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About QuigleyQ

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  1. QuigleyQ

    Something like Fire Emblem

    I don't know about the other stuff you suggested (I'm a beginner at games too), but for the map, you could use an array of arrays of ints, (int[][]), and each int represents a terrain type. Maybe look at a chess program, and see how they manage pieces and taking turns. And maybe it'll have a similar AI too, if you're lucky. Varine: I'm not sure about the graphics themselves, I bet for some of the recent games the models are 3D, but the gameplay is 2D. Each turn, you move your characters on the playing field, which is split into square tiles. Characters have weapons, equipment, stats, and whatnot. Sorry if this is inaccurate, I've only played one of the games, and not for very long.
  2. QuigleyQ

    6 rather noobish questions

    Alright. I was trying to write up an outline for this before I started, since some of my projects have been messes. I'm trying to get a general idea of how the final program should be set up. But, yeah, I should just work bottom-up. [color=#1C2837][size=2] [color=#1C2837][size=2]That's actually reassuring, in a kind of counter-intuitive way. Thanks!
  3. QuigleyQ

    6 rather noobish questions

    Your statement show a lack of understanding of the protocols, and a lack of understanding of several basic concepts of inter-process communication (IPC). Being in the For Beginners forum, this worries me. Learn to stand before trying to walk, learn to walk before learning to run. Based on your statements it seems you don't understand IPC. In that case you should use TCP, or more simple forms of IPC such as a shared file. Using TCP means you don't have to understand details about what has been sent and what hasn't. You don't need to acknowledge data or deal with lost data, or deal with out-of-order data, or deal with duplicate data. TCP handles all those nasty details for you. And trust me, based on the questions you have been asking you don't have the requisite experience to handle them. You will still need to deal with connectivity issues, ports and NAT and public addresses and private addresses and more, which are probably more than enough of an obstacle at this point. Using TCP means you write to it as a stream, the same as a file. You read from it as a stream, the same as a file. Sometimes there will be lots of data to read, other times there will be incomplete data to read. Once you've got the connectivity issues addressed, TCP is exactly the same IPC form as a set of shared files. As a wonderful side benefit, you can use a set of shared file to simulate TCP networking. Just run two instances of the game on your computer, and each file is opened once for append by the sender and for read by the receiver. This will make it much easier to track down the nasty networking bugs you are certain to write by allowing you to see exactly what was written across the wire. Networking code is just a form of IPC. Shared files are a much more direct and less buggy form of IPC. I'd suggest you master the easier forms of shared file communication before entering the more complex world of networked communication. [/quote] I don't know the intricate details of how each protocol works, but I do know their differences now. And why would this worry you that it's in the beginners forum? Isn't that where it's supposed to be? And to wolfscaptain: the two aren't being mixed into the same stream, one is going to the host, the other from it. Would that still mess it up? EDIT: Never mind, that article you linked was really helpful. UDP it is.
  4. QuigleyQ

    6 rather noobish questions

    Alright, so for transmitting game state, UDP is preferable. What about transmitting commands? They still have to get there quickly, but dropping one would be a problem. So that should use TCP, right?
  5. QuigleyQ

    6 rather noobish questions

    Okay, I feel pretty stupid about number 5 now. So, transmitting game state would be better than trying to preserve it on all the machines? Then the host could use UDP to update the clients?
  6. [font="verdana, geneva, lucida,"]I'm planning on making a fighting game in C++ which multiple people can play over a network. I've never done any programming involving a network, so I have some questions. 1) What protocol should be used? I don't know the differences between TCP and UDP. 2) What changes would I have to make to play this over a LAN network, as opposed to the Internet? 3) How should I make sure that all versions of the game world are synced properly? I'm thinking of initializing one copy per computer, then only sending events like 'move up' or 'attack' between the computers, so not as much data needs to be sent. Is there a better way, or is this good enough? 4) If I do that, how do I make sure that I don't have timing issues? For example, A receives two events from C and D simultaneously, but B receives C's later, which could alter the internal state of the world. Butterfly effect and all that. 5) How should I make sure that random numbers are the same between all computers? Should I just send requests to one computer and have it send out a random number? Seems inefficient...[/font] [font="verdana, geneva, lucida,"] [/font] [font="verdana, geneva, lucida,"]6) I have no clue which 2D graphics library to pick. I've looked at SDL, wxWidgets, Qt, and GTK+, but I don't know enough about any of them to decide. Also, [/font][font="verdana, geneva, lucida,"]I'm assuming I'll need a third party library for sockets and whatnot, so, do any of these handle that too?[/font]
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