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  • Facebook Graph API and ActionScript

    - by dani
    I'm setting out to develop a number of Facebook applications/games, which make use of some Facebook user information and stores game info in a database backend etc, in ActionScript 3.0. How can one leverage the new Graph API Should I use JavaScript or PHP as a "middle layer" or should I go with the ActionScript Client Library? Are there other libraries (Facebook / database / multiplayer related.) that could simplify the development of these Facebook games?

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  • Any alternative or other option for anchor point in cocos2d ?

    - by Srinivas
    I have game application (cocos2d) in which, a ball is to be shooted from a cannon, this ball travels through a trajectory path and land on a building. Now the problem is that according to the requirement I have to increase the size of the background image due to which I have to set the Building image with anchor point now I have to put fire image on the building dynamically on different window locations, for this should I use same anchor point option or there are some alternative options to accomplish this task.

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  • PHP: Class to parse OGG and .ogv files?

    - by Nic Hubbard
    I am looking for a php class that can parse ogg and .ogv files so that I can get some of the metadata out of the files, such as comments, bitrate, length, etc. I have found this: http://opensource.grisambre.net/ogg/ but after testing it, it does not seem to parse and of the files that I test it with. Has anyone had luck with an alternative? I would use getID3(), but it does not support ogg video.

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  • How to response to full screen button in websites that has videos

    - by Pinhassi
    I use webview to play videos from varios sites, some of them have a full screen button I would like the webview to respond to the full screen button. If I set webSettings.setUseWideViewPort(false); then video get stuck when clicking the full screen button and I can see the following error on the logcat: 10-09 08:32:27.970: D/gralloc(31814): unmmap pid(1876), vaddr(0x589dc000) 10-09 08:32:27.970: E/gralloc(31814): [GR_MD] unmapping from 0x5786c000, size=33427456 10-09 08:32:27.970: D/gralloc(31814): unmmap pid(1876), vaddr(0x5a9fb000) 10-09 08:32:27.970: E/gralloc(31814): [GR_MD] unmapping from 0x5984d000, size=33427456 10-09 08:32:27.975: D/gralloc(31814): unmmap pid(1876), vaddr(0x5e616000) 10-09 08:32:27.975: E/gralloc(31814): [GR_MD] unmapping from 0x5d42a000, size=33427456 I'm using Android 4.0.1, here is my code: setWebViewSettings(mVideoWebView); String data_html = "<!DOCTYPE HTML> <html xmlns=\"http://www.w3.org/1999/xhtml\" xmlns:og=\"http://opengraphprotocol.org/schema/\" xmlns:fb=\"http://www.facebook.com/2008/fbml\"> <head></head> <body style=\"margin:0 0 0 0; padding:0 0 0 0;\"> <iframe src=\"http://www.dailymotion.com/embed/video/xu4vre\" width=\"300\" height=\"162"\" frameborder=\"0\"></iframe> </body> </html> "; mVideoWebView.loadData(data_html, "text/html", null); public static void setWebViewSettings(WebView webview) { WebSettings webSettings = webview.getSettings(); webSettings.setPluginState(PluginState.ON); webSettings.setJavaScriptEnabled(true); webSettings.setAllowFileAccess(true); webSettings.setLoadWithOverviewMode(false); // zoom y/n webSettings.setUseWideViewPort(true); // true = like desktop webSettings.setPluginsEnabled(true); //webSettings.setAllowContentAccess(true); webSettings.setAllowFileAccess(true); //webSettings.setAllowFileAccessFromFileURLs(true); //webSettings.setAllowUniversalAccessFromFileURLs(true); webSettings.setDatabaseEnabled(true); webSettings.setGeolocationEnabled(true); webSettings.setJavaScriptCanOpenWindowsAutomatically(true); webSettings.setDomStorageEnabled(true); }

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  • Youtube Downloader

    - by Erik Persson
    Hi, A time ago I had a script who got the flv-file from a specified youtube-video, which now is broken due to changes at their website. I am wondering if Youtube may have an API to download the flv-file, where can I find it in that case? Have anyone build an own script, may someone wanna help be building it? Is there any scripts in any other languages such as shell/bash that works? :) Best regards, Erik Persson

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  • Friction in Box2d

    - by Rosarch
    I am using Box2d for a topdown game. The "ground" is a series of tiles, where each tile is a static body with a sensor shape. Can I make friction take effect for this, even though the objects aren't really "colliding" with the ground? If Box2d won't let me do this, I considered trying to implement my own by detecting what force is currently moving the object, and applying a force opposite to it, but I'm not quite sure how to detect that force.

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  • what is the procedure followed to divide the background into squares like facebook supercity, farmvi

    - by Jeeva
    I have planned to develop a game in flex in which the users will build buildings on a plain surface. I want to divide those lands into pieces and allow the user to build the buildings on the pieces of the surface. How do i divide the land into pieces. I have seen face book application supercity, farm vilie etc. I want to develop same as that. What is the method followed to develop the squares in the background.

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  • Is there any limit to recursion in lisp?

    - by Isaiah
    I enjoy using recursion whenever I can, it seems like a much more natural way to loop over something then actual loops. I was wondering if there is any limit to recursion in lisp? Like there is in python where it freaks out after like 1000 loops? Could you use it for say, a game loop? Testing it out now, simple counting recursive function. Now at 7000000! Thanks alot

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  • Using Effect For Fog of War

    - by Qua
    I'm trying to apply fog of war to areas on the screen not currently visible to the player. I do this by rendering the game content in one RenderTarget and the the fog of war into another, and then I merge them with an effect file that takes the color from the game RenderTarget and the alpha from the fog of war render target. The FOW RenderTarget is black where the FOW appears, and white where it doesn't. This does work, but it colors the fog of war (the unrevealed locations) white instead of the intended color of black. Before applying the effect I clear the backbuffer of the device to white. When I try to clear it to black, non of the fog of war appears at all, which I assume is a product of alpha blending with black. It works for all other colors, however - giving the resulting screen a tint of that color. How do I archieve a black fog while still being able to do alpha blending between the two render targets? The rendering code for applying the FOW: private RenderTarget2D mainTarget; private RenderTarget2D lightTarget; private void CombineRenderTargetsAndDraw() { batch.GraphicsDevice.SetRenderTarget(null); batch.GraphicsDevice.Clear(Color.White); fogOfWar.Parameters["LightsTexture"].SetValue(lightTarget); batch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend); fogOfWar.CurrentTechnique.Passes[0].Apply(); batch.Draw( mainTarget, new Rectangle(0, 0, batch.GraphicsDevice.PresentationParameters.BackBufferWidth, batch.GraphicsDevice.PresentationParameters.BackBufferHeight), Color.White ); batch.End(); } The effect file I'm using to apply the FOW: texture LightsTexture; sampler ColorSampler : register(s0); sampler LightsSampler = sampler_state{ Texture = <LightsTexture>; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; }; float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { float2 tex = input.TexCoord; float4 color = tex2D(ColorSampler, tex); float4 alpha = tex2D(LightsSampler, tex); return float4(color.r, color.g, color.b, alpha.r); } technique Technique1 { pass Pass1 { PixelShader = compile ps_2_0 PixelShaderFunction(); } }

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  • 2D Engine for iPhone OS

    - by disp
    I have a pretty simple 2D flash game. It's a jump n run sidescroller and I want to port it to the iPhone. But what is the best way to do it? There is Adobe Flash Pro CS5 but I'd rather program it from the scratch in an iPhone environment. Are there any top games done by open source framekworks? Which is the best way to go?

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  • How to move around an image with javascript?

    - by systempuntoout
    Hi there i'm developing a simple web quiz. Using javascript, i would like to create an effect that displays a small image (1UP) that wanders around the "game deck" when users reach a specific level or score; user could gain an extra life simply clicking on it in time. Do you know any Jquery plugin or javascript snippet to achieve an effect like this? Thanks in advance Michele

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  • strange UnindexedFileException for Expression Encoder MediaItem

    - by George2
    Hello everyone, When I use the following statement to create a new instance of MediaItem (VSTS 2008 + .Net 3.5 + C# + Windows 7), and I met with the following exception, any ideas what is wrong? I have tried with other wmv files, and there are no such issues. BTW: I am using Expression Encoder 3 SDK. MediaItem video = new MediaItem("1.wmv"); Microsoft.Expression.Encoder.UnindexedFileException {"Cannot seek file."} thanks in advance, George

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  • Why is Microsoft not developing a Halo-like next gen title using C#? [closed]

    - by Joan Venge
    The question might look subjective but considering Microsoft: Owns the Xbox 360 platform Owns the Windows platform Have their own game studio (MGS) Own other 3rd party developers Is a major publisher makes me wonder why Microsoft doesn't push their flagship language to prove that not only you can cut down significant development time, and therefore money, but also show that you can release a next gen title where the real time interactivity doesn't suffer. If Microsoft were to do this once, I am sure many AAA developers would jump on that wagon too.

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  • Report Direct3D memory usage

    - by Jazz
    I have a Direct3D 9 application and I would like to monitor the memory usage. Is there a tool to know how much system and video memory is used by Direct3D? Ideally, it would also report how much is allocated for textures, vertex buffers, index buffers...

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  • Is C# fast enough for games

    - by Matt
    Will a game written in C# have any speed issues after long periods of play, like for 24 hours at a time? I'm specifically talking about a 2D RPG similar to old Final Fantasy or Dragon Quest games. I know that languages like Python will slow down too much, curious how C# would stand.

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  • OpenSteer on Xbox 360?

    - by Rosarch
    I want to use OpenSteer for my game that I want to be compatible with the Xbox 360. I have heard that since it is a wrapper for a C++ library, it will work in XNA on a PC, but not on the Xbox. Is there no way to make it compatible?

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  • How do emulators work and how are they written?

    - by Simucal
    How do emulators work? When I see NES / SNES or C64 emulators, it astounds me. Do you have to emulate the processor of those machines by interpreting it's particular assembly instructions? What else goes into it? How are they typically designed? Can you give any advice for someone interested in writing an emulator (particularly a game system)?

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  • GeekGameBoard - Klondike does not run.

    - by Tibi
    Hi there, I download the GeekGameBoard framework from Jens Alfke and I can only run the checkers like version on my iPhone and iPad simulator. When running the Klondike version the simulator launches but the game does not start, any idea about what is missing to make it run ?

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  • How to implement a link that can get bonus for 5 times by different people on a Social Network?

    - by Jian Lin
    How can we generate a link that can be clicked on by 5 different people on a Social Network game, so that each of the five people can get a bonus? The link will be published as a "newsfeed" on the Social Network such as Facebook. The link shouldn't be easily "generated" by any people as a cheating method. Also, what database table(s) should be added to handle: 1) the bonus can be claimed up to 5 times 2) must be claimed by different people ?

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  • JWPlayer plays videos at 3x speed on the first run, then works fine in subsequent runs on the same p

    - by Josiah Kiehl
    Go here: http://nano.materials.drexel.edu/research/videolibrary For some bizarre reason, the videos will play at 3x speed on the first run through, but then will play at normal speed each subsequent play. This doesn't happen all the time, and it's not always the same video(s) that do it. I'm utterly baffled. I've reconverted the videos from m4p to flv (using BitComet's converter) several times, double checking the settings each time through with no change to the behavior. Anyone have a clue what's going on?

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  • ffmpeg libxvid settings for optimal quality and preferably fast encoding

    - by dropson
    What ffmpeg settings should I use to convert a video into xvid with a mixed speed and quality ratio, using 2-passes, and alternativly 1 pass. Currently I use the following for just 1 pass, but I need a better sugestion. -acodec libmp3lame -ab 128 -ar 44100 -ac 2 -vcodec libxvid -qmin 3 -qmax 5 -mbd 2 -bf 2 -flags +4mv -trellis -aic -cmp 2 -subcmp 2 -g 2 -maxrate 1300 -b 1200 -threads 0

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  • SDL Video Init causes Exception on Mac OS X 10.8

    - by ScrollerBlaster
    I have just ported my C++ game to OS X and the first time it ran I get the following exception when trying to call SDL_SetVideoMode. 2012-09-28 15:01:05.437 SCRAsteroids[28595:707] * Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'Error (1000) creating CGSWindow on line 259' * First throw call stack: ( 0 CoreFoundation 0x00007fff8b53b716 __exceptionPreprocess + 198 1 libobjc.A.dylib 0x00007fff90e30470 objc_exception_throw + 43 2 CoreFoundation 0x00007fff8b53b4ec +[NSException raise:format:] + 204 3 AppKit 0x00007fff8a26a579 _NSCreateWindowWithOpaqueShape2 + 655 4 AppKit 0x00007fff8a268d70 -[NSWindow _commonAwake] + 2002 5 AppKit 0x00007fff8a2277e2 -[NSWindow _commonInitFrame:styleMask:backing:defer:] + 1763 6 AppKit 0x00007fff8a22692f -[NSWindow _initContent:styleMask:backing:defer:contentView:] + 1568 7 AppKit 0x00007fff8a2262ff -[NSWindow initWithContentRect:styleMask:backing:defer:] + 45 8 libSDL-1.2.0.dylib 0x0000000107c228f6 -[SDL_QuartzWindow initWithContentRect:styleMask:backing:defer:] + 294 9 libSDL-1.2.0.dylib 0x0000000107c20505 QZ_SetVideoMode + 2837 10 libSDL-1.2.0.dylib 0x0000000107c17af5 SDL_SetVideoMode + 917 11 SCRAsteroids 0x0000000107be60fb _ZN11SDLGraphics4initEP6IWorldii + 291 ) libc++abi.dylib: terminate called throwing an exception Abort trap: 6 My init code looks like this: if (SDL_Init(SDL_INIT_EVERYTHING) < 0) return false; const SDL_VideoInfo *videoInfo = SDL_GetVideoInfo(); if (!videoInfo) { fprintf(stderr, "Video query failed: %s\n", SDL_GetError()); return false; } /* the flags to pass to SDL_SetVideoMode */ videoFlags = SDL_OPENGL; /* Enable OpenGL in SDL */ videoFlags |= SDL_GL_DOUBLEBUFFER; /* Enable double buffering */ videoFlags |= SDL_HWPALETTE; /* Store the palette in hardware */ /* This checks to see if surfaces can be stored in memory */ if (videoInfo->hw_available) videoFlags |= SDL_HWSURFACE; else videoFlags |= SDL_SWSURFACE; if (w == 0) { widthViewport = videoInfo->current_w; heightViewport = videoInfo->current_h; cout << "Will use full screen resolution of "; videoFlags |= SDL_FULLSCREEN; } else { cout << "Will use full user supplied resolution of "; widthViewport = w; heightViewport = h; videoFlags |= SDL_RESIZABLE; /* Enable window resizing */ } cout << widthViewport << "x" << heightViewport << "\n"; /* This checks if hardware blits can be done */ if (videoInfo->blit_hw) videoFlags |= SDL_HWACCEL; /* Sets up OpenGL double buffering */ SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); /* get a SDL surface */ surface = SDL_SetVideoMode(widthViewport, heightViewport, SCREEN_BPP, videoFlags); It gets into that last SDL call and throws the exception above. I have tried it in both full screen and resizable window mode, same thing. I build my app old school, on the command line, as opposed to using Xcode.

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