Jump to content
  • Advertisement
Sign in to follow this  
Micard

Unity [Advice] 2D Game Engine/Framework w/ Good Networking Support

This topic is 895 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hello GameDev.Net community! I am just an amateur developer and I've been trying to work on this crazy idea of mine for quite some time now. I'm kind of at a point where I might need some guidance from more experienced programmers. I'll try to be as short as I can, straight to the point. --------What I want: I want a 2D multiplayer rpg game with support of, well, as many client as possible. I do NOT care if it is distributive-based or browser-based, no preference. --------What I want engine-wise: A non-complicated framework or entire engine with built-in networking tools, primarily 2D-oriented but not limited to. Pretty much any technology language-wise, just as long it is adequate and reasonable to quickly grasp on and dive into. --------What I know: * VB & C++ with decent OOP knowledge; * PHP (Procedural & OOP) + MySQL; * Some Flash + AS3 skills; * Basic JavaScript; * Some scripting in Python & Lua. and don't mind to learn some more. -------C++ and PHP. I do not want to write a game from scratch, i.e. 0-starting in C++ with WinSock and etc. Too much pain and I don't have much desire and time for that. I could do it completely in PHP+MySQL bundle and that would work except that it is almost 2016 and I want dynamic pages without the need to reload them. -------JavaScript. I've been looking into some JavaScript and I lean more and more towards it but it is way too complicated, honestly with its Node.js and Socket.io and other stuff, I just don't think it's worth the time but I might revise this if you could persuade me. I'd like to keep JS as my last resort. -------GameMaker & Construct. I also have looked into GameMaker Studio and Construct 2, and have played around a bit but quickly realized that with the provided capabilities it wouldn't be even nearly enough to fulfill my expectations. In addition, I've tried HTML5 and it is also not powerful enough. -------FLASH & ActionScript 3. A very ugly and old way but hey, it works. I had a more-or-less working thing on PHP+AS3 bundle, however it was too buggy and let's face it, the community is dead. Flash is dead. -------Look at what I have: Here's a quick example of what I am talking about (Login: Micard, Password: admin): http://guardsofrhyn.a78.org/ The chat should work, at least it used to, unless I did something to the DB. In the attachment is a quick GMS sketch as well but it does its job and represents what I want as well. -------CONCLUSION: Please guide me to the direction that will help me achieve my goals. I do not plan to sell this game as a product or anything. I also don't have much time to work on games as I am an Aerospace Engineer but I do it as a hobby and that's why I avoid getting into something too deep like JavaScript. If you have any suggestions, literally, any - I'd very appreciate it! Thank you!

Share this post


Link to post
Share on other sites
Advertisement
I am sorry for the poor formatting. I do not understand why it does have to be so it doesn't even process new lines. Anything to make users pay, huh? That's okay.

Share this post


Link to post
Share on other sites

Anything to make users pay, huh?

Formatting posts is not restricted to users who pay/subscribe.

 

The post editor does have some issues, though.

Edited by Lactose!

Share this post


Link to post
Share on other sites


Hello GameDev.Net community! I am just an amateur developer and I've been trying to work on this crazy idea of mine for quite some time now. I'm kind of at a point where I might need some guidance from more experienced programmers. I'll try to be as short as I can, straight to the point.

 

What I want: I want a 2D multiplayer rpg game with support of, well, as many client as possible. I do NOT care if it is distributive-based or browser-based, no preference.

 

What I want engine-wise: A non-complicated framework or entire engine with built-in networking tools, primarily 2D-oriented but not limited to. Pretty much any technology language-wise, just as long it is adequate and reasonable to quickly grasp on and dive into.

 

What I know:

* VB & C++ with decent OOP knowledge;

* PHP (Procedural & OOP) + MySQL;

* Some Flash + AS3 skills;

* Basic JavaScript;

* Some scripting in Python & Lua. and don't mind to learn some more.

* C++ and PHP.

 

I do not want to write a game from scratch, i.e. 0-starting in C++ with WinSock and etc. Too much pain and I don't have much desire and time for that. I could do it completely in PHP+MySQL bundle and that would work except that it is almost 2016 and I want dynamic pages without the need to reload them.

 

JavaScript. I've been looking into some JavaScript and I lean more and more towards it but it is way too complicated, honestly with its Node.js and Socket.io and other stuff, I just don't think it's worth the time but I might revise this if you could persuade me. I'd like to keep JS as my last resort.

 

GameMaker & Construct. I also have looked into GameMaker Studio and Construct 2, and have played around a bit but quickly realized that with the provided capabilities it wouldn't be even nearly enough to fulfill my expectations. In addition, I've tried HTML5 and it is also not powerful enough.

 

FLASH & ActionScript 3. A very ugly and old way but hey, it works. I had a more-or-less working thing on PHP+AS3 bundle, however it was too buggy and let's face it, the community is dead. Flash is dead.

 

Look at what I have: Here's a quick example of what I am talking about (Login: Micard, Password: admin):

http://guardsofrhyn.a78.org/

The chat should work, at least it used to, unless I did something to the DB. In the attachment is a quick GMS sketch as well but it does its job and represents what I want as well.

 

CONCLUSION: Please guide me to the direction that will help me achieve my goals. I do not plan to sell this game as a product or anything. I also don't have much time to work on games as I am an Aerospace Engineer but I do it as a hobby and that's why I avoid getting into something too deep like JavaScript. If you have any suggestions, literally, any - I'd very appreciate it!

 

Thank you!

 

There you go

Share this post


Link to post
Share on other sites

These are some of your options:

- A browser game using three.js (http://threejs.org/) . PHP for server, JS+HTML for client. 

- C# with XNA, although XNA is dying, the new windows are still able to run it,  C# has simplified network classes. If you invest a month for learning C#,XNA and networking. You could use it properly.

- Game maker - A very neat engine for 2D, Supports your goals.

- Unity - JS scripting- ables to perform everything you want. I recommend this. 

 

There are probably tons of other tools i've forgotten, but these are what I'm familiar with. 

Share this post


Link to post
Share on other sites
Thank you for the replies! Three.js definitely looks powerful and I will invest some time to see what it's about. Unity was my 1st choice but the networking part of it is way too templated, if that makes sense. I was battling with it for quite a while until I realizes that it's simply not going to work the way I want it to. Game Maker is a really nice tool but not as flexible. Although there are many "extensions" out there, it will be impossible to optimize the applications. Concerning RakNet. I have come across it but there's really not a lot about it on the internet. I will also dig into it a bit deeper. Thank you again, and I'm waiting for any other replies!

Share this post


Link to post
Share on other sites

Have you looked at pixi.js? It is a webgl based 2D rendering engine. Or if you wanted something with more features phaser.js is pretty good. 

For networking you could use pubnub or socket.io, they are both super simple but you would have to do a lot of work yourself. Multiplayer is really hard, and I have yet to find any easy solutions.

Share this post


Link to post
Share on other sites
Use unity
1-it has great community and tutorial out there
2-it is support is and c# and boo(python based lang)
3-it is cross platform once you write and design ur game u can run it on every device u imagine!

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
  • Advertisement
  • Popular Tags

  • Similar Content

    • By ethancodes
      I'm working on a system for my game that will allow the player to stack pick ups in a queue. As one pick up expires, the next automatically activates. I'm having an issue though where if I pick up the first one, it activates fine, but if i pick up a second directly after it, it overrides the first one, activates the second one, and then once it has run it's course, everything goes back to normal gameplay, no first pick up. I'm not sure why this is happening. Hopefully someone can spot what I'm doing wrong in my code.
      Here is the code for the pick up manager:
      // Update is called once per frame void Update () { if (pickUpQueue.Count != 0 && !pickUpActive) { pickUpActive = true; pickUpQueue[0].ActivatePickUp(); } DeactivatePickUp(); } void DeactivatePickUp () { if (pickUpQueue.Count != 0 && pickUpActive) { Destroy (pickUpQueue [0]); pickUpQueue.RemoveAt (0); pickUpActive = false; } } And here is the PickUp:
      public override void ActivatePickUp () { ball.GetComponent<Ball>().Speed = 2.0f; //increase ball speed... ball.GetComponent<Ball>().StartCoroutine(timer); //...set time that power up is active }  
      There is also a Base Pick Up:
      public void OnCollisionEnter2D (Collision2D collision) { Vector2 tweak = new Vector2 (Random.Range(0f, 0.2f),Random.Range(0f, 0.2f)); this.gameObject.GetComponent<Rigidbody2D>().velocity += tweak; //if the pickup makes contact with the paddle or ball.... if (collision.gameObject.tag == "Paddle" || collision.gameObject.tag == "Ball") { GameObject.FindObjectOfType<GameManager>().GetComponent<PickUpManager>().pickUpQueue.Add(this); Destroy(gameObject); //...and finally destroy power up object } } As a side note, I am trying to find a solution to this that will work for all of my pickups. Some pickups are ammo based, some are timed. 
    • By D34DPOOL
      Edit Your Profile D34DPOOL 0 Threads 0 Updates 0 Messages Network Mod DB GameFront Sign Out Add jobEdit jobDeleteC# Programmer for a Unity FPS at Anywhere   Programmers located Anywhere.
      Posted by D34DPOOL on May 20th, 2018
      Hello, my name is Mason, and I've been working on a Quake style arena shooter about destroying boxes on and off for about a year now. I have a proof of concept with all of the basic features, but as an artist with little programming skill I've reached the end of my abilities as a programmer haha. I need someone to help fix bugs, optomize code, and to implent new features into the game. As a programmer you will have creative freedom to suggest new features and modes to add into the game if you choose to, I'm usually very open to suggestions :).
      What is required:
      Skill using C#
      Experience with Unity
      Experience using UNET (since it is a multiplayer game), or the effort and ability to learn it
      Compensation:
      Since the game currently has no funding, we can split whatever revenue the game makes in the future. However if you would perfer I can create 2D and/or 3D assets for whatever you need in return for your time and work.
      It's a very open and chill enviornment, where you'll have relative creative freedom. I hope you are interested in joining the team, and have a good day!
       
      To apply email me at mangemason@yahoo.com
    • By davejones
      Is there a way to automatically change the start position of an animation? I have a bunch of animations set up on 3D models in unity. The issue is that I need to move the 3D models, however when I do so the animation start positions are not updated and I have to do it manually.

      Changing the transform of key frames is time consuming with the amount of animations I have, so I was wondering if there was a way to do it automatically?
    • By MoreLion
      hey all! We are looking for members for our Unity horror game! 
      Here’s the story:
      After a deadly virus plunges the world into chaos killing 85% of the human population there are now what they call “zones” these zones are watched very closely by the surviving government, people are checked every day for the virus, even if you touch the spit or any human waste or fluids of the victim who is infected, you will die. But one day, people in the west zone start to go missing, 1 woman goes outside the walls to uncover the mystery, is there more to the virus than meets the eye?, That is where your story starts.
      This game is not a long development game, I have loads other game ideas,
      I will also allow you to have a bit of creative freedom if you wish to add or share a idea!
      And no, it’s not a zombie game lol I feel like zombie games are too generic, in this game you will encounter terrifying beasts!
      There is some concept art one of our concept artists have made
      If interested email liondude12@gmail.com
    • By Canadian Map Makers
      GOVERNOR is a modernized version of the highly popular series of “Caesar” games. Our small team has already developed maps, written specifications, acquired music and performed the historical research needed to create a good base for the programming part of the project.

      Our ultimate goal is to create a world class multi-level strategic city building game, but to start with we would like to create some of the simpler modules to demonstrate proof of concept and graphical elegance.

       

      We would like programmers and graphical artists to come onboard to (initially) create:

      A module where Province wide infrastructure can be built on an interactive 3D map of one of the ancient Roman Provinces.
      A module where city infrastructure can be built on a real 3D interactive landscape.
      For both parts, geographically and historically accurate base maps will be prepared by our team cartographer. Graphics development will be using Blender. The game engine will be Unity.

       

      More information, and examples of the work carried out so far can be found at http://playgovernor.com/ (most of the interesting content is under the Encyclopedia tab).

       

      This project represents a good opportunity for upcoming programmers and 3D modeling artists to develop something for their portfolios in a relatively short time span, working closely with one of Canada’s leading cartographers. There is also the possibility of being involved in this project to the point of a finished game and commercial success! Above all, this is a fun project to work on.

       

      Best regards,

      Steve Chapman (Canadian Map Makers)

       
    • By Scouting Ninja
      So I have hundreds of moving objects that need to check there speed. One of the reasons they need to check there speed is so they don't accelerate into oblivion, as more and more force is added to each object.
      At first I was just using the Unity vector3.magnitude. However this is actually very slow; when used hundreds of times.
      Next I tried the dot-product check:  vector3.dot(this.transform.foward, ShipBody.velocity) The performance boost was fantastic. However this only measures speed in the forward direction. Resulting in bouncing objects accelerating way past the allowed limit.
       
      I am hoping someone else knows a good way for me to check the speed with accuracy, that is fast on the CPU. Or just any magnitude calculations that I can test when I get home later.
       
      What if I used  vector3.dot(ShipBody.velocity.normalized, ShipBody.velocity)?
      How slow is it to normalize a vector, compared to asking it's magnitude?
    • By Ds ds
      Hi, my name is Andres, I'm a programmer with a technician degree and a Diploma in C#, looking for a project in Unity to start my career in game development. I don't do it for a paid but a recognition and start a portfolio, preferably a 2D game. Thanks for read, have a nice day. 
       
    • By Victor Rodriguez
      Hi there! Is the first time that I'm posting here so I'm sorry if I'm doing it wrong ha. 
      So here it comes, my doubt is, I'm doing a game with different levels, each of these levels in one different scene. Each scene contains to cameras that you can change pressing a button. Everything works fine. 
      The only problem is that I would like it to look a bit more professional, and I would like that if you finish the level with camera2, the next level start the same way. I've been thinking about using dontdestroyonloadon both cameras, but obviously this cameras need to be attached to the player to make the movement work, what do you recommend? Sorry If I've explained it in a messy way, and feel free to dm me for anything. Thanks in advance! 
    • By Ike aka Dk
      Hello everyone 
      I am a programmer from Baku.
      I need a 3D Modeller for my shooter project in unity.I have 2 years Unity exp.
      Project will paid when we finish the work 
      If you interested write me on email:
      mr.danilo911@gmail.com
    • By markoal
      Hi,
      I'm Unity developer from Croatia and I'm looking to work on the paid project in my spare time.
      I have 5+ years of experience in Unity and I'm familiar with almost anything, including all platforms (also Switch, PS4 and Xbox).
      Feel free to contact me.
  • Advertisement
  • Popular Now

  • Forum Statistics

    • Total Topics
      631371
    • Total Posts
      2999606
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!