I am a beginner in C++ coding. Now I am making a little text based game and i need to do a loading screen. I've kind of made one but i want to fill it with this shape ■. What i know is that the ascii code for it is "\u25A0". The code looks like that. #include <iostream> using namespace std; int main () { cout << " LOADING", _sleep(300), cout << " .", _sleep(300), cout << " .", _sleep(300), cout << " ." << endl; cout << " ["; for (int a = 1; a<30; a++) { _sleep(200); cout …

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What is the best game in 2018

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Fifa 18 won't launch since game update

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Well, right now i'm following a tutorial on game making for c++, but is this really the best programming language for video games? Also i'd like to know if can recommend me a book ( i've seen some book on amazon but i don't really know wich one to choose ), or tutorial about this, cause since i'm just 15, there's no teacher ( yet ) to talk with about this kind of things ( Consider that i'm a really noob sooo... ) Well thanks and thats all

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I Know to design the games, but i don't know that how to specify controls gor designed game using programming language... Soo can anybody HELP me ??? - Thankyou !

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Hello guys, I need a concise explanation of the minimax algorithm... I understand it perfectly when explained with trees but the confusion comes in the code implementation... How do I get to implement depth search using code? I understand that calling minimax follows a recursive pattern but getting the AI to search for possible moves has got me stuck... I read PDF files and watch tutorials but I only understand the aspect of search trees. The pseudocode aspect has got me befuddled.

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all i need is as many commands for dos programing i am makeing a game called Super Batch RPG please resopnd as of now all the code i know is @echo off echo set __=_ set /p __= set /a __-=__ if "%__%" == "%__%" echo :example code warp goto example code warp title ___

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I am a partner in a company that deals with various aspects of the web presence of a company. Those aspects some times touch back office and more often replace it entirely. I have no idea of the mobile games field but last week my interest flamed. I tried several games in my phone that were “most downloaded” in Google Play and I couldn't find anything that made them really unique as ideas or great as graphics and user experience. That made me think of a game I have developed back in 2005 and I recreated it . So now …

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Test Driven Development is something I explored at my last firmware job. I'm interested in trying it while developing a game-engine. Has anyone else here tried this and what has your experience been.

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I saw this game at other forum. I think its interesting. Lets play ;) Post something about the person above you, I'll start.

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Hey. I've been working on a home brew game since late last year, writing an engine in Haskell and GLSL that includes 3D graphics, basic physics and programmable game logic. The version in the second video shows the first appearance of lighting and importation of OBJ files (the cube was made in Blender). I'm aiming to do a 3D remake of the game ZZT, a bit like [these guys did with Sonic the Hedgehog](http://www.srb2.org). The game logic can be programmed using a scripting language I made called Game Programmable Logic Controller (GPLC), which allows for the switch and lift interaction …

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So, I'm making a ton of games like Bubble Blaster but will anyone help me with my currunt one, CodeNet! Currently this is the code. #CodeNet.com #Game Script import time print('Welcome') menu = ['Accept', 'Cancel'] from Tkinter import * HEIGHT = 626 WIDTH = 1238 window = Tk() window.title('Code Net.com') c = Canvas(window, width=WIDTH, height=HEIGHT, bg='white') c.pack() I know thisis in DevMode but still plz help me. I started with Tkinter and having difficultlies with the message box module on Tkinter. I don't think it even works! from tkinter import * import tkinter, messagebox Traceback (most recent call last): File …

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So I'm maing a 3D game editor in Java using LWJGL (Lightweight Java Game Library), I have the editor set up so that the user can create new levels, load up saved levels, save and quick save current levels, import textured models etc.. the basics. I am now trying to implement a system that when a new model(s) is imported into the editor, a button (JButton) will appear on the bottom taskbar, therefore enabling the user to switch between different models. I am however, having a little trouble. Here is the code which defines the JPanel where I want the …

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Hi, i'm making a maze game. As you can see i have added an image for my floor and i'm trying to add an image to my walls. I am having trouble adding the image to the walls. Could anyone start me on my path on how to do this please. import os import pygame import random pygame.init() #Colours im using in the game white = (255,255,255) black = (0,0,0) red = (255,0,0) FPS = 60 #The dimension of the game display_width = 680 display_height = 440 #Class for the player class Player(object): def __init__(self): self.rect = pygame.Rect(40, 40, 30, …

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I'm doing bachelor's in computer science, i want to develop a game on my fyp. My question is how big it should be to accepted . And gauge me some sample game which student created in their bachelor's level.. and your opinion which type of game etc...

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Hey I'm coding Tron which is basically a two player snake game, I'm a noob when it come to pygame and python and need help with the collision logic and would love it if you could help me. (the comments are just ideas I had for the loops for the collisions that didn't work out) I need one loop for when one head touches the other's body which should say which crashed into who and also one loop that kills the snake that runs into himself. import pygame import time import random import os pygame.init() fps = pygame.time.Clock() magenta = …

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Okay so I'm writing a code for a game and the way its currently programmed is the main menu is contained within a large function that references another function, and so on. Not too complicated. But (as you'll see with the code below) I have all the essential variables set before the functions even happen, at the very beginning of the code. import pygame, sys, time, math ##This is where the variables are set pygame.init() DISPLAY = pygame.display.set_mode((1023, 647)) WHITE = (255, 255, 255) BLACK = (0, 0, 0) GREEN = (0, 255, 0) clock = pygame.time.Clock() active = True …

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void PatratTexturat(PATRAT patrat, int numar) { switch(numar) { case 1: if(numar==1) glBindTexture(GL_TEXTURE_2D, id_textura[2]); else glBindTexture(GL_TEXTURE_2D,id_textura[3]); break; case 2: if(numar==2) glBindTexture(GL_TEXTURE_2D, id_textura[4]); else glBindTexture(GL_TEXTURE_2D, id_textura[5]); break; case 3: if(numar==3) glBindTexture(GL_TEXTURE_2D, id_textura[6]); else glBindTexture(GL_TEXTURE_2D, id_textura[7]); case 4: if(numar==4) { glBindTexture(GL_TEXTURE_2D, id_textura[8]); } else { glBindTexture(GL_TEXTURE_2D, id_textura[9]); } break; case 5: glBindTexture(GL_TEXTURE_2D,id_textura[10]); break; case 6: glBindTexture(GL_TEXTURE_2D,id_textura[11]); break; case 7: glBindTexture(GL_TEXTURE_2D,id_textura[12]); break; case 8: glBindTexture(GL_TEXTURE_2D,id_textura[13]); break; case 9: glBindTexture(GL_TEXTURE_2D,id_textura[14]); break; default: glBindTexture(GL_TEXTURE_2D, NULL); break; } glBegin(GL_QUADS); glTexCoord2f(0.0,0.0); glVertex2f(patrat.stanga,patrat.jos); glTexCoord2f(1.0,0.0); glVertex2f(patrat.dreapta,patrat.jos); glTexCoord2f(1.0,1.0); glVertex2f(patrat.dreapta,patrat.sus); glTexCoord2f(0.0,1.0); glVertex2f(patrat.stanga,patrat.sus); glEnd(); } I have the code above and i get the error that `case` may only be used in a …

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void PatratTexturat(PATRAT patrat, int numar) { switch(numar) { case 1: if(numar==1) glBindTexture(GL_TEXTURE_2D, id_textura[2]); else glBindTexture(GL_TEXTURE_2D,id_textura[3]); break; case 2: if(numar==2) glBindTexture(GL_TEXTURE_2D, id_textura[4]); else glBindTexture(GL_TEXTURE_2D, id_textura[5]); break; case 3: if(numar==3) glBindTexture(GL_TEXTURE_2D, id_textura[6]); else glBindTexture(GL_TEXTURE_2D, id_textura[7]); case 4: if(numar==4) { glBindTexture(GL_TEXTURE_2D, id_textura[8]); } else { glBindTexture(GL_TEXTURE_2D, id_textura[9]); } break; case 5: glBindTexture(GL_TEXTURE_2D,id_textura[10]); break; case 6: glBindTexture(GL_TEXTURE_2D,id_textura[11]); break; case 7: glBindTexture(GL_TEXTURE_2D,id_textura[12]); break; case 8: glBindTexture(GL_TEXTURE_2D,id_textura[13]); break; case 9: glBindTexture(GL_TEXTURE_2D,id_textura[14]); break; default: glBindTexture(GL_TEXTURE_2D, NULL); break; } glBegin(GL_QUADS); glTexCoord2f(0.0,0.0); glVertex2f(patrat.stanga,patrat.jos); glTexCoord2f(1.0,0.0); glVertex2f(patrat.dreapta,patrat.jos); glTexCoord2f(1.0,1.0); glVertex2f(patrat.dreapta,patrat.sus); glTexCoord2f(0.0,1.0); glVertex2f(patrat.stanga,patrat.sus); glEnd(); } I have the code above and i get the error that `case` may only be used in a …

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//thanks to GameAlchemist function createCountDown(timeRemaining) { var startTime = Date.now(); return function() { return timeRemaining - ( Date.now() - startTime ); } } var currentCountDown = createCountDown(30000); // Draw everything var render = function () { var countDownValue = currentCountDown(); returnKillsNeeded(stageNum); ctx.drawImage(startGameImg, 0,0); ctx.font = "24px Helvetica"; ctx.textAlign = 'center' ctx.textBaseline = "top"; ctx.fillStyle="#FF0000"; ctx.fillText("press Enter to play", 250, 450); ctx.fill(); if(gameStart){ if (bgReady) { ctx.drawImage(bgImage, 0, 0); } ctx.fillStyle="#522900"; ctx.fillRect(0,480,500,120); ctx.drawImage(scoreImg, 22,522); ctx.drawImage(livesImg, 360,522); ctx.drawImage(progressImg, 200,492); createProgressBar(); createProgressPercent(); ctx.fillText("progress", 170,492); setEnemyHealthText(); drawPlayer(); if(countDownValue <=0){ countDownValue = 0; }else{ ctx.fillText(countDownValue, 200,190); }

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How to add a score and collision detection between fruit and myAvatar? <html> <head> <script type='text/javascript' src='script.js'></script> <link rel='stylesheet' type='text/css' href='style.css'> <style> canvas { border: 1px solid #d3d3d3; margin-left: auto; margin-right: auto; } </style> </head> <body id="main1" background="Background.jpg" onload="startGame()"> <p id="text1">TIME: </p><div id="timer"></div> <script type="text/javascript"> function countdown (minutes){ var seconds = 60; var mins = minutes; function tick(){ var counter = document.getElementById("timer"); var current_minutes = mins-1; seconds--; counter.innerHTML = "0" + current_minutes.toString() + ":" + (seconds < 10 ? "0":"") + String(seconds); if(seconds > 0){ setTimeout(tick,1000);//time will countdown every 1 second }else{ if(mins > 1){ setTimeout(function(){countdown(mins-1);},1000); } } } tick();//to …

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Hello! I always wanted programming my own games, but i dont know where to start. At school im coding in C, and i read a lot that some people suggest C++, but i dont know. Your ideas? I would like to make a 2d game , which will be also online. Is C++ good and what i need for it except programming language? Thanks

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I was wondering if it is possible to make [I]an online multi-player game server preferably in batch.[/I] I am hoping to make a PowerPoint game that can be multi-player with the help of batch. Also even answers that do not suit my requirements fully will help, because i am 11 years old and this is about all I know of batch script: @echo off @echo on echo (%time%) (%date%) (%Computername%) (%Username%) cls dir /s del ren rename title color echo. ping localhost -n (number in seconds) >nul pause start (path) (or filename.extension if the file is in the same folder) …

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I'm developing a game that has a word falling to the bottom of the screen and the user typing that word before it hits the bottom. So you'll be able to type input while the word is falling. Right now I have a timer that waits 5 seconds, prints the word, runs timer again, clears the screen, and prints the word down 10 units. int main() { for (int i = 0; i < 6; i++) { movexy(x, y); cout << "hello\n"; y = y + 10; wordTimer(); } } Very basic I know. Which is why I thought multithreading …

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ok so, I'm using unity5 and I have got my terrain and spooky forest. the lighting is ok its just that if I drag the FOG script to the first-person prefab and press play it doesn't work. it does distance fog not real-time moving fog in front of the camera. I also add the 50mm sun flare prefab into the first preson prefab and press play, I cant see them. neither can I activate distance blur because if I do it locks the camera movement to only side-to-side, I cant look up ur anything. plz help

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Okay... So I am an avid programmer. I have been writing applications in C, C++ and C# for almost 10 years now. I'm also a second year computer science student. Like many people I love computer games, more specifically adventure/ rpg games like runescape, elder scrolls etc. I have programmed games on my own in the past, pong, Mario clone, a proof of concept rpg (basically a player walking around an environment examining objects placed in the world). However I have recently gotten into 3D modeling again, I've been keeping up with this hoppy for nearly 5 years now, however …

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My number two son is looking to replace his old(ish) Alienware laptop with a new gaming desktop. He is leaning toward another Alienware (although desktop this time rather than notebook). Does anyone have any recommendations that aren't in the super-ultimate-deluxe-megabucks category? His reason for going to a desktop system is for the ability to replace components as they become obsolete (primarily video cards). Some newer games will not run on the older video hardware on the noteboook.

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the game unturned is running with low fps. I have a late 2011 MacBook pro. 2.4ghz cpu i5. intel hd 3000, 512mb. with bloom and light shafts I'm getting about 29fps. when I turn up the detail distance it drops to 6fps. clearly 2.4ghz is fast enough not to do this.

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OIO - simple bt good game play available on appstore

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I'm very new to the Raycasting algorithim, and was reading a webpage on how it works with CPP code to accompany. I followed what the page described and converted it into Python/Pygame and then ran it, but my result was *very* different. I have a feeling it has something to do with try: deltaDistX = sqrt(1 + (rayDirY * rayDirY) / (rayDirX * rayDirX)); deltaDistY = sqrt(1 + (rayDirX * rayDirX) / (rayDirY * rayDirY)); except ZeroDivisionError: pass Here is the code I wrote: http://pastebin.com/nLW6ELvv And here is the webpage on Raycasting: http://lodev.org/cgtutor/raycasting.html Help is appreciated <3

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The End.