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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

scott21493

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  1. Ah, well that makes sense. That's what I get for trying to go off a simple tutorial to send a string and adjust it to work with what I want. I've just ordered a book about networking in C# so hopefully that will give me a better understanding of everything. Thanks for the help, and the recommendations on my code. I actually never knew that about the built in serialization although I did know my catching all exceptions was horrible. I do appreciate it.
  2. So I've been trying to learn networking with a simple "game" using XNA and having it work over a network. Basically it's two dots that are supposed to move with WASD and there's a server they connect to. When it's connecting to localhost it's working fine but if I try to use it when it's not on the same machine I run into problems and things end up crashing and I'm just not sure why. I've added the code to both below. It may be a little messy because I've been trying anything I could possibly thing of to get it to work. Here's the full code for both the server and the client. Server: [CODE] using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using System.Net.Sockets; using System.Net; using System.IO; using System.Threading; using System.Runtime.Serialization; using System.Runtime.Serialization.Formatters.Binary; namespace GameServer { class SocketClass { public Socket accepted; public Vector2 position; Vector2 lastPos; public int id; public SocketClass(Socket sock, int num) { accepted = sock; position = Vector2.Zero; lastPos = Vector2.Zero; id = num; } public void recData() { Thread receiveThread = new Thread(() => { while (true) { try { byte[] buffer = new byte[500]; int size = accepted.Receive(buffer); Array.Resize(ref buffer, size); MemoryStream ms = new MemoryStream(buffer); BinaryFormatter bf = new BinaryFormatter(); lastPos = position; position = (Vector2)bf.Deserialize(ms); Console.Write(id + ": " + "X: " + position.X + " Y: " + position.Y + "\r\n"); } catch { } } }); receiveThread.Start(); } public bool positionChanged() { if (lastPos == position) { return false; } else return true; } public Vector2 getPos() { return position; } } class Program { static void Main(string[] args) { int nextId = 0; Socket sock = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); List<SocketClass> incoming = new List<SocketClass>(); sock.Bind(new IPEndPoint(0, 1234)); sock.Listen(0); Thread accept = new Thread(() => { while (true) { incoming.Add(new SocketClass(sock.Accept(), nextId)); Console.Write("Connected\r\n"); try { incoming[nextId].recData(); } catch { } nextId++; } }); accept.Start(); while (true) { for(int i = 0; i < incoming.Count; i++) { if (incoming[i].positionChanged()) { for (int j = 0; j < incoming.Count; j++) { if (incoming[i].id != j) { try { MemoryStream ms = new MemoryStream(); BinaryFormatter bf = new BinaryFormatter(); bf.Serialize(ms, incoming[i].position); incoming[j].accepted.Send(ms.ToArray()); } catch { } } } } } } Console.Read(); } } } [/CODE] And here's what I'm using for the client: [CODE] using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; using System.Net.Sockets; using System.Net; using System.IO; using System.Threading; using System.Runtime.Serialization; using System.Runtime.Serialization.Formatters.Binary; namespace TestGame { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Socket sock; Texture2D ball, otherBall; Vector2 otherVector; Vector2 position; Vector2 lastPos; Thread sockThread; int connectedPeople; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here position = new Vector2(50, 50); lastPos = Vector2.Zero; sock = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here ball = Content.Load<Texture2D>("testpic"); otherBall = Content.Load<Texture2D>("othertest"); try { sock.Connect("127.0.0.1", 1234); BinaryFormatter bf = new BinaryFormatter(); sockThread = new Thread(() => { byte[] buffer = new byte[900]; while (true) { int size = sock.Receive(buffer); connectedPeople = 1; Array.Resize(ref buffer, size); MemoryStream ms = new MemoryStream(buffer); try { otherVector = (Vector2)bf.Deserialize(ms); } catch { } } }); sockThread.Start(); } catch { } } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here KeyboardState keystate = Keyboard.GetState(); if(keystate.IsKeyDown(Keys.A)) { position.X -= 1; } if (keystate.IsKeyDown(Keys.D)) { position.X += 1; } if (keystate.IsKeyDown(Keys.W)) { position.Y -= 1; } if (keystate.IsKeyDown(Keys.S)) { position.Y += 1; } if (lastPos != position) { MemoryStream ms = new MemoryStream(); BinaryFormatter bf = new BinaryFormatter(); bf.Serialize(ms, position); byte[] buffer = ms.ToArray(); sock.Send(buffer); } lastPos = position; base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(); spriteBatch.Draw(ball, position, Color.White); if (connectedPeople >= 1) { spriteBatch.Draw(otherBall, otherVector, Color.White); } spriteBatch.End(); base.Draw(gameTime); } } } [/CODE]
  3. I've been having an issue finding a good place to learn OpenGL. I've been interested in graphics programming and I've been interested in OpenGL rather than DirectX, but my issue is every book I've looked over seems to be outdated (OpenGL 1.1, 1.2, etc) or seems to expect me to have an understanding of graphics programming already. Does anyone have any recommendations? The Books section on this site doesn't seem to be very helpful when I've been looking through it either. It could be I am horrible on deciding on a book.
  4. So I've decided to try out game programming and I was looking to see what people think would teach me the most. I'm not looking to make some awesome game or do it professionally, I just want to learn how it's done and learn the most from it. I'm not sure what language to go with, which books are worth getting, basically all of it. Just a little about me so it'll hopefully give you more to base your recommendations off of. I have a pretty good grasp of Java, C++, and C#. I'm not expert by any means but I've got a handle on them. I've made a very basic game in Java only using Swing for a class. I've used XNA to make a very basic platformer. I only had a single enemy that just went to where the player was at and would jump over things if it ran into them. I had a camera that would follow the player in there too. That's about as far as my game programming knowledge goes. I've only used C++ for school things. I'm also kind of interested in learning OpenGL. So, what would all of you recommend? What would teach me the most in terms of game programming and programming in general?