Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411274 Posts in 69323 Topics- by 58380 Members - Latest Member: bob1029

March 28, 2024, 03:40:16 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Learn online
Pages: [1]
Print
Author Topic: Learn online  (Read 1628 times)
Pedrosanchau
Level 0
***



View Profile
« on: November 16, 2014, 12:08:28 PM »

Hi,

My XNA fighting game is nearly finished.





I'd like to make it online but, as a programming beginner i don't know how to begin.
I understand the theory (packets, communication...) but absolutely not how to use the different Library (like lidgren...).

Do you know where I can look?

Thanks a lot.
Logged
ubik
Level 0
***


View Profile
« Reply #1 on: November 18, 2014, 06:34:18 PM »

If you're a beginning programmer that's quite impressive.

http://mauve.mizuumi.net/2012/07/05/understanding-fighting-game-networking/
Logged
Pedrosanchau
Level 0
***



View Profile
« Reply #2 on: November 18, 2014, 11:45:58 PM »

Thanks, I was wondering if I should go to P2P or client/server. Your link answered my question.

http://xnacoding.blogspot.fr/2010/07/how-to-lidgren-network.html

This also helped me.
Logged
Pedrosanchau
Level 0
***



View Profile
« Reply #3 on: November 19, 2014, 02:28:40 PM »

Just a question concerning the architecture of an online game.

I have these classes:

-Lobby (searching for opponent)
-ScreenState (manage all screen state)
-Character (manage character state)
-Input (manage all inputs)

I'm wondering if I'm doing a mistake as all code samples I find manage all the online stuff (player, screen, input, background) in one class.
It's easier because there is no information to pass between the classes like IP or packets types(which I'm struggling with).

Am I wrong to handle online information between different classes?
Logged
braindigitalis
Level 1
*

Making games for the fun of it since 1993


View Profile WWW
« Reply #4 on: November 29, 2014, 04:16:37 AM »

No,if this was me doing it, i would first abstract controllers to an input class. Then, when adding network play i would simply make the network player be a type of input controller using the same abstraction, so as far as the games logic above is concerned it is just another player being controlled by a joypad - the classes above do not need to know Smiley
Logged

Pages: [1]
Print
Jump to:  

Theme orange-lt created by panic