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51

This lets the user choose the game's quality versus its performance. Some prefer higher-quality graphics settings on a lower resolution, others the opposite. Some computers can handle maximum settings on everything, some can't. Devices with homogenous hardware (PlayStation, Xbox, iPhone...) usually don't offer graphics settings for this reason.


32

This is required by the console manufacturer as part of the standard Technical Requirements Checklist (TRC). One reason is to allow the startup screen to loop back to a demo mode if no one has touched the controller, this stops screen burn and makes it easy for a store to simply pop in a game and let it run looping action with no intervention. Your guess ...


31

The historical reason for this is somewhat different from the current reasoning - previously it was to have a 'safe' screen to go back to which was always resident in memory, so that if the game had gone to a demo loop and the player touched the controller, it could instantly return to the start screen and let interaction commence with no delay. However ...


27

There is no way to completely reliably detect the correct screen resolution. One approach is to simply leave at the user's desktop resolution. This is annoying, as I know a number of people (some with visual impairments) who prefer to run their desktop at a lower resolution to make things look larger, but still prefer games at the native resolution where ...


10

Try looking at Awesomium - it wraps the Chromium engine in a 3D renderer and HTML UIs are one of their main selling points.


8

I've never been quite sure why people are so obsessed with numbers and the very edges of the keyboard. Tell the players to put their left hand on ESDF. Now map commands to the rectangle bounded by 1, 5, Z, B. That's space for twenty commands, over half of which of which are very easily accessible, most of the remainder being only moderately more difficult. ...


8

Unfortunately, there are no real interface design standards in the game industry, which makes it difficult to find accurate information this topic. If game interface design is something you're seriously interested in, I would take the following steps: Learn as much as you can about interaction design patterns - A lot of the research done on design patterns ...


8

OpenGameArt has a few. Just search for tags like 'UI', 'Menu' or something like that. Roencia has some as well. I believe the same will be true for all sites that offer some kind of graphics for developers to use.


7

You'll want to use 3D picking. Here's some code I use in my game. First I cast a ray from my camera. I'm using the mouse, but if you're just using where the user is looking, you can just use the center of the window. This is that code from my camera class: public Ray GetPickRay() { int mouseX = Mouse.getX(); int mouseY = ...


7

There are a VAST number of reasons to allow the user to control the settings for their game. MANY people have 2 (or more) monitors these days. The user should be able to determine which one to play the game on. There are thousands of different devices a user could be using, and no way to reliably tell what setting would be optimal for every one. Some users ...


6

As mentioned, users want to quickly get to the gameplay, after all, that's why they bought/downloaded your game. The most prominent option (or options) should take the user to the game. But, there's a few other things that might be worth including. Let's use some examples from popular (casual) games. The Peggle Title Screen. There's 4 prominent ...


6

TL;DR Just implementing IUpdateable or IDrawable will do nothing. Instead have GraphicsSubsystem inherit from the DrawableGameComponent class, and override the virtual Update and Draw methods. Then all you have to do is create your GraphicsSubsystem object and register it using Components.Add(objectName) on the Game class. If you wanted to do the same ...


5

Also, take a look at libRocket. It's kind of based on HTML4 but it allows you to extend it rather easily with custom components, if you import a reset stylesheet things like h1 and hr will work, and by default it supports these elements. there are also samples with a SFML renderer available and it's open source (MIT licence, allows you to use it in closed ...


5

Ignore the Database and even the GUI at the beginning. Make the basic game-play work first. Just one session without saving/loading. That is hard enough at the beginning. You will find yourself changing the actual data during development a lot. So if you maintain the loading/saving code for such frequently changing data, then you will find yourself 90% of ...


5

In WoW terms the most popular addon is called Scrolling Combat Text, which I think describes it pretty well. When I've written my own implementations I use the more general "Floating Game Text".


5

"Floating text" does it for me. That's what I've always called it, although I've never used it specifically for indicating damage done. My usage was usually to indicate where something important in the scene was (e.g. "retrieve this data disk").


5

WPF was created to provide a better way for Windows developers to build GUIs for desktop applications. Silverlight was created as an answer to Flash and re-uses much the WPF API but has a different implementation. In theory you could use WPF to create the GUI for a game, but in practice you probably wouldn't:- Your game would depend on the .NET framework ...


5

I'm assuming you're using GUI.TextField? It doesn't appear that there's a built-in way to restrict the text field's legal input set, however, you can achieve the validation behavior you want by writing a script: public class LimitInput : MonoBehaviour { public void OnGUI() { text = GUI.TextField(..., text); text = /* replace offending text here ...


5

That's because the cost and effect of texture quality, geometry detail and screen resolution are very hardware-dependent. The texture quality usually does not have much impact on the speed of the rendering pipeline, but only when they are read from GPU memory. When not all textures fit into the GPU memory, they need to be read from normal RAM or even worse ...


4

You didn't say what kind of game. I'd say the easiest usability solution is, find a similar game that has similar mechanics, something your players might be familiar with, and use the same keys. So, if your game is an action-RPG like Diablo, making the default keybindings work an awful lot like Diablo is not a horrible way to start. See: ...


4

Here is a good tweening library for javascript. Sourcecode is clean and easy to read. http://sole.github.com/tween.js/examples/03_graphs.html


4

I'll try to approach this from a simplified and informal point of view. You should still turn to the bibliography and take some time to study object oriented concepts correctly. These are also only the most common uses, although there's other situations for them. Abstract Classes Should be used when it doesn't make sense for an instance of the base class ...


4

The graphical side should be easy, so i'll omit that. You have to be able to parse your input properly. If you want to go all out you can read on compiler theory, though i don't think this is what you're looking for. In general what you want to be able to do is lexical analysis of your input. This means being able to take a string and output tokens. Tokens ...


4

One way of doing this is have your bartering ability tied to a character attribute. Then, you could decide on the transaction factor against the canonical price of the item. For example, When buying items, the canonical price is divided by the transaction factor, and when selling item, it is multiplied. One way to work out the transaction would be the ...


3

So my question is, is it really that bad to target a specific screen res then in the engine side modify this res to meet different platforms? Generally speaking, no. Changing the scale of your number and then normalizing to 0..1 later just means it's easier to design the UI. The one thing that'll bite you on this, though, are different aspect ratios. ...


3

The technique you're looking for is called "picking" or "3D picking." There are several ways to do it; one of the more common ones is to transform a 2D point on the screen into eye space by using the inverse of the projection transformation. This will allow you to generate a ray in view space, which you can use to test for collision with the physical ...


3

I'd never bother to play a game that demands captchas: they are really a terrible practice that should be avoided. Your game seems to have deeper problems than that anyway: ideally a game should give no advantage to a stupid bot, so that it would be pointless to use a stupid bot in the first place. If you cannot achieve that, that's a design problem that ...



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