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A lot of people use these programs to search for a score stored in a variable e.g int score = 10; to do this they need to know the score, ususaly from the score displayed in game. I was thinking, would this help put them off... public static float randomVal; // at start of level generate random float private float 1a3sf5vhh4; //represents score void ...


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Kiro, Imagine Mario and the Koopa shell surrounded by rectangles. Once you detect that the two rectangles are overlapping, you then need to perform per-pixel intersection testing. There are many ways to do this, all depending on the kind of engine you are using. Essentially you want to compare each pixel in one image against the pixels in the other image. ...


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TextMesh[] child = GetComponentsInChildren<TextMesh> (); This line (and the three after it) is always getting the first three TextMeshes in the parent object's child hierarchy - not the hierarchy of the newatom you've just created. That means that each time you create a new atom, you're overwriting the labels on the first atom you created, leaving ...


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If a game uses scripting, it means it has a system of reading in a secondary language and converting that code into something it can run. For example Legend Of Grimrock, the main engine is written in C/C++, but it uses Lua as a scripting language to manage in-game events and monsters. The main purpose of scripting is to be able to change a game's behaviour ...


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Some of the answers are very convoluted, so I will make it brief. Programming languages can be divided in two categories: compiled and interpreted. In compiled languages (e.g. C) the source code go through a compiler and produces an executable file that can be run on a compatible machine. In interpreted languages (e.g. Javascript) the source code go ...


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First, what are our goals? We want a lot of people to use the engine as effectively and as quickly as possible to prototype and make full blown games. Ease of use -> We need to abstract complexity Time needed to add and test a change -> We would like to avoid compilation Debugging -> We don't want people to touch our tested code; we need them to write ...


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The principal difference between a script or a program is that the script is completely dependent of the API its scripting engine exposes to it. If I code a game in C++ using a C++ game engine, I'm not doing any scripting, my resulting binaries are standalone and are not limited by the engine's API. I can use the virtual filesystem (if any) of the engine to ...


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Scripting for games can range from simple operations with home grown languages to writing the entire game in high level languages like Lua or C#. If we take a car analogy, a game engine is like a real engine, and scripts are everything else. Scripts are the fuel, body, wheels, steering, paint job and so on. Scripts are what make the engine run, and tell it ...


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If you use the monthly subscription option, you are given access to the private GitHub repository and must compile the editor before you can use it. The wiki has an excellent walkthrough of the current process. It's getting easier - the upcoming 4.6 release has a setup script that does everything for you in one step - but subscribers don't get prepackaged ...


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I highly recommend you look into spritesheets, for memory efficiency/performance. There are a couple of tools out there to help you convert your collection of images into a spritesheet, such as this open source one, or my Gimp plugin for it. A quick google found me this sdl2 tutorial on spritesheets.


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For loading the images, you could do: std::vector<imagebatch> fotos; std::vector<SDL_Texture*> healerTexture; // Parts of filename string that occur multiple times. char* filenameBase = "DData/towners/healer/healer/Healer"; char* fileExt = ".png"; // This is 15 because of the number of images there are. for (int i = 0; i < 15; ++i) { ...



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