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About manelis

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  1. First of all, thank you for the answer :)       I was not saying that it does not work, just that it is not enough. currently at work we frequently get to the problem of not being able to push a message to a client and have to make some workarounds around it. If im going to start a new project I just wanted to plan it from the start in a way that avoids it.     Sure, and I understand what you are saying. Thing is, while that is true for a game based on rooms/instances (you just have to store to database like who won and etc at the end of the game, because the server going down just means having to play that game instance from the start), what I want to do is a bit more mmo-ish (again, Travian is a good example) and so most, if not all, updates sent to server are sensible information. The kind of stuff you are saying that should be store to ram simply is not present in the ideia. I cannot loose a user buying/selling if the server goes down, or at least is seems way more dangerous and harder to manage to me.     Basically this is not a obstacale at all. This is a concept that in its most simple form would be able to be implemented as a text game. Interactions between users are indirect or asynchronous.     I think you probably misunderstood what I was trying to say here (or I did not understand what you are saying). It is not that I was going to send every second for 6 minutes. What I wanted to do is stuff like:   User A buys something on City 1 and so the price changed. Users B,C,D and E, who the server has in memory that are looking at that city right now, recieve a pushed message from the server notifying of said price change.   or   User A makes a city level up All online users (or within that region of the map) receive a pushed message of said level up to update their map. (this is actually a problem that we ran into at work, and was never done and only updates when we refresh the page, as a simple php server does not mantain state between calls and we are not going to query for all cities in the map to see if their level changed. It can always be done making some more convoluted code with timestamps, but if there is a way to be able to push messages it would make it extremely easier).   Thank you for the help.
  2. For the past year I have worked on a small company that develops a traditional browser based strategy game, of the likes of Travian or Ogame, but using a more interactive approach like Tribal Wars 2. The game is made in a simple php server without frameworks and a simple mysql database, and all of the game happens in a single static page that is changed through ajax calls and has a map made in pixi.js. The automatic updates are delivered to the client side through polling the server which then queries some specific database tables made for the purpose for changes. While this approach is solid and works, it has 2 big problems: Having a mobile app is increasingly more important and there are not enough resources for having two separate codebases. Having a app which is simply a wrapped webview is also not a solution because the performance of a really complex page with a giant webgl map is, while usable, really subpar; Polling the server for changes creates a lot of programing challanges that make some simple tasks really complicated and creates a lot of convoluted code if we dont want to hurt the game performance, as we are not going make dozens of database queries every 5 seconds. I want to start developing a game idea that I have that is basically inserted in the same genre and which is going to be, at least initially, mobile only. The real problem here is that after reading a lot on the internet, I am confused on what should be a good client/server architecture for me to start prototyping in a way that I do not run in the problems mentioned above. Basically, above all, I want the server to be able to know which page/screen/state is each client looking at, and be able to send them messages when another client changes something on that specific screen. It would also be nice if the solution is something lightweight on the server side to be able to scale a little. Client side I was thinking about Unity because of being cross platform, of all the environment around it (ads, analytics, a lot of support and answers on the internet), and because I have previous development experience with it. Server side is the real question. Simple http calls will not work and so PHP is out of the equation. I have though about using node.js with socket.io to use websockets solving the polling problem. Is this a good idea? Would it be better to store the game state in a relational or nosql database in this case? Would this work on unstable mobile conections? Lots of people seem to use a c# and sockets for unity. Would this be overkill in this situation? Taking this approach how would the data be stored? would it be feasible with a linux server or would I need a windows server? Would this work on unstable mobile conections? Don't know, I'm open to suggestions. tl:dr: I want to make a mobile management game in unity but am confused what to choose for the server side architecture considering that I want the server to be ablose to send a message to the client without the client asking for it. Is there anything I should take in account? Sorry for the broad question and thanks for the help.
  3. You can put a breakpoint in the line that makes it happen (on VS click on the left border of the screen, on the side of the line number).
  4. manelis

    Need help in continuing

    I havent done anything yet, but started reading some resources. The Tetris was made with C# and Xna 4.0. I haven't really learned C#, but its kind of a mix between C++ and Java, so it hasn't been realy that hard in that matter. I never realy tought of having a level editor, but I liked that gleed2d. The link you put there is only compatible with XNA 3.1, but it seems some guys already ported it to 4.0, https://github.com/SteveDunn/Gleed2D. I also found tIDE http://tide.codeplex.com/, which seems to have a realy nice editor (although is tile based), but the documentation on the programing side is none, so I don't know how anyone is supposed to use it. Also found that, seemed really good and probably will try to use it in the future. Let's see if tomorow I don't get lazy, and actualy start trying to do anything. edit: Yes, I understood what you said probably didn't express myself correctly. but those algorithms are ways of having the game know where each object is, and so it doesn't check for the far away ones right?
  5. manelis

    Need help in continuing

    Sorry, cant understand what are you meaning. That seems a god idead for me, however, if I want something that is not grid based as I asked, how can I express it as data? Reading from a txt that has the coordinates of each plataform? Never really thought about it, but makes sense. As for the rest of the post, thanks for the help, I'l research a bit for the terms you wrote. I have already also found that xna can detect colisions between rectangles, and then use the transparency to make a pixel by pixel colision, so unless I rotate the sprite it shouldn't be to hard. I've also found that we can have a mask to the sprite, that instead of being painted witch the texture has diferent colours representing body parts, and then we check this one instead of the textured one to see the part that is coliding. Is this correct in terms of programing, or is there any better way?
  6. manelis

    Need help in continuing

    What seems strange to me is how can I make the movment fluid, and apply it to programing. Having got a bit of backgruond from the degree, that would be a step back. Also, I want to learn how to make things well. Ok, so we really have to check colisions between everything, didn't know that. Those algorythms also cover the problem of the not regular shapes? Im going to check how that works and if XNA has anything about it. Thanks for the help. If anyone could give more awnsers I'd apreciate it.
  7. Hello. As many other that appear here, I am aspiring to be a game developer (programer), and so trying to take my first steps. First of all, I've read this topic and found it quite usefull :http://www.gamedev.net/topic/628487-so-i-want-to-be-a-game-developer/ Right now I am a computer Science student, going to my 3rd year. Related to programaing I've already have had: - Scheme (to learn concepts) - 3 different usages of C (data structures and all the normal things to learn, synchronizations primitives like mutexes and semaphores, and had to make a compiler for a new simple language this year, using other tools like lex, yacc and burg) - OOP in Java - emulated assembly (it was not quite assembly, but something adapted to learning) - prolog - CG (and here, learned C++ and OpenGL with glut, also how the graphics pipeline works with all the matrixes and stuff, we made a simple working 3D pacman game) The thing is, this summer I wanted to start making simple, working 2D games. I know that by knowing how the crude of opengl I should continue twoards the 3D, but I want to have a bit of experience in learning how games work. I tried using Unity, but didnt like it because I am getting used to do things by programing, and that seemed to be the complete oposite, and wasn't able to do anything there. I found XNA to be realy accessible in terms of documentation, and as I already had visual studio from the last semester from working with C++ decided to give it a try. In around 4 or 5 days I was able to make a simple working 2D Tetris game, and became quite happy to have something, not purely academic working. ------------------------------------------------------------------------- Now you know the background, moving to the question: As the next step I'd like to make sidescroling, so I have 3 questions: 1 - Can anyone explain or link, genericaly, how side scrolling works in terms of programing (or more specificaly in XNA)? 2 - My Tetris game had around 10 classes, (representing the state manager, the generic state, menu state, game state, paused state, and the game classes, block, map, piece (the block is each square) and the current moving piece), all this to a simple tetris. Now, Do a big game really has a huge ammount of classes? Like some for each level? Or am I thinking of it wrong? 3 - All of the games Ive made untill now had colision or movment based on a grid (the pacman movment was fluid, but could only change direction on intersections), so , being 2D or even 3D, how am I supposed to check for colision between lots of diferent corpses? I know it is easy for spheres, as I can go through each object and check arround the radius, but what about more complex shapes like a sprite with a transparency in 2D or a person model in 3D? Does XNA has anything to help in this situation? Thanks everyone for the help, and sorry for the long post and spelling errors, I am not a native english speaker.
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