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About Arbel

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  1. Ok I am a complete newbie at game design and have a question. Ive been working on a rhythm game for the iphone for the past few months now. The game runs well and is getting closer to being finished, however, being my first major project I feel like the underlying way I am doing it is very flawed. We are shooting for 60 fps and it runs mostly at that speed, with some occasional bumps to around 50. Let me explain. For reference I am using Cocos2d and actions with sprite frames to animate my sprites. The game has ring like objects that appear about 500 milliseconds before a beat and shrink to the size of one of the static touch circles on the screen. (Very similar to Ouendan/Elite Beat Agents) For each song, I have a custom file that contains each note of my song by the millisecond value when it should be hit. In my main loop I check the AVAudioPlayer.currentTime variable and compare with the note value - (500 milliseconds). Then at that point I create the animation to run for 500 milliseconds and then check the AVAudioPlayer.currentTime variable for accuracy. I have a feeling this is flawed. Can I be sure my animation will always take 500 milliseconds? Should I instead be checking the current frame for timing? Will fps fluctuations mess up this logic? I dont know and would really appreciate some insight. Thank you!
  2. I'm making a fairly basic game for the iphone in all 2D. It will be a rhythm game. Any opinions on Cocos 2D? Is it fairly fast and have a good community backing it? I was thinking of going the OpenGL route, but it may not be necessary. And I wouldn't want to over complicate things for my first iphone project. [Edited by - Arbel on June 26, 2010 9:30:35 AM]
  3. I'm sure this gets brought up a lot so I'll make my question quick. I only have XP and I want to develop a 2D app so I'm pretty much stuck with DirectX9. My question is, are the changes in DirectX10 pretty significant? Will I need to basically re-learn if I pickup 10 later? If so I'll probably grab Windows 7.
  4. Basically here's what I have going on. Wise Installation (An installer program) can only call C-style dll's (Technically it can call COM registered C# dll's, but only through J-script or Vbscript which I don't want to do) Since our validation code is in C#, I created 2 dll's in the same project. One In C++ which has our exported function to validate key codes and the other with our C# code. The c++ project adds the C# project as a ref and using managed C++ it calls the C# function. Basically my call looks like this: (AllMax being the namespace) AllMax::AllMaxLicense::KeyCodeValidate(); Both projects compile to dll's and Wise calls the function from the C++ dll which in turn calls using managed C++ to the C# dll. Now since my C# dll is added as a project ref in the C++ project and depends on it, does this mean it can cross-call as long as both dll's are in the same folder? Basically, can I assume that if they are both in the same folder, that calling the exported C++ function will call the C# function? Wise crashes every time we call the C++ function with a generic can not find library error. But if we take out all managed C++ or C# calls, it works fine. Any thoughts? If I need to provide more info let me know.
  5. I have a C++ managed dll calling some of our C# code in another project. This is easy to do, but I have to compile them separately and it produces 2 dll's. Is there a way I can compile the C# code within the C++ dll? Basically our installer program can only call C++ style dll's and I'd like that dll not to depends on another dll to make calls. I know you can't mix code in a single project so is there another way to do this?
  6. I'm trying to create a dll in C# that can be called from outside of .NET code. Specifically through our installer program (Wise Installation Studio) Anyone have any links? I'm assuming creating a class library won't work?
  7. Arbel

    PS2 hacking

    Yeah I figured it in no way would be easy. But I do know that there have been several games that have been fully translated for ps2 and ps1. I guess to re-structure my question a bit. Do those who hack console games normally dissassemble things to modify images and text, or do they use other methods. I know I obviously won't have access to the source, and that there will be fair amount of encryption and deliberate hiding of things, but is writing assembly what hackers mainly do to insert things?
  8. I have little experience with hacking but a good amount of experience with programming, but I'd like to get into hacking ps1/ps2 games in order to work on some translation of menus. I've got some documentation on the offical sdk, but I'm really not sure where to start. There is very little information on the web. Should I start with learning MIPS assembly? If someone could point me in the right direction I would greatly appreciate it.
  9. Thanks for the reply. I'll definitely take a look into it. Is it used in some games, or just a really efficient algorithm? I'm also using C# and XNA if that makes any difference. Not sure if pointers are usable in C# (I'm assuming they are tho.)
  10. I'll admit, I'm a complete newbie when it comes to collision detection. The only thing I've done is make a crappy tile-based game. Beyond that, I've had little experience with collision. I'm helping out my artist friends in programming a platform adventure game. Right now it's set to be pixel-based collision detection, as in there is a copy of the map image in all black, and it checks each pixel for a black value. This works fairly well, but it feels pretty inefficient. I thought about doing tile collision, but I'm not sure how this would work with ramps, or look smooth. In simple, what are some approaches for 2D collision? What do some of the games (like Aquaria) do?
  11. Basically I have it set up so that you drag items from the left (the images in the image library) and drag them onto the drawing area. Here is the code for my drag function: Image img = Image.FromFile(itemDragged.ToolTipText); Point point = this.PointToClient(Cursor.Position); int x = point.X; int y = point.Y; x = x - (img.Width / 2); y = y - (img.Height / 2); objectList.Add(new PlaceableObject() { FilePath = itemDragged.ToolTipText, PosX = x, PosY = y, }); I want x and y to be /2 so that when you paste and image the mouse cursor is directly in the middle of it, but it's always off by a little. Then I call the paint method Graphics g = e.Graphics; foreach (var item in objectList) { Image img = Image.FromFile(item.FilePath); g.DrawImage(img, item.PosX, item.PosY); } ****Sorry I don't remember how to put code in tags :/
  12. I'm working on an editor for our game and I noticed that when trying to draw images based on the mouse coordinates and the image width/height, that it is off by a small amount. I figure this is because the cursor position is in points and the image width/height is in pixels. Is there any easy way to convert? I haven't found any built-in functions, but I can't imagine there would be none. This has got to be a common issue.
  13. Well the editor will just generate the map files we need, the actual game code I want to be done in SDL as it is free and multi-platform if we ever decide to release it. But I'm glad the System Drawing can handle 2D graphics well. Thanks for the info guys.
  14. I'm making an editor for our 2D based game at the moment using windows tools and DevExpress tools. It's in C#. One question I have is about what I should use for graphics. Will the built-in System.drawing tools be enough to handle high-res sprites, transformations etc, or what other libraries, in association with windows forms, could I use? I was going to use SDL, but apparently it is very difficult to get it to work with windows forms and I'm using C#. tl;dr version, is the built in System.Drawing powerful enough to handle hi-res sprites,transformations and animation?
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