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About xbattlestation

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  1. I don't think anyone's going to touch your question dude.  Without meaning to be rude - it sounds like you need to learn BASIC / AMOS yourself and then you'll be able to answer your own question.  Maybe start with a test program that shows a map that is just two screens big or something.   BTW it sounds like you need a tile map - dont store whole screens worth of background images.  Tiles (assuming you've got lots of repeating graphics) are much more efficient memory wise.  If AMOS is anything like STOS (Atari ST precursor to AMOS) then there should be lots of plugins that can handle this for you, if the language doesn't do it directly.
  2. You cant stop a determined hacker studying your client code.  If you are writing an MMO then you have a server on which you'll run private code.  You should then be able to check server-side whether any action taken by the client is legal, and action accordingly.
  3. Some programmers may only know how to program procedurally (as in just a bunch of functions of subroutines), and baulk at the amount of code they have to write to do something simple with OOP.  You have to be much more disciplined to write OOP (or it forces you to be), but there are massive advantages to it, which may not be obvious.   This is how I felt moving from non-OO basic to C++ years ago, no idea if it is still relevant today.
  4. RulerOfNothing's answer is correct, but I think (depending on your ability to interpret maths) it hides the simplicity of the answer.   Is a point within circle = is the distance from the centre of the circle to the point less than the circle's radius
  5. Increase the size of the box?  Sorry I don't know unity, but I'm pretty sure if you set each heightpoint to the height of the average in a large box instead of the average neighbour's height, then you should see a more dramatic effect?
  6. Just to be clear on this matter, a .Net / C++ game can be written for Windows that does not require any installation.  Of course the game will not run if the necessary version of .Net / redistributable is not installed, just like a java game will not run without the Java VM installed.   Installallers are only necessary if you want to go the extra mile & install the redistributable at the same time as your game, and also set up things like start menu integration, data folders etc also.
  7. You will have a hard time making good-looking rivers without being able to judge the height of the landscape at the x & y coord.  Rivers always take the lowest route downhill.  You'd have a odd landscape with rivers flowing up hill if you ignore what is at the x & y coord.
  8. Patent #US13839823: Method and apparatus for absorbing oxygen into a biological life form for the purpose of metabolism from common air samples via cyclic respiration using a plurality of organic filters    Actually googled that... just to verify.  Wouldn't be suprised...
  9. I've been battling with this very issue.  You've got to worry about these things:   - Usage of a manufacturers trademark - i.e. Vought, Grumman, North American etc.  This is not a good idea unless you have permission from the current holder of the trademark, and someone out there *does* still hold that trademark, no matter how old it is.   - Usage of a plane's name - i.e. Corsair: most American manufacturers have trademarked these, so again not a good idea.  I don't know if non-American companies have the same business-minded approach to trademarks of plane names, (or the same 'cut throat' tenacity to sue) e.g. British planes like the Spitfire - unsure how safe that is to use. - Usage of the plane's designation - i.e. F4U: this was owned by the military -> tax payer, and is therefore safe to use.  Sometimes, especially with British planes (again, Spitfire) the designation may not be well-known enough to use. - Usage of the plane's likeness - companies will tell you you cannot use their planes 'likeness' or image - i.e. anything that looks like the plane - bitmap, 3D model etc.  I've been told this would never hold up in a court, but it is still a risk.   My advice (and this is what I've been told by others who have published aviation related games) is to stop contacting companies, and only use the plane designations.     I have never heard of any non-US companies worry about this sort of thing.  In fact I have first hand experience that they are actually nice to deal with and accommodating / not interested in asking for money / suing you.  However I do not know about the big EU company (Airbus) that owns pretty much 95% of French / German manufacturers trademarks.  I have heard rumours that Russian manufacturers are carefree with this sort of thing.   This isn't legal advice, just what I have heard from others.  Maybe pay a lawyer to discuss these points.  Good luck!
  10. WTF?  Why would Washu edit that post to not make sense like that?    Original post:       Washu's edited post:    
  11. Argh I didn't see the reference to Terraria!  As DareDeveloper says, mid-point would only be useful for generating the surface terrain.  You could use mid-point to generate a 2D grid (use 4 x/y points, find the middle, then recurse for top left, top right, bottom left & bottom right squares), but honestly I think fractal generation is probably overkill for your needs.   A simple random up slope / down slope / level with hard upper & lower height limits will generate a terrain with similar properties, and as DareDeveloper points out, there are simple algorithms to generate caves too.
  12. Tiles actually makes things easier.  I'm assuming when you say platformer you mean a side scroller.  What you'll want is an array of heights at each tile position along the X axis of your gameworld.  You fill in the first and the last heights with whatever random / predetermined values you want.  Then pass pointers / indexes of those array positions into the mid-point algorithm, which should stop recursing when the left point is right next to the right point.   If you have tiles, then you probably have integer height values.   Hope that helps.
  13. Midpoint displacement is simple & I've used it in my game with success.  So when you say 2D, are you talking about a vector shape terrain, or tiles, or what?   In any case, midpoint displacement is a recursive algorithm, where you initially pass it two points - left & right most, with preset heights.   Then:   1) Find the middle point between the two points 2) Give middle point a height which is the average of the left & right points, plus/minus a random amount - this random amount should tend towards zero the smaller the X gap between the two points.  The max randomness value will govern how rough your terrain will be. 3) Pass the left & middle points back into this algorithm 4) Pass the middle & right points back into this algorithm   You will then have a fractal looking terrain.  You probably want to stop recursing once the gap between the two points is less than e.g. 10 pixels.
  14.   That is not true, according to Steam's FAQ   There isn't anything wrong with XNA, it just doesn't support the tablet part of Windows 8, or the new XBox.  It is still a great development environment, and when you need to move on you can just port it to MonoGame.
  15. Not sure what the parameters of your game are, but can it be simplified by just 1) launching missiles towards target and 2) moving plane towards final position?  Does the plane *have* to point at the target first?  Most modern planes can attack a target without pointing directly at it.