, null, null, true); } public function getImageFromSheet(spriteType:int, size:int):Bitmap{ var sheetColumns:int = tSheet.width/ts; var col:int = spriteType % sheetColumns; var row:int = Math.floor(spriteType/sheetColumns); var rec:Rectangle = new Rectangle(col * ts, row * ts, size, size); var pt:Point = new Point(0,0); var correctTile:Bitmap = new Bitmap(new BitmapData(size, size, false, 0)); correctTile.bitmapData.copyPixels(tSheet, rec, pt, null, null, true); return correctTile; }

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  • Suitability of ground fog using layered alpha quads?

    - by Nick Wiggill
    A layered approach would use a series of massive alpha-textured quads arranged parallel to the ground, intersecting all intervening terrain geometry, to provide the illusion of ground fog quite effectively from high up, looking down, and somewhat less effectively when inside the fog and looking toward the horizon (see image below). Alternatively, a shader-heavy approach would instead calculate density as function of view distance into the ground fog substrate, and output the fragment value based on that. Without having to performance-test each approach myself, I would like first to hear others' experiences (not speculation!) on what sort of performance impact the layered alpha texture approach is likely to have. I ask specifically due to the oft-cited impacts of overdraw (not sure how fill-rate bound your average desktop system is). A list of games using this approach, particularly older games, would be immensely useful: if this was viable on pre DX9/OpenGL2 hardware, it is likely to work fine for me. One big question is in regards to this sort of effect: (Image credit goes to Lume of lume.com) Notice how the vertical fog gradation is continuous / smooth. OTOH, using textured quad layers, I can only assume that layers would be mighty obvious when walking through them -- the more sparse they were, the more obvious this would be. This is in contrast to where fog planes are aligned to face the player every frame, where this coarseness would be much less obvious.

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  • Alternatives to a leveling system

    - by Bane
    I'm currently designing a rough prototype of a mecha fighting game. These are the basics I came up with: Multiplayer (matchmaking for up to 10 people, for now) Browser based (HTML5) 2D (<canvas>) Persistent (as in, players have accounts and don't have to use a new mech each time they start a match) Players earn money upon destroying another mech, which is used to buy parts (guns, armor, boosters, etc) Simplicity (both of the game itself, and of the development of said game) No "leveling" (as in, players don't get awarded with XP) The last part is bothering me. At first, I wanted to have players gain experience points (XP) when destroying other mechs, but gaining two things at once (money and XP) seemed to be in conflict with my last point, which is simplicity. If I were to have a leveling system, that would require additional development. But, the biggest problem is that I simply couldn't fit it anywhere! Adding levels would require adding meaning to these levels, and most of the things that I hoped to achieve could already be achieved with the money mechanic I introduced. So I decided to drop leveling off completely. That, in turn, removed a fairly popular and robust mean of progression in games from my game (not that I would use it well anyway). Is there another way of progression in games, aside from leveling and XP points, that wouldn't get rendered redundant by my money mechanic, would be somehow meaningful (even on a symbolic level), and wouldn't be in conflict with my last point, which is simplicity?

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  • How to Use and Customize Google Chrome Web Apps

    - by The Geek
    Google announced their new Chrome Web Store today, with loads of web sites and games that can be installed as applications in your browser, synced across every PC, and customized to launch the way you want them to. Here’s how it all works. Note: this guide really isn’t aimed at expert geeks, though you’re more than welcome to leave your thoughts in the comments. What Are Chrome Web Apps Again? The new Chrome Web Apps are really nothing more than regular web sites, optimized for Chrome and then wrapped up with a pretty icon and installed in your browser. Some of these sites, especially web-based games, can also be purchased through the Chrome Web Store for a small fee, though the majority of services are free Latest Features How-To Geek ETC The How-To Geek Holiday Gift Guide (Geeky Stuff We Like) LCD? LED? Plasma? The How-To Geek Guide to HDTV Technology The How-To Geek Guide to Learning Photoshop, Part 8: Filters Improve Digital Photography by Calibrating Your Monitor Our Favorite Tech: What We’re Thankful For at How-To Geek The How-To Geek Guide to Learning Photoshop, Part 7: Design and Typography Fun and Colorful Firefox Theme for Windows 7 Happy Snow Bears Theme for Chrome and Iron [Holiday] Download Full Command and Conquer: Tiberian Sun Game for Free Scorched Cometary Planet Wallpaper Quick Fix: Add the RSS Button Back to the Firefox Awesome Bar Dropbox Desktop Client 1.0.0 RC for Windows, Linux, and Mac Released

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  • Amazon Upgrades FreeTime; More Content for the Kid-Friendly Walled Garden

    - by Jason Fitzpatrick
    Earlier this year Amazon introduced FreeTime, a walled garden area intended to provide a kids-only app gallery on the Kindle Fire. It was up to parents to populate the content but now, with the recent update, Amazon brings together unlimited books, movies, games, and apps. Intended for children ages 3-8 the upgraded service eschews the you-pick-it-all approach and goes with a hand-curated collection of games, educational apps, books and more. In addition to the pile of hand-curated content, FreeTime also has built in time limits and individual profiles for different children. Every Kindle Fire, Kindle Fire HD, and Kindle Fire HD 8.9″ user can try out the service for thirty days without charge. After the thirty day trial the subscription price is $4.99 per month ($2.99 for Prime members). Hit up the link below to check out the full description of the service. Amazon FreeTime [Amazon] Our Geek Trivia App for Windows 8 is Now Available Everywhere How To Boot Your Android Phone or Tablet Into Safe Mode HTG Explains: Does Your Android Phone Need an Antivirus?

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  • Stage3D: Camera pans the whole screen

    - by Thomas Versteeg
    I am trying to create a 2D Stage3D game where you can move the camera around the level in an RTS style. I thought about using Orthographic Matrix3D functions for this but when I try to scroll the whole "stage" also scrolls. This is the Camera code: public function Camera2D(width:int, height:int, zoom:Number = 1) { resize(width, height); _zoom = zoom; } public function resize(width:Number, height:Number):void { _width = width; _height = height; _projectionMatrix = makeMatrix(0, width, 0, height); _recalculate = true; } protected function makeMatrix(left:Number, right:Number, top:Number, bottom:Number, zNear:Number = 0, zFar:Number = 1):Matrix3D { return new Matrix3D(Vector.<Number>([ 2 / (right - left), 0, 0, 0, 0, 2 / (top - bottom), 0, 0, 0, 0, 1 / (zFar - zNear), 0, 0, 0, zNear / (zNear - zFar), 1 ])); } public function get viewMatrix():Matrix3D { if (_recalculate) { _recalculate = false; _viewMatrix.identity(); _viewMatrix.appendTranslation( -_width / 2 - _x, -_height / 2 - y, 0); _viewMatrix.appendScale(_zoom, _zoom, 1); _renderMatrix.identity(); _renderMatrix.append(_viewMatrix); _renderMatrix.append(_projectionMatrix); } return _renderMatrix; } And the camera is send directly to the GPU with: c3d.setProgramConstantsFromMatrix(Context3DProgramType.VERTEX, 0, cameraMatrix, true); And these are the shaders: ------Vertex Shader------ m44 op, va0, vc0 mov v0, va1.xy mov v0.z, va0.z ------Fragment Shader------ tex ft0, v0, fs0 <2d,linear,nomip> mov oc, ft1 Here is a example and here are two screenshots to show what I mean: How do I only let the inside of the stage3D scroll and not the whole stage?

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  • Need help in determing what, if any, tools can be used to create a free Flash game

    - by ReaperOscuro
    Yes I proudly -and sadly- declare that I am a complete nincompoop when it comes to Flash, and I have been fishing around the big wide web for information. The reason for this is that I have been contracted to create a game(s) for a website -the usual flash-based games caveat. Please I do not mean things like by those gaming generator websites, I mean small yet professional games- but the caveat, as always, is that impossible dream: it needs to be done all for free. The budget...well imagine it as not there. Annoyingly is that I am a game designer yes, but with a ridiculously tight deadline I haven't got much time to re-learn (ah the heady days of programming at uni) everything by the end of March, so I'd like to ask some people who know their stuff rather than keep looking at a gazillion different things. This is my understanding: with the flash sdk you can create a game, albeit you need to be pretty programming savvy. FlashDevelop helps there -yet I am not entirely sure how. Yet even FD says to use Flash for the animation/graphics. Yes its undeniably powerful but as I said there is the unattainable demand of no money. The million dollar question: what, if any, tools can I use to create a free flash game?

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  • Pathfinding and BSP with Box2D

    - by Amplify91
    I'm looking into implementing AI in my 2D side-scrolling platformer, and I'm looking into using algorithms such as A*. For many kinds of pathfinding, we need some sort of grid or systems of nodes or polygon areas. My problem is that I am using Box2d for physics and I am not sure how best to create a structure that my AI can use besides placing individual nodes manually (something I really want to avoid) and using some sort of steering behavior. My level design is tile-based with each tile being about half of the height/width of my main character. The tiles are not all square (some are sloped). I'd like to have a system that can see what the terrain looks like for pathfinding and also keep track of the positions of other actors such as enemies. I'd like to avoid directly placing any nodes into my level design except for possible endpoints or goals. This question is related: How do you do AI path following within a 2d physics engine like farseer/box2d?, but it doesn't specify what kind of structure I could use instead of a list of nodes. I'm looking for some kind of grid or type of BSP that I can query for algorithms like A*.

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  • How to protect your real time online shooter from potential bots

    - by Zaky German
    I'm looking to create a multiplayer top down shooter. While i've read about different topics, i can see them i've got some real challenges ahead, but i'm all up for it. One thing i can't understand is how am i supposed to be protecting the game from people who try to create bots? What i mean is, as far as i understand, it's impossible to protect the network traffic in a way that players won't be able to create programs that listen to what's going on and understand it. So what worries me is that people can create bots that listen to the current location of rival players, and send communication that mimic as if the player is shooting in the exact "perfect" location to win that match. So what kind of techniques are used to protect real time games from such bots? Also i'd like to mention that i've tried searching for discussions (as this sounds like something many people struggle with), but couldn't find anything about it specifically, only as a part of broader questions about networking in real time games. If i should have looked harder feel free to put me in my place :) Thanks alot!

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  • What are some good examples of exuberant in-game instructions for telling the player to repeatedly smash a button?

    - by Michael
    What are some good examples of exuberant in-game instructions for telling the player to repeatedly and quickly press a button or perform an action? I'm especially interested in examples in retro games (e.g., from the NES, SNES, and 1980-90s arcade eras), and I would love to see examples with text, graphics, or both. To illustrate, here are a few examples of the type of instructions that I'm thinking of: Smash the A button to lift something heavy! Toggle the joystick back and forth to break free! Quickly press the button to build power in a meter! I'm working on a 2D iOS game with retro-style pixel art, and there's a point where I want the player to quickly tap on a sprite to complete an action. I have a serviceable starting point -- the word "TAP" flashing with an arrow repeatedly moving downward beneath it: But it still doesn't feel quite right. I would love to see some actual examples from the golden days of 2D gaming to use as reference material. I know examples abound, but I'm just struggling to think of any concrete ones at the moment. Can you think of any examples of this type of thing in old games?

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  • Ruby: implementing alpha-beta pruning for tic-tac-toe

    - by DerNalia
    So, alpha-beta pruning seems to be the most efficient algorithm out there aside from hard coding (for tic tac toe). However, I'm having problems converting the algorithm from the C++ example given in the link: http://www.webkinesia.com/games/gametree.php #based off http://www.webkinesia.com/games/gametree.php # (converted from C++ code from the alpha - beta pruning section) # returns 0 if draw LOSS = -1 DRAW = 0 WIN = 1 @next_move = 0 def calculate_ai_next_move score = self.get_best_move(COMPUTER, WIN, LOSS) return @next_move end def get_best_move(player, alpha, beta) best_score = nil score = nil if not self.has_available_moves? return false elsif self.has_this_player_won?(player) return WIN elsif self.has_this_player_won?(1 - player) return LOSS else best_score = alpha NUM_SQUARES.times do |square| if best_score >= beta break end if self.state[square].nil? self.make_move_with_index(square, player) # set to negative of opponent's best move; we only need the returned score; # the returned move is irrelevant. score = -get_best_move(1-player, -beta, -alpha) if (score > bestScore) @next_move = square best_score = score end undo_move(square) end end end return best_score end the problem is that this is returning nil. some support methods that are used above: WAYS_TO_WIN = [[0, 1, 2], [3, 4, 5], [6, 7, 8], [0, 3, 6], [1, 4, 7], [2, 5, 8],[0, 4, 8], [2, 4, 6]] def has_this_player_won?(player) result = false WAYS_TO_WIN.each {|solution| result = self.state[solution[0]] if contains_win?(solution) } return (result == player) end def contains_win?(ttt_win_state) ttt_win_state.each do |pos| return false if self.state[pos] != self.state[ttt_win_state[0]] or self.state[pos].nil? end return true end def make_move(x, y, player) self.set_square(x,y, player) end

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  • Too sell or give for free

    - by QAH
    Hello everyone! I am currently making a game that I was originally planning to sell. It is a simple 2D arcade style game for the PC. I've seen many indie games become popular and generate revenue from advertisements, but the game itself remains free. I need some advice on whether or not I should sell my game, release it for free with advertisements, or ask for donations and keep the game free. I feel that my game is fun, but of course the graphics aren't tip top because I am a programmer, not an artist. I just take screenshots of 3D models I get from Turbosquid and crop around it to make a sprite. Also, and I could be very wrong about this, it seems that there are more legal issues surrounding selling a game than making it free and generating revenue from advertisement, or asking for donations. If I am wrong, someone please correct me. Also, I am very interested in generating some revenue for my work, but that isn't at the very top of my list. I am in my last year of high school, soon to be going to college, and I am going to major in computer science/software engineering. So I am trying to gain some preliminary experience at home by coding stuff every day. One way of getting this experience is by making this game. So what do you think? What route should I take? What has worked well with other indie games? Thanks in advance.

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  • Windows Phone 7 Series &ndash; First Developer Information

    - by Nikita Polyakov
    The official developer story for Windows Phone 7 Series was finally announced at MIX10. You can review the recording of the Keynote at http://live.visitmix.com, also all the sessions will be available within 24hours of their posting. There is extensive list of presentations for Windows Phone listed here. You can start playing with these tools today! Official Silverlight site for Mobile Development: http://silverlight.net/getstarted/devices/windows-phone/  Channel 9 has a training information here: http://channel9.msdn.com/posts/Learn/Windows-Phone-7-Series-Training/ Ok, and for the ones in the hurry, direct link: Windows Phone Developer Tools CTP                      Here is the overview summary of the announcements: End-to-End Mobile Development Platform: By combining Silverlight for rich internet applications and the XNA Framework for game development, developers and designers will be able to build visually stunning and immersive applications and games on the Windows Phone 7 Series. Free Windows Phone Developer Tools: Microsoft has released a free comprehensive tool support package for Silverlight on Windows Phone 7 Series, available for download. Expression Blend for Windows Phone and a preview of Microsoft Visual Studio 2010 Express for Windows Phone will be also included as part of the download. Windows Phone Marketplace: Microsoft made available a new merchandising tool that will enable developers and designers to bring applications and games to market and increase the discoverability of applications with customers while supporting one-time credit card purchases, mobile operator billing and advertising-funded applications.

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  • Should I go with OpenGL to see my future in Game Development industry? [closed]

    - by Priyank
    Possible Duplicate: Should I continue studying OpenGL or just switch to DirectX to give me a better chance of landing a job in the game industry? I tried Google but found quite old articles, so I am in search of an answer in context to year 2012. Hi all, I don't know if you will consider this question appropriate for this community but I am constantly searching for a perfect answer. What I have seen is that most of the games that are released these days are DirectX 1x based. Except for few games like Starcraft or Diablo which don't have high end graphics are using OpenGL. So I have few questions to ask. The platforms i would like to target are PC (windows), Xbox 360 and PS3 (must). Should I go with learning OpenGL to see my future in game development industry? Or should I shift to Directx? If I learn OpenGL first, will it be difficult to learn direcx then? Which API is most suitable for indie development? Which one of the two API's are better from coder's (programmer's) point of view? Like OOP and style of coding. Is openGL being cross platform should be the only reason to choose it over Directx? Even when vendors are not providing enough stable drivers for it. Thanks in advance. I have read this post, but I have few questions. Should I continue studying OpenGL or just switch to DirectX to give me a better chance of landing a job in the game industry?

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  • XNA - Finding boundaries in isometric tilemap

    - by Yheeky
    I have an issue with my 2D isometric engine. I'm using my own 2D camera class which works with matrices and need to find the tilemaps boundaries so the user always sees the map. Currently my map size is 100x100 (with 128x128 tiles) so the calculation (e.g. for the right boundary) is: var maxX = (TileMap.MapWidth + 1) * (TileMap.TileWidth / 2) - ViewSize.X; var maxX = (100 + 1) * (128 / 2) - 1360; // = 5104 pixels. This works fine while having scale factor of 1.0f but not for any other zoom factor. When I zoom out to 0.9f the right border should be at approx. 4954. I´m using the following code for transformation but I always get a wrong value: var maxXVector = new Vector2(maxX, 0); var maxXTransformed = Vector2.Transform(maxXVector, tempTransform).X; The result is 4593. Does anyone of you have an idea what I´m during wrong? Thanks for your help! Yheeky

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  • E3 Booth Babes Display a Painful Lack of Video Game Knowledge [Video]

    - by Jason Fitzpatrick
    If you thought a prerequisite for manning a booth at an electronics expo was a passing knowledge of the electronics and games you were promoting, you were wrong. In the above video Chloe Dykstra puts a set of “booth babes” from the E3 2011 conference to the test by asking them simple questions about video games both new and old. If you’re a gaming fan and you can watch this video without laughing out loud you’ve got an iron will (or you’re shaking your head in disbelief that someone could work a gaming convention and not know the answers to these questions). We won’t lie, we were shaking our head when the one model admitted that she’d worked at GameStop for a year and still didn’t know any of the answers. What questions would you put on list? How about “Finish this sentence: ‘Your Princess is in another…’”, “Dimension?”. 5HP: Booth Babe Edition – E3 2011 [YouTube via Kotaku] How To Encrypt Your Cloud-Based Drive with BoxcryptorHTG Explains: Photography with Film-Based CamerasHow to Clean Your Dirty Smartphone (Without Breaking Something)

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  • CodePlex Daily Summary for Monday, June 25, 2012

    CodePlex Daily Summary for Monday, June 25, 2012Popular ReleasesUmbraco CMS: Umbraco CMS 5.2: Development on Umbraco v5 discontinued After much discussion and consultation with leaders from the Umbraco community it was decided that work on the v5 branch would be discontinued with efforts being refocused on the stable and feature rich v4 branch. For full details as to why this decision was made please watch the CodeGarden 12 Keynote. What about all that hard work?!?? We are not binning everything and it does not mean that all work done on 5 is lost! we are taking all of the best and m...IIS Express Manager: IIS Express 0.31 B: V0.1B - 04 May, 2012 Initiated Project. V0.2B - 05May, 2012 1. Fixed small bug. Threw error when stop button was pressed in an already stopped application. 2. Removed start and stop button. Double clicking on list items will now stop / start the websites. 3. Improved code readability. 4. Changed Orientation of Buttons in UI. V0.3B - 06May, 2012 1. Complete modification of IISEM and process ID handling 2. IISEM is now capable of reflecting the existing IISExpress processes right from startup...SPMegaMenu 0.2.0.a: SPMegaMenu 0.2.0.a: SPMegaMenu 0.2.0.a - *Refined the menu to allow for sub category additions. *Release 0.1.0.a did not allow for sub categories. *Also added a Javascript Array Prototype to facilitate removal of duplicates in the sub category return. (the prototype is added as a workaround as I am not able to get the CAML GroupBy function to work correctly against a lookup column)CodeGenerate: CodeGenerate Alpha: The Project can auto generate C# code. Include BLL Layer、Domain Layer、IDAL Layer、DAL Layer. Support SqlServer And Oracle This is a alpha program,but which can run and generate code. Generate database table info into MS WordXDA ROM HUB: XDA ROM HUB v0.9: Kernel listing added -- Thanks to iONEx Added scripts installer button. Added "Nandroid On The Go" -- Perform a Nandroid backup without a PC! Added official Android app!ExtAspNet: ExtAspNet v3.1.8.1: +2012-06-24 v3.1.8 +????Grid???????(???????ExpandUnusedSpace????????)(??)。 -????MinColumnWidth(??????)。 -????AutoExpandColumn,???????????????(ColumnID)(?????ForceFitFirstTime??ForceFitAllTime,??????)。 -????AutoExpandColumnMax?AutoExpandColumnMin。 -????ForceFitFirstTime,????????????,??????????(????????????)。 -????ForceFitAllTime,????????????,??????????(??????????????????)。 -????VerticalScrollWidth,????????(??????????,0?????????????)。 -????grid/grid_forcefit.aspx。 -???????????En...AJAX Control Toolkit: June 2012 Release: AJAX Control Toolkit Release Notes - June 2012 Release Version 60623June 2012 release of the AJAX Control Toolkit. AJAX Control Toolkit .NET 4 – AJAX Control Toolkit for .NET 4 and sample site (Recommended). AJAX Control Toolkit .NET 3.5 – AJAX Control Toolkit for .NET 3.5 and sample site (Recommended). Notes: - The current version of the AJAX Control Toolkit is not compatible with ASP.NET 2.0. The latest version that is compatible with ASP.NET 2.0 can be found here: 11121. - Pages using ...WPF Application Framework (WAF): WPF Application Framework (WAF) 2.5.0.5: Version: 2.5.0.5 (Milestone 5): This release contains the source code of the WPF Application Framework (WAF) and the sample applications. Requirements .NET Framework 4.0 (The package contains a solution file for Visual Studio 2010) The unit test projects require Visual Studio 2010 Professional Changelog Legend: [B] Breaking change; [O] Marked member as obsolete WAF: Add IsInDesignMode property to the WafConfiguration class. WAF: Introduce the IModuleController interface. WAF: Add ...Windows 8 Metro RSS Reader: Metro RSS Reader.v7: Updated for Windows 8 Release Preview Changed background and foreground colors Used VariableSizeGrid layout to wrap blog posts with images Sort items with Images first, text-only last Enabled Caching to improve navigation between framesConfuser: Confuser 1.9: Change log: * Stable output (i.e. given the same seed & input assemblies, you'll get the same output assemblies) + Generate debug symbols, now it is possible to debug the output under a debugger! (Of course without enabling anti debug) + Generating obfuscation database, most of the obfuscation data in stored in it. + Two tools utilizing the obfuscation database (Database viewer & Stack trace decoder) * Change the protection scheme -----Please read Bug Report before you report a bug-----...XDesigner.Development: First release: First releaseBlackJumboDog: Ver5.6.5: 2012.06.22 Ver5.6.5  (1) FTP??????? EPSV ?? EPRT ???????DotNetNuke® Form and List: 06.00.01: DotNetNuke Form and List 06.00.01 Changes in 06.00.01 Icons are shown in module action buttons (workaraound to core issue with IconAPI) Fix to Token2XSL Editor, changing List type raised exception MakeTumbnail and ShowXml handlers had been missing in install package Updated help texts for better understanding of filter statement, token support in email subject and css style Major changes for fnL 6.0: DNN 6 Form Patterns including modal PopUps and Tabs http://www.dotnetnuke.com/Po...MVVM Light Toolkit: V4RTM (binaries only) including Windows 8 RP: This package contains all the latest DLLs for MVVM Light V4 RTM. It includes the DLLs for Windows 8 Release Preview. An updated Nuget package is also available at http://nuget.org/packages/MvvmLightLibs An installer with binaries, snippets and templates will follow ASAP.Weapsy - ASP.NET MVC CMS: 1.0.0: - Some changes to Layout and CSS - Changed version number to 1.0.0.0 - Solved Cache and Session items handler error in IIS 7 - Created the Modules, Plugins and Widgets Areas - Replaced CKEditor with TinyMCE - Created the System Info page - Minor changesAcDown????? - AcDown Downloader Framework: AcDown????? v3.11.7: ?? ●AcDown??????????、??、??????。????,????,?????????????????????????。???????????Acfun、????(Bilibili)、??、??、YouTube、??、???、??????、SF????、????????????。 ●??????AcPlay?????,??????、????????????????。 ● AcDown??????????????????,????????????????????????????。 ● AcDown???????C#??,????.NET Framework 2.0??。?????"Acfun?????"。 ????32??64? Windows XP/Vista/7/8 ??:????????Windows XP???,?????????.NET Framework 2.0???(x86),?????"?????????"??? ??????????????,??????????: ??"AcDown?????"????????? ...NShader - HLSL - GLSL - CG - Shader Syntax Highlighter AddIn for Visual Studio: NShader 1.3 - VS2010 + VS2012: This is a small maintenance release to support new VS2012 as well as VS2010. This release is also fixing the issue The "Comment Selection" include the first line after the selection If the new NShader version doesn't highlight your shader, you can try to: Remove the registry entry: HKEY_CURRENT_USER\Software\Microsoft\VisualStudio\11.0\FontAndColors\Cache Remove all lines using "fx" or "hlsl" in file C:\Program Files (x86)\Microsoft Visual Studio 11.0\Common7\IDE\CommonExtensions\Micr...3D Landmark Recognition: Landmark3D Dataset V1.0 (7z 1 of 3): Landmark3D Dataset Version 1.0Xenta Framework - extensible enterprise n-tier application framework: Xenta Framework 1.8.0: System Requirements OS Windows 7 Windows Vista Windows Server 2008 Windows Server 2008 R2 Web Server Internet Information Service 7.0 or above .NET Framework .NET Framework 4.0 WCF Activation feature HTTP Activation Non-HTTP Activation for net.pipe/net.tcp WCF bindings ASP.NET MVC ASP.NET MVC 3.0 Database Microsoft SQL Server 2005 Microsoft SQL Server 2008 Microsoft SQL Server 2008 R2 Additional Deployment Configuration Started Windows Process Activation service Start...MFCMAPI: June 2012 Release: Build: 15.0.0.1034 Full release notes at SGriffin's blog. If you just want to run the MFCMAPI or MrMAPI, get the executables. If you want to debug them, get the symbol files and the source. The 64 bit builds will only work on a machine with Outlook 2010 64 bit installed. All other machines should use the 32 bit builds, regardless of the operating system. Facebook BadgeNew ProjectsAudio-Gallery-Suite: Audio-Gallery-Suite is a complete audio gallery solution that includes a web audio gallery and a windows application for its complete management.caoliu_????????-????: ????????????Decanini: Teste de SummaryDevToolkit: placeholderdotCommand: dotCommand project explores various .NET implementations of Command design pattern, by providing and measuring those implementations.Engine Wars Chess Manager Service: EngineWars is Client/Server framework to host chess matches of humans vs humans, humans vs Chess Engines, and engines vs engines in casual play and tournaments.FsHtml: A tiny HTML parser in F#JAVALINKDotHandler: BÁSICO Sistema para avaliação de A5LP1 - IFSP - Campi SÃO PAULOKylinORM ????: KylinORM???????,??AOP?DDD???????????。LegendJS 2D: A 2D engine written in Javascript and Canvas. Aims to be easy learn and flexible enough to develop complex 2D game or other 2D application. LegendJS manages youMetroToolbox: A library of useful tools for developer metro apps on windows rt.M-i-c-r-o-S-o-f-t-W-M-S: M8i8c8r8o8S8o8f8t M8i8c8r8o8S8o8f8t M8i8c8r8o8S8o8f8tMineSweeping: 1234567890Multiplatform GTK Docking Panel in MONO: This is an open source project to develop a multiplatform dock-panel library in Gtk for Mono.MyAbcdefg_abcdefg: MyAbcdefg_abcdefgPlugin PagSeguro for NopCommerce 2.5: PagSeguro paymento module for nopcommerce 2.5 This is a brazilian payment method.Reckoning: Reckoning is a word counter that reports the frequencies of words in a piece of text. Seo Proxy: Seo Proxy is a proxy fetcher and checker. Project is intended to create ultimate tool to get proxies from websites and build quality lists.SharePoint Auriga blog: -SharpToolkit: placeholderShift2D: Shift2D????XNA?? Shift2D??????WPF、Silverlight????,????????,???????,?????????。Simple TFTP loader for Windows Embedded Compact EBOOT: Utility to download NK.BIN files to EBOOT without using PLatform Builder'SUMC Reader: SUMC reader - read info from http://m.sumc.bg I named SUMC, because that's the official nickname of Sofia public transport. t: tVertical Shooter RPG: Vertical Shooter RPG is an XNA open source game that will be an update to the vertical shooter genre by adding a world map and upgradable options.w___m___s___uupiwqewrqewypouyupqurpe: sdfasdfadsfafadsfsadfworkmanagesystem: This is the Course Project for School of E&M NCEPU owned by OLDBIG12. Now OLDBIG12 and Silent are develeoping it. It's just my first project on CodePlex.

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  • What's a good Game development platform for a platformer game with these characteristics?

    - by Joe
    Yes, I know, the best way to make an indie game is to learn to code. I've got some scripting experience, but I want to do worldbuilding with already-existing tools (and communities surrounding those tools), and I've been really impressed with games like An Untitled Story that were made with pre-packaged toolsets at their core, like Game Maker. :) So I'm planning to make my game using either Game Maker or something like it. The basic parameters of my planned game: -2D platformer. -Physics/speed akin to Sonic the Hedgehog. -Large, non-linear world, flowing as seamlessly as possible -- think Super Metroid, but without the forced screen transitions. The first two points have me leaning toward Game Maker -- Plenty of 2D platformers have been made with it, and there are serviceable, openly available Sonic-the-Hedgehog-style physics engines for it that could be adapted to my needs with minimal muss and fuss. But the third makes me antsy -- from what limited information I hear, Game Maker has problems with large levels/boards/screens/whateveryoucallthem, thus necessitating transitions between screens. I want to avoid that if at all possible -- it would, I believe, fundamentally alter the flow of the game. I understand that generally speaking, the more you have loaded into memory the more things are going to chug (especially for a one-size-fits-all game development platform that isn't a model of efficient coding), but I'm hoping there are systems that can un-load objects that are sufficiently far offscreen and thus better produce seamlessness. Any thoughts, people? :) The sooner I can get a basic pre-fab physics engine and world-building program up and running, the sooner I can start prototyping areas and generally tooling around. Should I be looking at Game Maker, or elsewhere? (My current plan is to more-or-less build the game prototype-style, then worry about art and sound at the very end once the damn thing is playable.)

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