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  • Movement of body after applying weld joint

    - by ved
    I have two rectangular bodies. I've applied Weldjoint successfully on these bodies. I want to move that joined body by applying linear impulse. After weld joint, these two bodies becomes single body right? How do I apply force/impulse on the joined body? I am using Box2D with LibGDX. I've tried this: polygon1.applyLinearImpulse(new Vector2(-5, 0), polygon1.getWorldCenter(), true); I thought that if I move polygon1 then polygon2 will also move due to my weld joint but it is not working properly. Why don't they move together after being welded?

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  • Boolean checks with a single quadtree, or multiple quadtrees?

    - by Djentleman
    I'm currently developing a 2D sidescrolling shooter game for PC (think metroidvania but with a lot more happening at once). Using XNA. I'm utilising quadtrees for my spatial partitioning system. All objects will be encompassed by standard bounding geometry (box or sphere) with possible pixel-perfect collision detection implemented after geometry collision (depends on how optimised I can get it). These are my collision scenarios, with < representing object overlap (multiplayer co-op is the reason for the player<player scenario): Collision scenarios (true = collision occurs): Player <> Player = false Enemy <> Enemy = false Player <> Enemy = true PlayerBullet <> Enemy = true PlayerBullet <> Player = false PlayerBullet <> EnemyBullet = true PlayerBullet <> PlayerBullet = false EnemyBullet <> Player = true EnemyBullet <> Enemy = false EnemyBullet <> EnemyBullet = false Player <> Environment = true Enemy <> Environment = true PlayerBullet <> Environment = true EnemyBullet <> Environment = true Going off this information and the fact that were will likely be several hundred objects rendering on-screen at any given time, my question is as follows: Which method is likely to be the most efficient/optimised and why: Using a single quadtree with boolean checks for collision between the different types of objects. Using three quadtrees at once (player, enemy, environment), only testing the player and enemy trees against each other while testing both the player and enemy trees against the environment tree.

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  • DX10 sprite and pixel shader

    - by Alex Farber
    I am using ID3DX10Sprite to draw 2D image on the screen. 3D scene contains only one textured sprite placed over the whole window area. Render method looks like this: m_pDevice-ClearRenderTargetView(...); m_pSprite-Begin(D3DX10_SPRITE_SORT_TEXTURE); m_pSprite-DrawSpritesImmediate(&m_SpriteDefinition, 1, 0, 0); m_pSprite-End(); Now I want to make some transformations with the sprite texture in a shader. Currently the program doesn't work with shader. How it is possible to add pixel shader to the program with this structure? Inside the shader, I need to set all colors equal to red, and multiply pixel values by some coefficient. Something like this: float4 TexturePixelShader(PixelInputType input) : SV_Target { float4 textureColor; textureColor = shaderTexture.Sample(SampleType, input.tex); textureColor.x = textureColor.x * coefficient; textureColor.y = textureColor.x; textureColor.z = textureColor.x; return textureColor; }

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  • What is a good practice for 2D scene graph partitioning for culling?

    - by DevilWithin
    I need to know an efficient way to cull the scene graph objects, to render exclusively the ones in the view, and as fast as possible. I am thinking of doing it the following way, having in each object a local boundingbox which holds the object bounds, and a global boundingbox which holds the bounds of the object and all children. When a camera is moved, the render list is updated by traversing the global boundingboxes. When only the object is being moved, it tries to enlarge or shrink the ancestors global boundingboxes, and in the end updating or not the renderlist. What do you think of this approach? Do you think it will provide a fast and efficient culling? Also, because the render list is a contiguous list, it could accelerate the rendering, right? Any further tips for a 2D scene graphs are highly appreciated!

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  • Implementing invisible bones

    - by DeadMG
    I suddenly have the feeling that I have absolutely no idea how to implement invisible objects/bones. Right now, I use hardware instancing to store the world matrix of every bone in a vertex buffer, and then send them all to the pipeline. But when dealing with frustrum culling, or having them set to invisible by my simulation for other reasons, means that some of them will be randomly invisible. Does this mean I effectively need to re-fill the buffer from scratch every frame with only the visible unit's matrices? This seems to me like it would involve a lot of wasted bandwidth.

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  • Creating Gun objects with upgrades?

    - by zardon
    I have a series of guns in my game. I use the Gun class/object like this: (Just an example) @interface Gun : NSObject { NSString *name; // Six-shooter NSNumber *cost; NSNumber *clipPrice; // ie: 700 NSNumber *clipCapacity; // 6 NSNumber *ammoCapacity; // 6 NSNumber *damage; // 0-10 NSNumber *accuracy; // 0-10 NSNumber *fireRate; // 0-10 NSNumber *range; // 0-10 // Not sure if I have all the stats, but this is fine for now } Lets say I want to have 3 upgrades per gun. My problem is I am not sure how to do this. Examples: increase fire-rate increase range increase accuracy silencer double ammo capacity (ie: Drum) double clip capacity (ie: Taped magazine) Thus my question is, I'd like to implement an upgrade system to guns but I am not sure how to do it. Would there be an Upgrade object which is a child to the Gun class, or would it be seperate class altogether. Thanks for your time.

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  • Designing a game - Where to start?

    - by OghmaOsiris
    A friend of mine and I are planning a game together to work on in our free time. It's not an extensive game, but it's not a simple one either. He's working on the story behind the game while I'm working on the graphics and code. I don't really know where to start with the game. We know what the basic type of game it's going to be and how it would be played, but I'm having a hard time of actually knowing where to begin. I have Xcode open but I don't really even know what I should be designing first. What is some advice for this writer's block? Where is a good place to start with a game? Should I design all the graphics and layout before even touching Xcode? Should I program the things I know I'll have difficulty with first before getting to the easy stuff?

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  • What algorithms can I use for bullet movement toward the enemy?

    - by theateist
    I develop 2D strategy game(probably for Android). There are weapons that shooting on enemies. From what I've read in this, this, this and this post I think that I need Linear algebra, but I don't really understand what algorithm I should use so the bullet will go to the target? Do I nee pathfinder, why? Can you please suggest what algorithms and/or books I can use for bullet movement toward the enemy?

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  • C# Collision test of a ship and asteriod, angle confusion

    - by Cherry
    We are trying to to do a collision detection for the ship and asteroid. If success than it should detect the collision before N turns. However it is confused between angle 350 and 15 and it is not really working. Sometimes it is moving but sometime it is not moving at all. On the other hand, it is not shooting at the right time as well. I just want to ask how to make the collision detection working??? And how to solve the angle confusion problem? // Get velocities of asteroid Console.WriteLine("lol"); // IF equation is between -2 and -3 if (equation1a <= -2) { // Calculate no. turns till asteroid hits float turns_till_hit = dx / vx; // Calculate angle of asteroid float asteroid_angle_rad = (float)Math.Atan(Math.Abs(dy / dx)); float asteroid_angle_deg = (float)(asteroid_angle_rad * 180 / Math.PI); float asteroid_angle = 0; // Calculate angle if asteroid is in certain positions if (asteroid.Y > ship.Y && asteroid.X > ship.X) { asteroid_angle = asteroid_angle_deg; } else if (asteroid.Y < ship.Y && asteroid.X > ship.X) { asteroid_angle = (360 - asteroid_angle_deg); } else if (asteroid.Y < ship.Y && asteroid.X < ship.X) { asteroid_angle = (180 + asteroid_angle_deg); } else if (asteroid.Y > ship.Y && asteroid.X < ship.X) { asteroid_angle = (180 - asteroid_angle_deg); } // IF turns till asteroid hits are less than 35 if (turns_till_hit < 50) { float angle_between = 0; // Calculate angle between if asteroid is in certain positions if (asteroid.Y > ship.Y && asteroid.X > ship.X) { angle_between = ship_angle - asteroid_angle; } else if (asteroid.Y < ship.Y && asteroid.X > ship.X) { angle_between = (360 - Math.Abs(ship_angle - asteroid_angle)); } else if (asteroid.Y < ship.Y && asteroid.X < ship.X) { angle_between = ship_angle - asteroid_angle; } else if (asteroid.Y > ship.Y && asteroid.X < ship.X) { angle_between = ship_angle - asteroid_angle; } // If angle less than 0, add 360 if (angle_between < 0) { //angle_between %= 360; angle_between = Math.Abs(angle_between); } // Calculate no. of turns to face asteroid float turns_to_face = angle_between / 25; if (turns_to_face < turns_till_hit) { float ship_angle_left = ShipAngle(ship_angle, "leftKey", 1); float ship_angle_right = ShipAngle(ship_angle, "rightKey", 1); float angle_between_left = Math.Abs(ship_angle_left - asteroid_angle); float angle_between_right = Math.Abs(ship_angle_right - asteroid_angle); if (angle_between_left < angle_between_right) { leftKey = true; } else if (angle_between_right < angle_between_left) { rightKey = true; } } if (angle_between > 0 && angle_between < 25) { spaceKey = true; } } }

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  • Alternative to NV Occlusion Query - getting the number of fragments which passed the depth test

    - by Etan
    In "modern" environments, the "NV Occlusion Query" extension provide a method to get the number of fragments which passed the depth test. However, on the iPad / iPhone using OpenGL ES, the extension is not available. What is the most performant approach to implement a similar behaviour in the fragment shader? Some of my ideas: Render the object completely in white, then count all the colors together using a two-pass shader where first a vertical line is rendered and for each fragment the shader computes the sum over the whole row. Then, a single vertex is rendered whose fragment sums all the partial sums of the first pass. Doesn't seem to be very efficient. Render the object completely in white over a black background. Downsample recursively, abusing the hardware linear interpolation between textures until being at a reasonably small resolution. This leads to fragments which have a greyscale level depending on the number of white pixels where in their corresponding region. Is this even accurate enough? ... ?

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  • Help with converting an XML into a 2D level (Actionscript 3.0)

    - by inzombiak
    I'm making a little platformer and wanted to use Ogmo to create my level. I've gotten everything to work except the level that my code generates is not the same as what I see in Ogmo. I've checked the array and it fits with the level in Ogmo, but when I loop through it with my code I get the wrong thing. I've included my code for creating the level as well as an image of what I get and what I'm supposed to get. EDIT: I tried to add it, but I couldn't get it to display properly Also, if any of you know of better level editors please let me know. xmlLoader.addEventListener(Event.COMPLETE, LoadXML); xmlLoader.load(new URLRequest("Level1.oel")); function LoadXML(e:Event):void { levelXML = new XML(e.target.data); xmlFilter = levelXML.* for each (var levelTest:XML in levelXML.*) { crack = levelTest; } levelArray = crack.split(''); trace(levelArray); count = 0; for(i = 0; i <= 23; i++) { for(j = 0; j <= 35; j++) { if(levelArray[i*36+j] == 1) { block = new Platform; s.addChild(block); block.x = j*20; block.y = i*20; count++; trace(i); trace(block.x); trace(j); trace(block.y); } } } trace(count);

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  • Calc direction vector based on destination vector and distance from enemy in AS3

    - by Phil
    I'm working on a zombie game in AS3 where I want a character to be able to move away from a zombie depending upon how close the zombie is. The character also has a destination that it's trying to get too on the screen. Ok so I have 2 vectors, one pointing to my destination, and one pointing to the zombie which I then invert to get my "away" vector. I then turn the distance between my character and the zombie into a value between 0 and 1. And then I'm stuck on how to get a resultant vector for my character. How would I use my 0-1 value to calculate how much of the away vector is used and how much of the original destination vector is still left if that makes sense? to end up with 1 direction vector to move my character? So if the zombie is right where my character is, then my direction vector = away vector, and if I'm far away from the zombie than my direction vector = destination vector, but how do I calculate the in-between? Ideally need the answer in AS3.

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  • Finding the endpoint of a named bone in Irrlicht

    - by Boreal
    I'm making a tank game that will have multiple tanks. I want to be able to define the weapon placements using bones that I can add right inside the modelling program (Blender to be exact). All tanks will have a bone called Body and a bone called Turret, and then names like Cannon0 and PickupGun for where the shots will be fired from that are attached to the Turret bone. Is there some way to find the absolute end position of a bone that I choose by name?

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  • One-way platforms in UDK

    - by Jordaan Mylonas
    I'm looking to make a multi-player platforming game using UDK. I'm currently doing feasibility research, to make sure I will reasonably be able to do all of the technical things I want to do. The first major hurdle I've come across without being able to find as answer, are one-way platforms. That is to say, platforms through which a player can jump up, but not fall through (unless they choose to). These are commonly seen in games like Mario, Kirby and Smash Bros. Does anyone know how such a system would work within UDK? I can think of solutions that might work for single-player, but not multi.

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  • The right way to add images to Monogame/Windows

    - by ashes999
    I'm starting out with MonoGame. For now, I'm only targeting Windows (desktop -- not Windows 8 specifically). I've used a couple of XNA products in the past (raw XNA, FlatRedBall, SilverSprite), so I may have a misunderstanding about how I should add images to my content. How do I add images to my project? Currently, I created a new Monogame project, added a folder called "Content," and added images under there; the only caveat is that I need to set the Copy to Output Directory action to one of the Copy ones. It seems strange, because my "raw" XNA project just last week had a Content project in it (XNA Framework Content Pipeline, according to VS2010), which compiled my images to XNB (I think). It seems like Monogame doesn't use the same content pipeline, but I'm not sure. Edit: My question is not about "how do I get the XNA content pipeline to work with Monogame." My question is "why would I want to use the XNA content pipeline in Monogame?" Because there are (at least) two solutions (that I see today): Add the images to the Monogame project and set the Copy to Output Directory options to copy. Add a XNA content pipeline project and add my images to that instead; reference it from my MOnogame project. Which solution should I use, and why? I currently have a working version with the first option.

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  • What''s easy extensible technique to store game data?

    - by Miro
    I'm looking for library/technique for storing my game resources - levels, object (effects,world info), items(price,effects,...), NPC(visual info, behavior), everything except graphics/audio stuff. I've seen lua used for Awesome WM configuration. protobuf looks good, but it seems to be designed for network communication. I've tried to write my own parser, but as the project grows it's more and more harder to manage it and catch all the bugs. My requiremets: stability easy extension of data without need to convert older versions to newer good(don't have to be the best) performance of loading not much coding not XML!

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  • Trouble using Ray.Intersect method on bounding boxes in a 2D XNA game

    - by getsauce
    I am trying to use a ray and bounding box to determine if a box is between the player and the mouse pointer in 2D space. When I try testing the code, the collision will return true when pointed at the box but it also returns true under other circumstances where it shouldn't. For instance. If I have a player on the left and a box directly to the right, I can put the mouse pointer a few hundred pixels above the box or a few hundred below and it will still return true. Also, I can put my mouse pointer to the left of the player and in a certain area it will still return true. Does anyone have any idea what might cause this? I have left out definitions for some of my members and properties just to make this code sample easier to read. The position property is just a Vector2 for where each object is located. ray = new Ray(new Vector3(player.Position, 0), new Vector3(mouse.Position, 0); box = new BoundingBox(new Vector3(box.Position, 0), new Vector3( new Vector2(box.Position + box.Width, box.Position + box.Height), 0); if (ray.Intersects(box) != null) collision = true; else collision = false;

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  • What's the best way to compare blocks in a matching game that can be multiple colors?

    - by Ryan Detzel
    I have a match 3-4 game and the blocks can be one of 7 colors. There are an addition 7 blocks that are a mix of the original 7 colors so for example there is a red and blue block and there is also a red/blue block which can be matched with either the red or the blue. My original thought is just to use binary operations so. int red = 0x000000001; int blue = 0x000000010; int redblue = 0x000000011; Then just do an & operation so see if they match. Does this sound like a decent plan or am I over complicating it? edit: Better yet so it's more readable. int red = 1; int blue = 2; int red_blue = 3; int yellow = 4; int red_yellow = 5; maybe as defines or static vars?

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  • How can Highscores be more meaningful and engaging?

    - by Anselm Eickhoff
    I'm developing a casual Android game in which the player's success can very easily be represented by a number (I'm not more specific because I'm interested in the topic in general). Although I myself am not a highscore person at all, I was thinking of implementing a highscore for that game, but I see at least 2 problems in the classical leaderboard approach: very soon the highscore will be dominated by hardcore players, leaving no chance for beginners, who are then frustrated. This is very severe especially in casual games. there is no direct reward for being a loyal player who plays the game over and over again My current idea is to "reset" the highscore every 24 hours (for example) and each day nominate the "player of the day" who then gets a "star". Then there would be some kind of meta-highscore of players with the most stars. That way even beginners might have a chance to be "player of the day" once and continued or repeated play is rewarded much more. The idea is still very rough and there are many problems in the details and the technical implementation but I have a feeling it is a step in the right direction. Do you have creative and new ideas on how to implement highscores? Which games are doing this well / what types of highscores do you find most engaging?

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  • Collision Detection fails with AI cars

    - by amit.r007
    I am making a car parking game in flash and AS3 wherein I drive my car along with other AI traffic cars moving along a specified path using Guidelines. I am using CDK for collision detection. The collision detection works fine with few AI cars, but doesn't seems to be working as required for few AI cars. When an AI car is moving on a path in a straight line it works fine.... but when the AI Car turns at 90 degress..... my car goes into the AI car (Overlapping) and it hits at the center of that AI car and then collision is Detected.... ..... I made a New path and used a new Sprite for AI car... but still the problem pursues....

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  • ssao implementation

    - by Irbis
    I try to implement a ssao based on this tutorial: link I use a deferred rendering and world coordinates for shading calculations. When saving gbuffer a vertex shader output looks like this: worldPosition = vec3(ModelMatrix * vec4(inPosition, 1.0)); normal = normalize(normalModelMatrix * inNormal); gl_Position = ProjectionMatrix * ViewMatrix * ModelMatrix * vec4(inPosition, 1.0); Next for a ssao calculations I render a scene as a full screen quad and I save an occlusion parameter in a texture. (Vertex positions in the world space: link Normals in the world space: link) SSAO implementation: subroutine (RenderPassType) void ssao() { vec2 texCoord = CalcTexCoord(); vec3 worldPos = texture(texture0, texCoord).xyz; vec3 normal = normalize(texture(texture1, texCoord).xyz); vec2 noiseScale = vec2(screenSize.x / 4, screenSize.y / 4); vec3 rvec = texture(texture2, texCoord * noiseScale).xyz; vec3 tangent = normalize(rvec - normal * dot(rvec, normal)); vec3 bitangent = cross(normal, tangent); mat3 tbn = mat3(tangent, bitangent, normal); float occlusion = 0.0; float radius = 4.0; for (int i = 0; i < kernelSize; ++i) { vec3 pix = tbn * kernel[i]; pix = pix * radius + worldPos; vec4 offset = vec4(pix, 1.0); offset = ProjectionMatrix * ViewMatrix * offset; offset.xy /= offset.w; offset.xy = offset.xy * 0.5 + 0.5; float sample_depth = texture(texture0, offset.xy).z; float range_check = abs(worldPos.z - sample_depth) < radius ? 1.0 : 0.0; occlusion += (sample_depth <= pix.z ? 1.0 : 0.0); } outputColor = vec4(occlusion, occlusion, occlusion, 1); } That code gives following results: camera looking towards -z world space: link camera looking towards +z world space: link I wonder if it is possible to use world coordinates in the above code ? When I move camera I get different results because world space positions don't change. Can I treat worldPos.z as a linear depth ? What should I change to get a correct results ? I except the white areas in place of occlusion, so the ground should has the white areas only near to the object.

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  • Lightning whip particle effects

    - by Fibericon
    I'm currently using Mercury Particle Engine for the particle effects in my game, and I'm trying to create a sort of lightning whip - basically a lightning effect bound to a line that curves when the player moves. I know how to use the editor, and I have particle effects working in game. However, I'm completely lost as to where I should start for this specific particle effect. Perhaps if I could find the code for it in a different particle engine, I could convert it, but I can't seem to find that either. What I did find was a lot of tutorials for creating the lines associated with lightning programmatically, which doesn't help in this case because I don't want it to be rigid. Perhaps it would be more like some sort of laser beam with crackling effects around it? I'm running into a wall as far as even beginning to implement this goes.

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  • Space invaders clone not moving properly

    - by ThePlan
    I'm trying to make a basic space invaders clone in allegro 5, I've got my game set up, basic events and such, here is the code: #include <allegro5/allegro.h> #include <allegro5/allegro_image.h> #include <allegro5/allegro_primitives.h> #include <allegro5/allegro_font.h> #include <allegro5/allegro_ttf.h> #include "Entity.h" // GLOBALS ========================================== const int width = 500; const int height = 500; const int imgsize = 3; bool key[5] = {false, false, false, false, false}; bool running = true; bool draw = true; // FUNCTIONS ======================================== void initSpaceship(Spaceship &ship); void moveSpaceshipRight(Spaceship &ship); void moveSpaceshipLeft(Spaceship &ship); void initInvader(Invader &invader); void moveInvaderRight(Invader &invader); void moveInvaderLeft(Invader &invader); void initBullet(Bullet &bullet); void fireBullet(); void doCollision(); void updateInvaders(); void drawText(); enum key_t { UP, DOWN, LEFT, RIGHT, SPACE }; enum source_t { INVADER, DEFENDER }; int main(void) { if(!al_init()) { return -1; } Spaceship ship; Invader invader; Bullet bullet; al_init_image_addon(); al_install_keyboard(); al_init_font_addon(); al_init_ttf_addon(); ALLEGRO_DISPLAY *display = al_create_display(width, height); ALLEGRO_EVENT_QUEUE *event_queue = al_create_event_queue(); ALLEGRO_TIMER *timer = al_create_timer(1.0 / 60); ALLEGRO_BITMAP *images[imgsize]; ALLEGRO_FONT *font1 = al_load_font("arial.ttf", 20, 0); al_register_event_source(event_queue, al_get_keyboard_event_source()); al_register_event_source(event_queue, al_get_display_event_source(display)); al_register_event_source(event_queue, al_get_timer_event_source(timer)); images[0] = al_load_bitmap("defender.bmp"); images[1] = al_load_bitmap("invader.bmp"); images[2] = al_load_bitmap("explosion.bmp"); al_convert_mask_to_alpha(images[0], al_map_rgb(0, 0, 0)); al_convert_mask_to_alpha(images[1], al_map_rgb(0, 0, 0)); al_convert_mask_to_alpha(images[2], al_map_rgb(0, 0, 0)); initSpaceship(ship); initBullet(bullet); initInvader(invader); al_start_timer(timer); while(running) { ALLEGRO_EVENT ev; al_wait_for_event(event_queue, &ev); if(ev.type == ALLEGRO_EVENT_TIMER) { draw = true; if(key[RIGHT] == true) moveSpaceshipRight(ship); if(key[LEFT] == true) moveSpaceshipLeft(ship); } else if(ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE) running = false; else if(ev.type == ALLEGRO_EVENT_KEY_DOWN) { switch(ev.keyboard.keycode) { case ALLEGRO_KEY_ESCAPE: running = false; break; case ALLEGRO_KEY_LEFT: key[LEFT] = true; break; case ALLEGRO_KEY_RIGHT: key[RIGHT] = true; break; case ALLEGRO_KEY_SPACE: key[SPACE] = true; break; } } else if(ev.type == ALLEGRO_KEY_UP) { switch(ev.keyboard.keycode) { case ALLEGRO_KEY_LEFT: key[LEFT] = false; break; case ALLEGRO_KEY_RIGHT: key[RIGHT] = false; break; case ALLEGRO_KEY_SPACE: key[SPACE] = false; break; } } if(draw && al_is_event_queue_empty(event_queue)) { draw = false; al_draw_bitmap(images[0], ship.pos_x, ship.pos_y, 0); al_flip_display(); al_clear_to_color(al_map_rgb(0, 0, 0)); } } al_destroy_font(font1); al_destroy_event_queue(event_queue); al_destroy_timer(timer); for(int i = 0; i < imgsize; i++) al_destroy_bitmap(images[i]); al_destroy_display(display); } // FUNCTION LOGIC ====================================== void initSpaceship(Spaceship &ship) { ship.lives = 3; ship.speed = 2; ship.pos_x = width / 2; ship.pos_y = height - 20; } void initInvader(Invader &invader) { invader.health = 100; invader.count = 40; invader.speed = 0.5; invader.pos_x = 300; invader.pos_y = 300; } void initBullet(Bullet &bullet) { bullet.speed = 10; } void moveSpaceshipRight(Spaceship &ship) { ship.pos_x += ship.speed; if(ship.pos_x >= width) ship.pos_x = width-30; } void moveSpaceshipLeft(Spaceship &ship) { ship.pos_x -= ship.speed; if(ship.pos_x <= 0) ship.pos_x = 0+30; } However it's not behaving the way I want it to behave, in fact the behavior for the ship movement is un-normal. Basically I specified that the ship only moves when the right/left key is down, however the ship is moving constantly to the direction of the key pressed, it never stops although it should only move while my key is down. Even more weird behavior, when I press the opposite key the ship completely stops no matter what else I press. What's wrong with the code? Why does the ship move constantly even after I specified it only moves when a key is down?

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  • 2D management game [on hold]

    - by Simon Bull
    Very newbie question but I have a game idea in mind. It will be 2d and data centric, like football manager. However I am struggling to find a platform that would suit. I am an experienced line of business developer so am happy to write code, but I would like a platform that does some of the leg work for me so was avoiding OpenGL. I would also like to be able deploy to iOS, android, windows and OS X. What are the options? To be more clear, the game is not a normal platform or shooter type game, so game maker is likely to be way too basic and unity seems a little over the top (though I am not sure if the GUI options would fit?). The majority of the game is more like business screens just displaying data and having buttons to click. Are there options for this type of game (May help to look at football manager)?

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  • What's a way to implement a flexible buff/debuff system?

    - by gkimsey
    Overview: Lots of games which RPG-like statistics allow for character "buffs", ranging from simple "Deal 25% extra damage" to more complicated things like "Deal 15 damage back to attackers when hit." The specifics of each type of buff aren't really relevant. I'm looking for a (presumably object-oriented) way to handle arbitrary buffs. Details: In my particular case, I have multiple characters in a turn-based battle environment, so I envisioned buffs being tied to events like "OnTurnStart", "OnReceiveDamage", etc. Perhaps each buff is a subclass of a main Buff abstract class, where only the relevant events are overloaded. Then each character could have a vector of buffs currently applied. Does this solution make sense? I can certainly see dozens of event types being necessary, it feels like making a new subclass for each buff is overkill, and it doesn't seem to allow for any buff "interactions". That is, if I wanted to implement a cap on damage boosts so that even if you had 10 different buffs which all give 25% extra damage, you only do 100% extra instead of 250% extra. And there's more complicated situations that ideally I could control. I'm sure everyone can come up with examples of how more sophisticated buffs can potentially interact with each other in a way that as a game developer I may not want. As a relatively inexperienced C++ programmer (I generally have used C in embedded systems), I feel like my solution is simplistic and probably doesn't take full advantage of the object-oriented language. Thoughts? Has anyone here designed a fairly robust buff system before?

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