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Don't subclass SurfaceView. Use composition, not inheritance. There's no value in subclassing it, and many basic mistakes (like overriding onDraw() when your goal is to draw on the Surface) are impossible if you don't. The View-based UI is rendered on a separate layer from the SurfaceView's surface. (The SurfaceView has a View as well, but generally ...


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I built a prototyping tool called Trabant which: is 3D and game mechanic ONLY (no UI, no text, nothing); requires extremely little code and no assets to build a prototype; allows sub-second iterations; has rigid-body simulation support; works on PC and iOS; uses a well-known general-purpose language, Python; has an IDE (i.e. a text editor with a run ...


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After reading Philipp's post about changing environments in The Stanley Parable, I am reminded of Quake II. While Q2 is very linear (age of Duke Nukem 3D, Shadow Warrior, etc... style FPS), at one point the player passes through the Pumping Station, only to revisit it after the next level. When the player is revisiting the level, they enter through an area ...


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Selecting the Camera Object and Ctrl+Shift+F seems to do the work in Unity5.


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try GameObject Menu->Align View To Selected. "Select the Camera (GameObject) that you would like to look through while in the Scene view. Then go to the "GameObject" Menu and select "Align View to Selected." "


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I have actually faced this exact problem. The way I did it was just to make a menu graphic and draw it over everything else in your game. In your update code you just make a state variable for when the menu is open, nothing else updates. In your render code you use the same state variable to draw the menu only when it is open. And for your input again use ...


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Back-of-the-Napkin approach: Need a larger sample size and longer time series than you probably would suspect intuitively. K.I.S.S.: How quickly do the winners and losers "revert to the mean?" If the mean "reversion/regression" is slow then skill plays a larger roll. If mean "reversion/regression" is fast then luck plays a more significant role in the ...


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Volume is key here, and I think people are forgetting how manipulable this factor is. What about setting up a futures market? Even, one which is not completely closed? According to various sources (I cannot speak to their academic merit here, but I will cite one popular example: http://www.cnbc.com/id/102456187), crypto-currency's volatility in the real ...


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Both of these examples are commonly used because they both have their advantages and drawbacks, mainly on the programming side of things. Square/Restricted Maps Pros: Easy to program, positions can be stored in tile-coordinates as integers and/or in world coordinates. Easy for the player to understand Fast Fairly easy math Cons: Very restricted in ...


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Level designer is a full time job. Using an editor is really mandatory if you don't want to lose a lot of time. Most professional games like angry birds probably have teams that develops dedicated custom tools to ease their level designers job. Tiled : If i remember well, with Tiled Editor you can place shapes and manually set properties to them. You ...


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The easiest way is to somehow implant a reference to your ARG in the image. A photo-shopped in poster on the wall with the logo for your game on it in a photo that otherwise shouldn't reference the game. But more subtle than that, make the picture somehow disconcerting. For reference look at paintings by Magritte and you'll know what I mean about ...


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One way I know is changing pixel colour to reflect a binary value. Example 0 for an even coloured value and 1 for odd coloured value for every pixel. Changing images just one bit of it's coloured value tricks the eye if you use a multiple coloured picture/image. The program then arranges the bit values taken from certain positions in the image to create a ...


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One way is to "hide" an obvious message that then gets people looking for a more subtle one. Like a breadcrumb to lead them down the path. For instance, pick a line or block somewhere in the image, and use the high bits in that patch to encode a short ascii string like "LOOK CLOSER" or a phrase significant to your game (like a name or date). This will be ...


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Well-developed examples (i.e., little or no bugs) of a strategy game that combines both turn-based strategy and real-time strategy, and at the micromanagement level, can be found in Koei-developed strategy games. Starting with Kakushin, the Nobunaga's Ambition series games allows you to pause the real-time gameflow so you can do some serious micromanagement ...


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You're using Java so I'm going to assume off the bat that you're playing to Java's strong points and writing your game as Object Oriented as you possibly can. When you say you have a game loop I imagine you have a top level class with a main method that loops over your update and draw functions, something like the following (but yours will be far more ...


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Yes, generally, games are a single main loop. Games in Java may have a separate main loop for each menu/screen/mode due to Java's idioms, but that of course does not solve your animation wait problem. For things like the problem you are running into, consider using events. e.g., when your animation system finishes playing an animation, it can send out an ...



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