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  • How to implement a score database in Android

    - by Michael Seun Araromi
    I making a 2d game for android using opengl-es technology. It is a space shooting game where the player shoots enemy ships. I want to keep a track of score for the amount of enemy ships destroyed and a record of a local highscore, I want the score to be incremented whenever an enemy is destroyed. I also want a way of displaying both score and highscore on the game screen. I am not farmiliar with databases at all and I will appreciate a clear answer or a link to a good tutorial for my cause. Thanks

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  • Ouya build experiencing odd graphical artifacts, screen half black

    - by Neeko
    I'm witnessing very odd graphical artifacts when I run my Unity game on Ouya. After the Unity splash screen, the game loads with the screen half black. This seemingly has started occurring out of the blue. It also doesn't occur in the editor or the standalone build, only on Ouya. I can't think of a single reason why this would be happening. If I open the Ouya menu screen and close it, the game returns to normal; somewhat, as there may be some artifacts lingering but the screen isn't half black like in the screen shot above. I know there's not much to go off of, but any insight into why this may be happening is greatly appreciated.

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  • Help comparing Cocos2d and Unity3d for this project.....

    - by Omega
    I will not go into details, but I would like to hear your opinions about this: Essentially, my project will be a 2d game, with lots of complex levels, where some might be simple and others might be a bit more deep, with physics, etc. We want to implement our very own online structure: logging in, leaderboards, achievements, friends etc with our own servers. This means no OpenFeint nor GameCenter at all. We expect this game to be very large in both graphics and audio. We wish to use in-app purchases. Now, we considered two options. Cocos2d and Unity3d. We need help deciding using the factors I mentioned before (networking, good performance even for a large game in terms of graphics and audio like this, in-app purchases, etc) which option would fit better this? Technically, both options can create 2d games. I'd like to hear your opinion.

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  • rts libgdx design?

    - by user36531
    I am attempting to create a simple rts multi-player strategy game using libgdx. I am stumped at the moment. I want the underlying game world to run at all times and be aware of where all items are on the map.. so if player A logs in and moves unit to some location on the grid and logs off, that unit info is still there and can be accessed again by player A when they log back on to move somewhere else (if it didnt get attacked during the playerA was logged off). How can i do this? Do i create a main game world on the server and when players connect make client just sequentially request whats in each visible tile? Is there an easier way to get this done? Or go SQL route? Whats better?

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  • creating the nodes for path finding during run time - more like path making and more

    - by bigbadbabybear
    i'm making my 1st game. i'm using javascript as i currently want to learn to make games without needing to learn another language but this is more of a general game dev question its a 2d turn-based tile/grid game. you can check it here http://www.patinterotest.tk/ it creates a movable area when you hover a player and it implements the A* algo for moving the player. The Problem: i want to make the 'dynamic movable area creation' already implement a limited number of steps for a player. The Questions: what is a good way to do this? is there another algorithm to use for this? the A* algorithm needs a start and destination, with what i want to do i don't have a destination or should i just limit the iteration of the A* algo to the steps variable? hopefully you understand the problem & questions easily

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  • What's the best way to create animations when doing Android development?

    - by Adam Smith
    I'm trying to create my first Android game and I'm currently trying to figure out (with someone that will do the drawings and another programmer) what the best way to create animation is. (Animations such as a character moving, etc.) At first, the designer said that she could draw objects/characters and animate them with flash so she didn't have to draw every single frame of an action. The other programmer and I don't know Flash too much so I suggested extracting all the images from the Flash animation and making them appear one after the other when the animation is to start. He said that would end up taking too much resource on the CPU and I tend to agree, but I don't really see how we're supposed to make smooth animations without it being too hard on the hardware and, if possible, not have the designer draw every single frame on Adobe Illustrator. Can an experienced Android game developper help me balance this out so we can move on to other parts of the game as I have no idea what the best way to create animations is.

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  • Design virtual resolution for 2D development in Unity

    - by djzmo
    I came to Unity with Cocos2D experience in mind. In Cocos2D, I can choose a "virtual" screen resolution size to rely on the entire game during development and the game will automatically adapt to different screen sizes in various devices. Now that I'm migrating to Unity and has access to 4.3 beta which has a native 2D workflow, is there a similar mechanism that will automate this? After playing around a bit with Unity, I also found out that Unity uses a neutral coordinate unit that can translate to pixels flexibly (CMIIW). But when developing a 2D game, I need them in pixels. Thank you.

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  • High level project workflow

    - by user775060
    We are a small software company trying our hand at our second game. Since our first games' process was a living nightmare (since we used webdevelopment workflow) I have decided to educate myself on how to manage a game project on a high level. How does your process work, from idea to launch? Preferably in situations where you have a team that needs to cooperate. I've seen these 2 links, which are useful in a way, but was wondering if there are better/more comprehensive ways to do this? http://www.goodcontroller.com/blog/?p=136 http://gogogic.wordpress.com/2009/02/09/symbol6-how-we-created-an-iphone-game/ All input would be infinitely appreciated.

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  • Enterprise Manager in EPM 11.1.2.x...a game of hide and seek!

    - by THE
    Normal 0 21 false false false DE X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman","serif";} guest article: Maurice Bauhahn: Users of Oracle Hyperion Enterprise Performance Management 11.1.2.0 and 11.1.2.1 may puzzle why the URL http://<servername>:7001/em may not conjure up Enterprise Manager Fusion Middleware Control. This powerful tool has been installed by default...but WebLogic may not have been 'Extended' to allow you to call it up (we are hopeful this ‘Extend’  step will not be needed with 11.1.2.2). The explanation is on pages 425 and following of the following document: http://www.oracle.com/technetwork/middleware/bi-foundation/epm-tips-issues-1-72-427329.pdf A close look at the screen dumps in that section reveals a somewhat scary prospect, however: the non-AdminServer servlets had all failed (see the red down-arrow icons to the right of their names) after the configuration! Of course you would want to avoid that scenario! A rephrasing of the instructions might help: Ensure the WebLogic AdminServer is not running (in a default scenario that would mean port 7001 is not active). Ensure you have logged into the computer as the installing owner of EPM. Since Enterprise Manager uses a LOT of resources, be sure that there is adequate free RAM to accommodate the added load. On the machine where WebLogic AdminServer is set up (typically the Foundation Services machine), run \Oracle\Middleware\wlserver_10.3\common\bin\config (config.sh on Unix). Select the 'Extend an existing WebLogic domain' option, and click the 'Next' button. Select the domain being used by EPM System. - Typically, the default domain is created under /Oracle/Middleware/user_projects/domains and is named EPMSystem. - Click 'Next'. Under 'Extend my domain automatically to support the following added products' - place a check mark before 'Oracle Enterprise Manager - 11.1.1.0 [oracle_common]' to select it. - Continue accepting the defaults by clicking 'Next' on each page until - on the last page you click 'Extend'. - The system will grind for a few minutes while it configures (deploys?) EM. - Start the AdminServer. Sometimes there is contention in the startup order of the various servlets (resulting in some not coming up). To avoid that problem on Microsoft Windows machines you may start and stop services via the following analogous command line commands to those run on Linux/Unix (these more carefully space out timings of these events): Ensure EPM is up:\Oracle\Middleware\user_projects\epmsystem1\bin\start.bat Ensure WebLogic is up:\Oracle\Middleware\user_projects\domains\EPMSystem\bin\startWebLogic.cmd Shut down WebLogic:\Oracle\Middleware\user_projects\domains\EPMSystem\bin\stopWebLogic.cmd Shut down EPM:\Oracle\Middleware\user_projects\epmsystem1\bin\stop.bat  Now you should be able to more successfully troubleshoot with the EM tool:

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  • 3d environments and managing them on iOS

    - by alJaree
    I would like to start learning 3d game development and currently only develop 2d games. A few basic questions I am interested in are: What is used to create the 3d environments? Are they all done in e.g. Maya, Lightwave, 3d modeling software? What is the output format for these models and how are they manipulated in iOS? Is it all done using openGL(GL ES on iOS)? e.g a monster needs to be spawned in the game world. What coordinates are used? Are the concepts the same as 2d in terms of collision on the coordinates and movement on the coordinates of the game world? How are 3d games managed in iOS on the low available memory. (e.g. FPS games) Lastly, Can someone please recommend a good book that is up to date and can be applied to todays techniques. Thanks

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  • Is what someone publishes on the Internet fair game when considering them for employment as a programmer?

    - by Jon Hopkins
    (Originally posted on Stack Overflow but closed there and more relevant for here) So we first interviewed a guy for a technical role and he was pretty good. Before the second interview we googled him and found his MySpace page which could, to put it mildly, be regarded as inappropriate. Just to be clear there was no doubt that it was his page (name, photos, matching biographical information and so on). The content was entirely personal and in no way related to his professional abilities or attitude. Is it fair to consider this when thinking about whether to offer them a job? In most situations my response would be what goes on in someone's private life is their own doing. However for anyone technical who professes (implicitly or explicitly) to understand the Internet and the possibilities it offers, is posting things in a way which can so obviously be discovered a significant error of judgement? EDIT: Clarification - essentially it was a fairly graphic commentary on porn (but of, shall we say, a non-academic nature). I'm actually more interested in the general concept than the specific incident as it's something we're likely to see more in the future as people put more and more of themselves on-line. My concerns are not primarily about him and how he feels about such things (he's white, straight, male and about the last possible victim of discrimination on the planet in that sense), more how it reflects on the company that a very simple search (basically his name) returns these things and that clients may also do it. We work in a relatively conservative industry.

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  • How to fo fluid dynamics like Where's My Water?

    - by Edgar Miranda
    There is a game on the app store called "Where's My Water" that is really fun and uses fluid dynamics in it's gameplay. You can check out a video of the game play here... http://www.youtube.com/watch?v=UnFFWnwOohk. You use your finger to remove dirt from the screen, and then the water just flows to the new area. Anyone know what engine this was made in and how they where able to get the fluid dynamics in there? I'm using the Corona SDK for mobile development and want to do something similar like this (a game with fluid dynamics).

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  • Automatically zoom out the camera to show all players

    - by user36159
    I am building a game in XNA that takes place in a rectangular arena. The game is multiplayer and each player may go where they like within the arena. The camera is a perspective camera that looks directly downwards. The camera should be automatically repositioned based on the game state. Currently, the xy position is a weighted sum of the xy positions of important entities. I would like the camera's z position to be calculated from the xy coordinates so that it zooms out to the point where all important entities are visible. My current approach is to: hw = the greatest x distance from the camera to an important entity hh = the greatest y distance from the camera to an important entity Calculate z = max(hw / tan(FoVx), hh / tan(FoVy)) My code seems to almost work as it should, but the resulting z values are always too low by a factor of about 4. Any ideas?

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  • How can I selectively update XNA GameComponents?

    - by Bill
    I have a small 2D game I'm working on in XNA. So far, I have a player-controlled ship that operates on vector thrust and is terribly fun to spin around in circles. I've implemented this as a DrawableGameComponent and registered it with the game using game.Components.Add(this) in the Ship object constructor. How can I implement features like pausing and a menu system with my current implementation? Is it possible to set certain GameComponents to not update? Is this something for which I should even be using a DrawableGameComponent? If not, what are more appropriate uses for this?

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  • How can I create tiles that scale to multiple resolutions?

    - by Darestium
    I am trying to create a multiplayer version of the popular Flash game N in Java. However, I'm not sure how to create a tileset that will scale up. Are the tiles for N pre-drawn or are they defined with mathamatical formulas in code? I do see how they would scale up in Flash if they were pre-rendered. So if anyone has any ideas how I should go about creating the tileset, or how they are created in the game please let me know. You can check out the game here.

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  • Thread problem updating Windows Forms control in XNA C#

    - by Luis
    I'm development a network card game, and for now i've two players connected but there is a problem with one of them, this one can't do anything on the game. Looks that screen was blocked. I'm think that is because a code i used before. That code is: if (InvokeRequired) { this.Invoke(new MethodInvoker(delegate { ... })); return; } The code above is surrounding code to changing Button values, make connection with server and create game window. Without this code a warning is shown. InvalidOperationException was unhandled Cross-thread operation not valid: Control 'startGameButton' accessed from a thread other than the thread it was created on.

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  • Can you plug DVD/Game system into an LCD?

    - by Xeoncross
    All the LCD's in our house have DVI and VGA inputs. None support S-Video or any analog formats. Our game systems (nes, snes, n64, ps, ps2, gamecube, etc..) and DVD and VHS players only have composite (the yellow/red/white cords..?) or S-Video (that PS2-input like cable..?). How can I convert the signal these analog systems output to work on VGA or DVI?

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  • Automatically zoom out the camera to show all players (XNA)

    - by user36159
    I am building a game in XNA that takes place in a rectangular arena. The game is multiplayer and each player may go where they like within the arena. The camera is a persepective camera that looks directly downwards. The camera should be automatically repositioned based on the game state. Currently, the xy position is a weighted sum of the xy positions of important entities. I would like the camera's z position to be calculated from the xy coordinates so that it zooms out to the point where all important entities are visible. My current approach is to: hw = the greatest x distance from the camera to an important entity hh = the greatest y distance from the camera to an important entity Calculate z = max(hw / tan(FoVx), hh / tan(FoVy)) My code seems to almost work as it should, but the resulting z values are always too low by a factor of about 4. Any ideas?

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  • How to design a leaderboard?

    - by PeterK
    This sounds like an easy thing but when i considering the following Many players Some have played many games and some just started Different type of statistics ...on what information should the actual ranking be based on. I am planning to display the board in a UITableView so there is limited space available per player. However, I am not bound to the UITableView if there is a better solution. This is a quiz game and the information i am currently capturing per player is: #games played totally #games played per game type (current version have only one game type) #questions answered #correct answers Maybe i should include additional information. I have been thinking about having a leaderboard property page where the player can decide on what basis the leaderboard should display information but would like to avoid the complexity in that. However, if that is needed i will do it. Anyone that can give me some advice on how to design the presentation of this would be highly appreciated?

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  • Differences between C# and Javascript for Unity [closed]

    - by vrinek
    Apart from the language differences (class-based vs prototypical, strong vs weak typing), what are the differences between using Javascript and using C# when developing games in Unity3D? Is there a noticable performance difference? Is the javascript code packaged as-is? And if yes, does this help the game's modability? Is it possible to use libraries developed for one language while developing in the other one? Is it possible to mix the two languages in the same Unity project by coding some parts in C# and others in Javascript? The next couple of questions are time-specific so feel free to ignore or remove: If libraries are not cross-functional, which language has better library support from the game development perspective? Which language has better game dev specific resources available (books, websites, forums)?

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  • Interacting with scene from controller/app delegate cocos2d

    - by cjroebuck
    I'm attempting to make my first cocos2d (for iphone) multiplayer game and having difficulty understanding how to interact with a scene once it is running. The game is a simple turn-based one and so I have a GameController class which co-ordinates the rounds. I also have a GameScene class which is the actual scene that is displayed during a round of the game. The basic interaction I need is for the GameController to be able to pass messages to the GameScene class.. such as StartRound/StopRound etc. The thing that complicates this is that I am loading the GameScene with a LoadingScene class which simply initialises the scene and replaces the current scene with this one, so there is no reference from GameController to GameScene, so passing messages is quite tricky. Does anyone have any ways to get around this, ideally I would still like to use a Loading class as it smooths out the memory hit when replacing scenes.

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  • How can I set a time limit for a game?

    - by Haoda Fu
    I am learning the multi-threading and timer in C# now. But it seems I can't find a good solution. For example, I would like to see how many addition problems that I can solve within 1 min. I would like my program to have A digital clock to count for 60 seconds in the top of my Console. Print a math problem in the middle of my console wait for my input. When 60 seconds is done, stop the math problem challenges immediately (most of time, it is still waiting for my input, but we will stop it immediately). Count how many correct problems that I have solved. Two challenges of the program now. a) how can we make sure the print time and math problem do not mess up. b) how can we stop the math challenges part immediately after time is up

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  • Is component-based design an architectural pattern or design pattern?

    - by xEnOn
    When using the component-based paradigm in game development with engines like Unity, is component-based design an architectural pattern, or a design pattern? Can I even say that component-based design is my "main" architectural pattern for my game? I see architectural patterns as being more high-level than design pattern. The component-based design in game development's context (like with Unity engine) seems to fit as an architectural pattern to me. However, on some sites, I read that component-based design is a behavioural pattern, much like other behavioural design patterns, and not so much like an architectural pattern like MVC.

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  • Why does my model render differently than its preview?

    - by Raven Dreamer
    I've been importing .fbx files that I made with 3DS Max 2012 into Unity, and it's quite neat to see my models running around in game. However, I can't help but notice that the models, as they're rendered in game, vary substantially from what they look like in the preview (and also what they looked like in 3DS Max). Observe: In-Game Unity Preview 3DS Max My gut tells me that I'm not setting up Unity's lighting system properly. What, then, do I need to do, to either my scene or my model, in order to get the left-most picture to look like the middle one?

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