Game with no levels possible? [closed] - iphone

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Does a game need to have levels? Does having no levels put people off?
I am working on a game where levels shouldn't be necessary, just the resources you have should put (reasonable) constraints.
I used to play simcity and it purported to be open ended. However it has some arbitrary conditions forcing you to acquire some things before others (in effect linearizing and adding levels to the game).

Actually I allways prefered non liner games.
Most RTS games suffer from this illness ( you build up a nice base and than the stage is over and you start from scratch again ).
Startegy and simulation games usually have a less direct level system, like you mentioned.
While some form of advancment is needed to keep players interested, it does not have to be liner.
Depending on the type of game you are developing, I think the more flexibility of individual playstyle the better.

No.
I look forward to your game. :)

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Best way to handle multiple screen aspects on mobile [closed]

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So, I have been been looking a lot into this topic and the internet seems to be rather vague and divided. I have found that a lot of people handle different screen sizes and aspect ratios by using certain scripts to scale and anchor game objects.
Some people say that you should have assets of different sizes, and enable/disable them based on the screen size. While this method (to me) seems more efficient, it feels like this is suggested less than the other method.
So I would like to ask what the best method is. (Or if there is such a thing as the "best")
The best way is by using a Canvas Scaler and making good use of the anchor-point of the UI elements in your scene and using Layout Groups, this way they will fit nicely into almost all of the aspect ratios.
A few videos covering these topics:
Jimmy Vegas
Unity 3D With Scott
Cat Trap Studios

When to use animations in Unity? [closed]

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I'm currently making my first game in unity. I came through all the tutorials on their site and i have one doubt. There are many situations when I can use either animation or just add force(or do something else). For example, if in my game player hits something it should fall and i can make it fall by animation or by just adding force. Both of these solutions are good for me. Can somebody more experienced in making unity games tell me are there any good rules for deciding what should I use? Are any of these for example more performance-friendly?
It depends a lot on what your game is, and what kind of scale.
Falling objects that interact with other dynamic options? Physics is usually the best answer.
Just want something to move off screen then go away? Animation can make sense, but there are other options too without using physics.
Using lots of objects? Physics is a good way to handle it.
Using thousands of objects? Physics may be too much, will need to think of other ways.
Your question is really vague so can't give anything but a vague answer back.
However, for your first game, I will say don't worry too much about optimizing and make it simple at first. As you learn, you will understand what can be trimmed/changed later on.

Can I develop high quality games for Android/iOS using libGDX? [closed]

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All I wanna know is, "Can I develop high quality games for Android/iOS using libGDX or game engines like Unity3D would be needed?"
Unity3D is much more than a library (like libGDX). You get a very good editor, that allows you to see your game objects and make debugging a dream compared to building something without a visual aid.
Unity3D has another major advantage in its asset store. Whenever I want to do something new, I look into the asset store first, and usually someone else has done it, with much better quality than what I'd achieve in a small time frame.
I did this game in Unity3D: http://www.youtube.com/watch?v=x6-5D6IkD5E and while I could have done it in many other engines, it would have taken me much longer.

Streaming webcam to my webpage [closed]

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I am trying to build a webpage that shows the video of a webcam on live.
Right now, I have no webcam, so I'll have to buy one. I don't mind how much it costs, I just want it working with a good resolution (at least 720p).
I don't know which kind of camera I should buy and which programming language is better for that (if it's possible I would prefer not to use Flash).
Can you help me?
Sorry for my bad English, I'm trying to improve ;)
Alex
To show in a webpage, you can use IP-Camera. They cost a little more, but they can serve their images as independent network node. They also supports voice and live compression (H264 and MPEG4).
Best brand is Axis, but there are lots of options.
For Axis camera models, adding view to page would be as easy as add this item to your page:
<img src='http://192.168.1.20/axis-cgi/mjpg/video.cgi'>
It works for most browser, not IE. For IE, they have support as well here.

Techniques to detect Polymorphic and Metamorphic viruses? [closed]

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What techniques can be applied to detect Polymorphic and Metamorphic viruses?
How difficult is to implement these techniques?
Are these techniques being applied in modern day anti-virus softwares?
I thought most of the virus scanners nowadays use sandbox techniques to check for "bad" behavior. Therefore the polymorphic virusses will also be detected.
of course these detection techniques are also known to virus creators, and can easily be bypassed using a bunch of random, unharmfull, code executions before the actual payload.
It's impossiable to detect all known poly/metamorphic bad-code. White lists verification is the only provable technique. It's not always possiable, especially if your infrastructure/computer has not been maintainedd very well. Which is a good reason why signature, heuristic, emulation based detection is still valuable.