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  • read object from compressed file that generate from actionscript3

    - by Last Chance
    I have made a simple game Map Editor, and I want to save a array that contain map tile info to a file, as below: var arr:Array = [.....2d tile info in it...]; var ba:ByteArray = new ByteArray(); ba.writeObject(arr); ba.compress(); var file:File = new File(); file.save(ba); now I had successful save a compressed object to a file. now the problem is my server side need to read this file and decompress get the arr out from file, then convert it as python list. is that prossible?

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  • Sub-systems in game engines

    - by Hillel
    So here's the problem- I'm writing my own engine library, and it works fine with stuff like menus and the actual game screen. The thing is, I can't really figure out how to integrate something like an intro or dialogue preceding certain levels into this system. Let's look at another example- say I have a game-specific engine which gets a Level object and runs it. Engine would have its own collision and physics system, all hard coded. Now, what if at some point in a level, I want the player to enter a mini-game with different rules? How do I morph the Engine class to support these sub-systems without having to deal with their code all the time (as in: if(regular game) ... else if(mini game) ...)? And what if I want an intro animation at the start of a level, and I want the player to be able to assume control of his character once the animation ends, do I implement the animation into the Engine class itself? Or maybe I need to run another class, CutScene, and when it ends, it calls Engine and starts the level? What if I want to add a dialogue system, where at the start of each level there's a short dialogue and the player can't control his character, and once it ends, he can? Would I then run the dialogue code inside the Engine code? Maybe these sub-systems should all be scripted? I don't know anything about scripting, is it necessary for this kind of situation? Any help would be appreciated.

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  • What's the best way to move cars along roads

    - by David Thielen
    I am implementing car movement game (sort-of like Locomotion). So 60 times a second I have to advance the movement of each car. The problem is I have to look ahead to see if there is a slower car, stop sign, or red light ahead. And then slow down appropiately. I also want to have the cars take time to go from stopped to full speed and again to slow down. I'm not implementing full-blown physics, but just a tick by tick speed up/slow down as that provides most of the realism to match what people expect to see. The best I've come up with is to walk out the full distance the car would travel of it was slowing to a stop and see if anywhere along that path it needed to slow down or stop. And then move it forward appropiately. I am moving the cars 60 times a second so I need this to be fast. And walking out that whole path each tick strikes me as processor intensive. What's the best way to do this?

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  • Building (simple) stellar systems

    - by space borg
    hi I'm currently looking at how to simulate easily some stellar systems (meaning some central stars and then some planets with maybe satellites), in order to allow later some space based strategy game (hence with space ships moving around). This should all be based around time (so the state of each system differs through time) I'm quite struggling with the math behind this topic, like for example: - ellipse related math, - creating the path from planet A to B having time in mind (respective positions will change over time)... Do you know of any resources for that ? I wouldn't mind even buying books about it... thanks in advance best space borg side note: how to display all this stuff isn't a matter at this point in time, I'll simple plans for that (basically sticking to 2D and a "high level view" with no space ships/planets details, just markers)

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  • How does a collison engine work?

    - by JXPheonix
    Original question: Click me How exactly does a collision engine work? This is an extremely broad question. What code keeps things bouncing against each other, what code makes the player walk into a wall instead of walk through the wall? How does the code constantly refresh the players position and objects position to keep gravity and collision working as it should? If you don't know what a collision engine is, basically it's generally used in platformer games to make the player acutally hit walls and the like. There's the 2d type and the 3d type, but they all accomplish the same thing: collision. So, what keeps a collision engine ticking?

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  • How should I choose quadtree depth?

    - by Evpok
    I'm using a quadtree to prune collision detection pairs in a 2d world. How should I choose to what depth said quadtree is calculated? The world is made mostly of moving objects1, so the cost of dispatching the objects between the quadtree cells matters. What is the relationship between the gain from less collision checking and the loss from more dispatching? How can I strike a balance that performs optimally? 1 To be completely explicit, they are autonomous self-replicating cells competing for food sources. This is an attempt to show my pupils predator-prey dynamics and genetic evolution at work.

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  • Load previous (last) scene used in unity3d

    - by user3666251
    Im making a 2D game for android and I made over 200 levels/scenes.I also made a game over scene that opens when the players collides with an obscale.In the GameOver scene I added a retry button which I wanna make it so it opens the last level played.Im new in Unity and scripting.I've read other similar questions but none of them fixed my issue.Anyone has any idea that could help ? Im doing this because I don't wanna create over 200 game over scenes and edit each obscale in game. Thank you. Edit : Im using javascript.

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  • HTML5 - check if font has loaded

    - by espais
    At present I load my font for my game in with @font-face For instance: @font-face { font-family: 'Orbitron'; src: url('res/orbitron-medium.ttf'); } and then reference it throughout my JS implementation as such: ctx.font = "12pt Orbitron"; where ctx is my 2d context from the canvas. However, I notice a certain lag time while the font is downloaded to the user. Is there a way I can use a default font until it is loaded in? Edit - I'll expand the question, because I hadn't taken the first comment into account. What would the proper method of handling this be in the case that a user has disabled custom fonts?

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  • Is it better to cut and store all sprites needed from a spritesheet in memory, or cut them out just-in-time?

    - by xLite
    I'm not sure what's best practice here as I have little experience with this. Essentially what I am asking is... if it's better to get your single PNG with all your different sprites on it for use in-game, cut out every sprite on startup and store them in memory, then access the already-cut-out sprite from memory quickly or Only have the single PNG with all the different sprites residing in memory, and when you need, for example, a tree. You cut out the tree from the PNG and then continue to use it as normal. I imagine the former is more CPU friendly than the latter but less memory friendly, vice versa for the latter. I want to know what the norm is for game dev. This is a pixel based game using 2D art. Each PNG is actually an avatar's sprite sheet with each body part separated and then later joined to form the full body of the avatar.

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  • Smoothing rotation

    - by Lewis
    I've spent the last three days trying to work out how to rotate a sprite smoothly depending on the velocity.x value of the sprite. I'm using this: float Proportion = 9.5; float maxDiff = 200; float rotation = fmaxf(fminf(playerVelocity.x * Proportion, maxDiff), -maxDiff); player.rotation = rotation; The behaviour is what I required but if the velocity changes rapidly then it will look like the sprite will jump to face left or jump to face right. I'll go into the behaviour in a little more detail: 0 velocity = sprite faces forwards negative velocity = sprite faces left depending on value. positive velocity = sprite faces right (higher velocity the more it faces right) same as above. I've read about using interpolation rather than an absolute angle to rotate it to but I don't know how to implement that. I have a physics engine available. There is one other way to get around this: to use += on the rotation angle. The thing is that I would then have to change the equation to produce positive and negative values then to make sure the sprite faces 0 once it reaches 0 velocity again. If I add that in now, it keeps the previous angle even after the velocity has dropped / is dropping. Any ideas/code snippets would be greatly appreciated.

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  • Is it possible to give an animated GIF a transparent background?

    - by Phil
    I'm making a Fire Emblem-esque game. There are very cute 2D frames I made for each character, and, like a game like Fire Emblem, I want these characters to animate constantly. To circumvent the graphics programming involved I came up with a novel idea! I would make each character an animated gif, and only in special conditions ever halt their constant movement - in that case just change what image is being displayed. Simple enough. But I have a dilemma - I want the background of my .gifs to be transparent (so that the "grass" behind each character naturally shows, as per the screenshot - which has them as still images with transparent backgrounds). I know how to make a background transparent in numerous tools (GIMP, Photoshop). But it seems every .gif creator replaces the transparent background with something and I can't edit it back to transparent. Is it possible to have a .gif with a transparent "background"? Perhaps my knowledge of file formats is limiting me here.

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  • How to determine which cells in a grid intersect with a given triangle?

    - by Ray Dey
    I'm currently writing a 2D AI simulation, but I'm not completely certain how to check whether the position of an agent is within the field of view of another. Currently, my world partitioning is simple cell-space partitioning (a grid). I want to use a triangle to represent the field of view, but how can I calculate the cells that intersect with the triangle? Similar to this picture: The red areas are the cells I want to calculate, by checking whether the triangle intersects those cells. Thanks in advance. EDIT: Just to add to the confusion (or perhaps even make it easier). Each cell has a min and max vector where the min is the bottom left corner and the max is the top right corner.

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  • Collision Systems Implementation

    - by hrr4
    Just curious what might be a good way to implement a decent collision system. As a class inherited by a base Entity class? Currently I'm stuck and could just use a couple better ideas than my own. Any help is appreciated! Edit: Sorry, it's 2D Collisioning but honestly, I'm not looking for specific collision methods. I'm looking more about the lines of implementation. Just curious of some of the common methods of how to implement collision systems such as: Should the entire collision system be it's own class? What, if anything, should be inheritable? These are some of my questions. Sorry for the confusion.

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  • Data for animation

    - by saadtaame
    Say you are using C/SDL for a 2D game project. It's often the case that people use a structure to represent a frame in an animation. The struct consists of an image and how much time the frame is supposed to be visible. Is this data sufficient to represent somewhat complex animatio? Is it a good idea to separate animation management code and animation data? Can somebody provide a link to animations tutorials that store animations in a file and retrieve them when needed. I read this in a book (AI game programming wisdom) but would like to see a real implementation.

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  • How can I imitate interaction and movement in Diablo II?

    - by user422318
    I'm prototyping a simple browser-based game. It's played from a top down perspective on a 2d canvas. You left-click on a point on the map, and your character will begin walking to it. If you click on a different point on the map, then your character will begin walking to the new point. It's similar to Diablo II: http://www.youtube.com/watch?v=EvDKt-To6K0&feature=related How can I best imitate this movement system for a player? Ideas... Track current coords and target coords If target coords are exactly up, left, right, or down, then increment appropriate direction until you get there Implied else: target coords are in a quadrant. To make this movement look natural, character will have to move diagonally. For example, pretend the target is to the northeast. For each game frame, alternate incrementing current coordinates in the north and then east directions.

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  • upgrading libglu1-mesa to its latest version

    - by Abderrahmane TAHRI JOUTI
    Yesterday I needed to install freeglut3, and ubuntu was saying that it needed libglu1-mesa=8.0.4-0ubuntu0.2 while 8.1~git1206081121.640409~gd~p was to be installed. So in order I did apt-get install --reinstall libglu1-mesa=8.0.4-0ubuntu0.2 and freeglut3 finally got installed. when I started ubuntu today, It got me onto Unity 2D. I got from that that what I did yesterday was not wise. Now compiz cannot start properly I suppose. I don't know if it is going to work, but if I install the version I had yesterday will it switch automatically ? Also, I do not know how to do it, installing the latest version of libglu1-mesa

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  • What is the breakdown of jobs in game development?

    - by Destry Ullrich
    There's a project I'm trying to start for Indie Game Development; specifically, it's going to be a social networking website that lets developers meet through (It's a secret). One of the key components is showing what skills members have. Question: I need to know what MAJOR game development roles are not represented in the following list, keeping in mind that many specialist roles are being condensed into more broad, generalist roles: Art Animator (Characters, creatures, props, etc.) Concept Artist (2D scenes, environments, props, silhouettes, etc.) Technical Artist (UI artists, typefaces, graphic designers, etc.) 3D Artist (Modeling, rigging, texture, lighting, etc.) Audio Composer (Scores, music, etc.) Sound Engineer (SFX, mood setting, audio implementation, etc.) Voice (Dialog, acting, etc.) Design Creative Director (Initial direction, team management, communications, etc.) Gameplay Designer (Systems, mechanics, control mapping, etc.) World Designer (Level design, aesthetics, game progression, events, etc.) Writer (Story, mythos, dialog, flavor text, etc.) Programming Engine Programming (Engine creation, scripting, physics, etc.) Graphics Engineer (Sprites, lighting, GUI, etc.) Network Engineer (LAN, multiplayer, server support, etc.) Technical Director (I don't know what a technical director would even do.) Post Script: I have an art background, so i'm not familiar with what the others behind game creation actually do. What's missing from this list, and if you feel some things should be changed around how so?

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  • C# Rendering Engine for Roguelike [closed]

    - by Haedrian
    I'm trying my hand at designing a roguelike, and I need a pretty simple 2D rendering engine that works with C# Its as simple as it gets, I want to be able to drop sprites somewhere on a grid, with some sort of menus/text on the side; that sort of thing. The (very complicated) game itself would be decoupled from the interface I've looked into a number of engines and they all seem to be very complicated/support much more things than I need. Right now I'm planning on making my own using either XNA or OpenTK - but I was wondering whether anyone has any suggestions for less-complicated rendering engines which might make my job easier. Thanks.

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  • can I achieve my dreams without a degree? [closed]

    - by Dhananjay
    It's really giving me a lot stress as my parents saying me to join college but I don't want. I know I can learn all programming by self studying but they keep saying join college otherwise no one will give you job. I always think positive but sometimes I also start thinking like them (what if my life will be spoiled if I do not go to college) There are so much things on internet. I can learn c++, objective c, java, AI, html, php all through internet (at least I think that I can learn whole by self studying and I can give 10 hour/day easily for studying) and I will keep practicing and become a good programmer in 2 years and then try to do some job for experience so no need to waste 4 years just for studying things which I can learn in 2 years and no need to waste money on college because they teach physics, chemistry all in first 2 years and I only want to study comp. Science. But now again I am thinking negative that what will happen if I do not get degree and what will I do after learning programming if I don't get job? Please suggest what should I do? Should I join college? or self study? Can I achieve my dreams without a degree if I study hard and learn many things? I have full confidence that I can self teach myself better than they will teach in college. I will open my app company and many more. But maybe I am over confident because I don't know what happens in real world. How they treat a person without degree, etc. Anyone of you had gone through this condition? What did you do?

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  • How to optimize a box2d simulation in action game?

    - by nathan
    I'm working on an action game and i use box2d for physics. The game use a tiled map. I have different types of body: Static ones used for tiles Dynamic ones for player and enemies Actually i tested my game with ~150 bodies and i have a 60fps constantly on my computer but not on my mobile (android). The FPS drop as the number of body increase. After having profiled the android application, i saw that the World.step took around 8ms in CPU time to execute. Here are few things to note: Not all the world is visible on screen, i use a scrolling system Enemies are constantly moving toward the player so there is alaways to force applied to their body Enemies need to collide between each others Enemies collide with tiles I also now that i can active/desactive or sleep/awake bodies. Considering the fact that only a part of the enemies are possibly displayed on screen, is there any optimizations i can do to reduce the execution time of box2d simulation? I found a guy trying an optimization based on distance of enemies from the player (link). But i seems like he just desactives far bodies (in my case, i could desactive bodies that are not visible). But my enemies need to move even when they are not visible on screen, and applying forces will not workd on inactive bodies. Should i play with sleeping bodies here? Also, enemies are composed by two fixtures and are constantly colliding with each others and with tiles but i really never need to get notified about that. Is there anything i can do to optimize this kind of scenario? Finally, am i wrong to try to run simulation at 60FPS on mobile and should i try to make it run at 30FPS?

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  • Where can I find resources for RPG Character Sprites? [closed]

    - by IcySnow
    I'm developing a turn-based 2D RPG game. Everything's going fine except the lack of characters' sprites such as moving, attacking animation, etc.... By characters I mean both human-like and monster-like creatures. Is there a website providing sprites for free? Or a program (free or paid, whichever is fine) which will let me create sprites from scratch and automatically generate the images? I tried my best to search for one but the best I've managed to find so far is http://spriters-resource.com/. However, is there something else similar and better out there?

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  • Putting a Java/Slick game on your website?

    - by MakesYouStranger
    I've made a simple little 2D game in Java using Slick and I want to embed it in my website. I'm just a little confused as to how to go about it, I'm guessing I need to export it as a WAR file? Sorry if this isn't really specific but oddly enough I couldn't find any information on this subject. I think I may lack the basic vernacular to describe my question, because most of my google and other searches turn up completely unrelated results any help would be appreciated, I just need a starting point. Thanks

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  • Searching for fast skeletal animation algorithm

    - by igf
    Is it theoretically possible to dynamicaly animate scene with 100-150 400 poly characters meshes on high-end GL ES 2.0 mobile devices or i definetley should use prerendered keyframe animation? Scene have only one light source and precalculated shadow maps. View from top like in Warcraft 3. No any other meshes or objects. 2d collision detecting between objects calculated via spatial hashing. It can be any other algorithm besides ragdoll, but it must supply fast and simple skeletal animation for frame with 100+ low poly meshes for each mesh. Any ideas?

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  • Should I be using a game engine?

    - by Kyle
    I'm an experienced programmer, but I'm completely new to making games. I'm thinking of making an iPhone game that is similar to a 2d tower defense type game. In the web programming world, it would be a big waste of time to make a website without using some sort of web framework (eg ruby on rails). Is that the same for making games? Do people mostly use some sort of framework/game engine for making a game? If so, what are the popular ones for iOS?

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  • Predicted target location

    - by user3256944
    I'm having an issue with calculating the predicted linear angle a projectile needs to move in to intersect a moving enemy ship for my 2D game. I've tried following the document here, but what I've have come up with is simply awful. protected Vector2 GetPredictedPosition(float angleToEnemy, ShipCompartment origin, ShipCompartment target) { // Below obviously won't compile (document wants a Vector, not sure how to get that from a single float?) Vector2 velocity = target.Thrust - 25f; // Closing velocity (25 is example projectile velocity) Vector2 distance = target.Position - origin.Position; // Range to close double time = distance.Length() / velocity.Length(); // Time // Garbage code, doesn't compile, this method is incorrect return target.Position + (target.Thrust * time); } I would be grateful if the community can help point out how this is done correctly.

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