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  1. FrontBack

    Real-time RPG Framework design

    Thank you everyone for your very useful replies, from now on I'll do my best to avoid this time consuming stuff and instead focus on the game itself :)
  2. Hi everyone!   So, I'm currently working with some other guys on a real-time action RPG in Unity 5 (to give you a "real-life" example, Kingdom Hearts). Due to our budget (basically none, so we can't afford any premade tool from the Asset Store), I thought it was a better idea to write a generic framework for us to simplify the development of the game itself and to make the code almost completely reusable, in case we wanted to make some more (like sequels and stuff like that), or even to sell it on the Asset Store. Anyway, I decided to make this framework, but I almost immediately bumped into a serious problem: how am I going to design the framework itself? How will I manage the data from and to the game objects? Anyway, the how-am-I-going-to-write-it part shouldn't be such a big problem. I realize this may not be an easy question, because it's kind of vague, but I'm confident in your skills and, most of all, your patience
  3. FrontBack

    Make the camera follow the sprite

    So, I'm making a game like this one (), where you have to draw a line to prevent this sprite (in my case a ball) from falling. I'm doing it by getting the start point of your mouse on the screen, then change the end point of this line until you stop pressing the mouse button. Then, I take this coordinates (which are screen ones) and I convert them to world coordinates, to actually draw this line. I apply this points to the renderer and the collider, with a specific physic material. The ball is a rigidbody with a circle collider, and when it touches the line, it bounces on it and it destroys the line, by setting startPoint = endPoint. To make this ball go up and make the user interact with it until it falls, I should move the camera in order to make it still when I draw a line (if it moved, the end position would move accordingly, making the line almost impossible to be drawn correctly by the user), but I should only move the camera when the ball is actually going out of it. To simplify a lot my problem, I'd like the camera to move only when actually needed, so when the ball goes out of it.   I hope it's everything clear now. In case, I could give you the full Unity project if I explained myself badly :)
  4. FrontBack

    Make the camera follow the sprite

      Why can't you?    The conversion of screen coords to world coords should use the camera's view matrix (which includes the camera's position). If not, your conversion is incomplete or incorrect.     The problem is that if I parented the camera to the object I want to follow, the two would have the exact same coordinates, and since I have to draw a line with the mouse on screen (which is converted to a physical line in the game's world by using this Screen -> World conversion), this line would also move with the camera, so my followed sprite would never get to touch it, which should have happened.
  5. Hi everybody :D I'm currently developing a simple 2D game using Unity, and I need to follow a sprite with the camera. The problem is that the user has to interact with the screen, so I use a Screen coords -> World coords conversion, so I can't just parent the camera to the object or apply to the camera's transform the X and Y coords of the sprite. I was thinking about a script that moved the camera only if the sprite is near its bounds, but I actually don't know how to do it. So, do you know any efficient way to do this? Any help would be really appreciated :)
  6. Hi all   I'm making a rhythm game and I decided to make my own file specifications. A song is composed by messages, with this syntax: <POSITION>,<TYPE>,<CONTENT> The position represents the position of the message expressed in beats. According to the last read BPM message I calculate the timing in seconds later. The type is three characters long, and it's NTE to represent a note, LNB/LNE to represent the begin/end of a long note, BPM to represent a BPM change and so on. The problem is actually the implementation: what would be the best way to store those messages, and how could I manage different message types with different conents of different types? (I know it may sound a tongue-twister, but in short the target of the notes are stored in an enum and the BPM has a float as data)   Please help me, 'cause this problem is driving me crazy, I can't find any suitable implementation for my needs
  7. Hi all, I was wondering if it's possible to embed a MonoGame instance not in the standard window, but rather in a GTK# widget. If yes, how could I do it? Do I have to write a custom widget? Is it even better to switch to OpenTK even though it seems to me quite counter-productive?
  8. Basically, you're telling me that each component should serialize itself, and once it's serialized it will be quite straightforward to reload them, but that implies that somehow I've created this object by hardcoding it or by using an editor. So, how could I create the "first copy"?
  9. I don't know how to design the architecture of the entities and the components (basically I don't know how should they communicate), and I don't know how to serialize and deserialize them without breaking anything, because I've read that if you're using plugins the deserialization could raise some exceptions.
  10. Hi all, I'm currently making a 2D engine using MonoGame. Since I want it extremely flexible, I'd like to implement a sort of plugin system. I mean, each entity picks its required components from various DLLs, that contain some components, all inherited from the same BaseComponent class in the engine. I also want to implement a serialization system to JSON to save the scenes, which are merely a list of all the entities. Is it possible? If yes, how? I've already checked at Duality, but that didn't help.   Thanks in advance! :)
  11. FrontBack

    C# higher level network library

      Sure, but I mean, wouldn't be safer to delay the rendering on the client and interpolate the received data between two packages?
  12. FrontBack

    C# higher level network library

      Thanks for your response. I'm writing a 2D sidescroller multiplayer shooter game. To simplify things, like a Super Mario but with multiplayer and weapons. I read your tips and I have some doubts: the first one is about extrapolation. Isn't it a bit "dangerous"? We're getting data from the "future", so I don't think it will be accurate enough. The second one is about data storing: what about the previous known snapshots from the server? Do they matter? Or only the last one?
  13. FrontBack

    C# higher level network library

      In each map there will be about from 50 to 200 entities (the maximum supported entities is 65536, a ushort) for a max of 24 CCU, and for each entity I have to send 7 data parts: position, rotation, scale, velocity, color, texture index and render depth, plus the entity unique ID. My problem is that I know how to send/receive packets with Lidgren, but I don't know how to store and read them in an efficient way to do lag compensation and input prediction. In fact, I'm very noob at game networking. I read numerous times the Source Multiplayer Networking, but I still don't understand it completely.
  14. FrontBack

    C# higher level network library

      Thank you for your response. Unfortunately, for the game I'm making, there are no engines that have the features that I'm looking for. This engine is also entity-based, but the netcode is the only part that I can't do. I tried several times, without any success. I was interested in Janus (http://equis.cs.queensu.ca/wiki/index.php/Janus), but unfortunately it uses a peer-to-peer architecture, while I need a client-server one.
  15. FrontBack

    C# higher level network library

      Well, maybe I explained myself badly: I'm looking for a library that makes me easier to sync my entities, and Lidgren is indeed powerful, but using it I would be forced to write the entire netcode, which I want to avoid for various reasons.
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