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Member Since 10 May 2009
Offline Last Active Jun 18 2013 07:44 AM

Topics I've Started

Axonify Games Competition

17 June 2013 - 09:08 AM

Hello everyone!
Build a game. If it's awesome, you could win $5,000.
I'm an employee from Axonify dropping by to let you guys know about an awesome competition we're holding. We're a startup corporate eLearning company that specializes in making corporate training fun - through gamification we drive retention to the masses. 
For the next two months, we're holding a competition for developers to submit small browser games that can be played in short sessions that deliver meaningful training content. There's an example video and more details on the site - which you can check out at http://games.axonify.com/
I'd like to stress that if you're in the market for building HTML5 or DOM based games and want to win some extra money - you've got nothing to lose. If you don't win a prize sum, you retain rights to your game fully.
This is great opportunity  to submit small games you may have made with Construct 2, Game Maker HTML5 or other tools, as well. As long as they implement our API and follow the guidelines - you're set!
If you have any questions - please don't hesitate to leave a post or check out the contact address on the web page.
Have an excellent day! We're looking forward to some great submissions from the experts here at GameDev.net :)

Creating a "Frozen Bubble" clone

24 August 2012 - 12:46 PM

[source lang="jscript"][/source]
I've got most of the logic worked out, actually all of it.. minus bubble collisions. You can see the illustrated problem, here: http://www.youtube.com/watch?v=klNASKFTw8s&feature=youtu.be

Ideally, it should stick to the bubble, probably taking the angle into account. I can see my approach is all wrong as it fails in many interesting ways. (Use BoudingSpheres instead of Rectangles is probably a good start)

The game in question be cloned can be found here: http://www.ventoline.com/frozenbubble/

I've got the following code started:

[source lang="jscript"]//Counstruct our bounding rectangle for use var nX = currentBall.x + ballvX * gameTime; var nY = currentBall.y - ballvY * gameTime; var movingRect = new BoundingRectangle(nX, nY, 32, 32); var able = false; //Iterate over the cells and draw our bubbles for (var x = 0; x < 8; x++) { for (var y = 0; y < 12; y++) { //Get the bubble at this layout var bubble = bubbleLayout[x][y]; var rowHeight = 27; //If this slot isn't empty, draw if (bubble != null) { var bx = 0, by = 0; if (y % 2 == 0) { bx = x * 32 + 270; by = y * 32 + 45; } else { bx = x * 32 + 270 + 16; by = y * 32 + 45; } //Check var targetBox = new BoundingRectangle(bx, by, 32, 32); if (targetBox.intersects(movingRect)) { able = true; } } } } cellY = Math.round((currentBall.y - 45) / 32); if (cellY % 2 == 0) cellX = Math.round((currentBall.x - 270) / 32); else cellX = Math.round((currentBall.x - 270 - 16) / 32);//Check the bubble layout if (cellY == 0 || able) { //TODO: Finish game losing conditions if (cellY == 9) { winGame(); // cellY++; } //Safety check //if(cellX == rCellX && cellY == rCellY && cellY > 0) // return; //Assign the grid bubbleLayout[cellX][cellY] = currentBall; ballvX = 0; ballvY = 0;[/source]

Could anyone point me in the right direction?

[C#] Packets using marshalled structs

22 February 2012 - 05:09 PM

Consider the following class definition and its methods:

public class Packet

static virtual Packet FromBuffer();
NetBuffer ToBuffer();


Right now, I construct each packet like this and manually write each value to a byte buffer.

I read in the FAQ when I arrived at here the use of marshalled structures. Should I potentially swap over to serialized versions of these?
I initially used serialized objects but the overhead for each packet was immense (100+ bytes, ouch). Packets that are constructed from structs are much smaller.

Main reasons to swap over:

*Objects have a higher allocation cost than structs? (stack vs heap)?
*Structs have automatic serialization advantage

Any other advantages? Disadvanages? Why should I do it / not?

Transisting between proccess's

20 December 2010 - 05:24 PM

Hey there!

I'm developing a game server which makes use of several processes to do things.

It look basically like this:

ChatServer (?Maybe, unimplemented, for cross-zone chat?)

My WorldServer handles logging into accounts, doing character selection etc, -HOWEVER-; this is all fine. I'm at the point though, how do I transit between processes?

I was thinking, disconnect from the world server, and connect to the ZoneServer you're in, and then send a 'JoinZone' packet; but how does the ZoneServer know I'm not cheating as to where I am, and who I am, etc?

Previously, when I used single proccess methods, I could just reference a hash-table (dictionary) with a Connection key, and grab my user object. This works on the WorldServer, but isn't so easy when it's a whole new proccess, and the connection objects themselves will change, too because of disconnection/reconnection.



Tracking users in a virtual world

07 March 2010 - 08:23 AM

I have a virtual world (MMO environment) in which I require users to login with a username and password into the world. Currently, when a user connects and login I store their socket/connection info in a dictionary; the socket being the key and the account object being the value. However, I later find the need to when for example: "A sends a message to B" "Server reckgnonzies this; and B is identified as Bob in the packet" "Server now needs to know what socket Bob's is" How can I figure this out without using a very slow for loop?