I'm making a game in XNA and I'd like it to be multiplayer. However, upon putting in the using Microsoft.Xna.Framework.GamerServices in my games code, it causes my game to crash. I know this is because of the full XNA Game Studio not being installed.
My question is, is it possible to do multiplayer without LIVE? If so, what are some good alternatives?
I want the game to support at least 16 people doing something together.
Also, I'm not totally against LIVE, if there is a way to install XNA fully on a users computer automatically I would definitely do it. Something like when it installs the XNA redistributable upon starting up for the first time.
I use Windows 8 and the Visual C# 2010 IDE and the latest release of MonoGame. Since MonoGame has limited support of 3d models and I want to import 3ds or Obj files, I have decided to try using AssimpNet. While importing the files I need should cause no problems(haven't tried it yet), I am at a loss of how to process the imported Scene object to render my mesh. Is there any XNA or MonoGame related site that will show how to do this and preferably deal with the matter in depth? I have search various terms in Google and failed it find any. AssimpNet's help files and file documentation either doesn't work or only will provide definitions. I am looking for a site that discusses in depth 3d programming info through C#, preferably Monogame or XNA. I cant simply use DrawModel for this. It has to be at the Matrix level.
Thanks in advance.
Is it possible to use Unity as a render engine? I have a game which is written in C# and I would very much want to rewrite it to use Unity because of it's portability and use of C#. The game itself is a 2D maze game (think Pac-man).
I read alot of tutorials for using Unity for 2D games but all of them used almost only menus and editors which embedded in Unity and used only small portion with C# or other programming language. If I'm going to go down this road it means I need to "rewrite" my whole game logic with Unity's editors/menus/managers etc...
I'm looking to use it like the XNA library for example. Is there any way to achieve that with Unity? If not, is there another game engine/library using C# which is cross-platform and canm be run under mobile devices?
I made Fangz (https://www.youtube.com/watch?v=x6-5D6IkD5E) using Unity. If that doesn't prove that a complex 2d game can be made in Unity, I don't know what does :).
You can use Unity like XNA, but that would deny you from Unity's strengths. Once you get used to visualising your member variables in an editor in a custom way (via inspector editor scripts) it'll be hard to go back :).
Furthermore Unity now has native 2d support, which is as good is not better as 2d Toolkit, once of the most well designed 2d packages I've had the pleasure of working with.
Another advantage of Using Unity is that you'll be able to easily add animations to your 2d game. Just add an animation component, press record and move.
All in all I find myself thinking the other way around: how can anyone do a 2d game in anything other that Unity :).
I've never done this before. I don't know which control or what class I can use to solve it, can you give me some advice? I am using C#, and my platform is visual studio 2010.
Years ago for 2D CAD like program I used piccolo2d with a great success. It's a good writtent 2D library, completely written in C#. We should by the way a customize it a little bit for our own needs in order to run it faster in our specific contest, but I repeat I got a very good feeling form it.
Good luck.
Hey, I know someone who is looking into developing simple video games on his pc, and then eventually, hopefully port or develop some on the XBOX 360 indie center, using XNA studio.
So, I have heard about C#? How easy it for a beginner?
C++ is pretty good isn't it? But I've heard it's QUITE deep, broad, and sounds pretty easy to get lot in.
Also, I am assuming he would need an application for GUI and graphical development for the game?
Obviously we need a menu, and some graphics (unless we're doing a text-based game to begin with).
What program is good for that too?
Sorry for the kind of hap-hazardous question, but I'm just trying to feel everything out.
If you want to develop for the XBOX 360 Indie Center, you really have to be using XNA. This is the main, supported platform for Xbox + PC development.
That will probably force you into C#, as all of the samples, and nearly all of the documentation, is done in C#. You'll also want to use XNA for the graphics, as well as the content pipeline.
The XNA Creators Club has quite a few articles to get you started.
The best way to start making games is to start making games.
In other words, just get going. XNA and C# are a good way to just get in and get used to doing things, and it's the best way to start developing on the Xbox. If you're a student, you can get some free software from Microsoft through Dreamspark, including a free limited XNA Creators' Club membership (it at least allows you to deploy to your own machine and test).
Eventually, you'll probably want to learn C++ if you are getting into professional development. It's the lingua franca of game development, and there's an expectation that you are at least intermediate in it (most companies don't expect you to be a language lawyer).
To put it simply:
For a beginner looking toward PC and XBOX, then the answer is XNA studio, using the C# language.
Microsoft provides a free version of Visual Studio developer environment:
http://www.microsoft.com/express/Downloads/#2010-Visual-CS
C# is a very nice modern language, and a very good first-time language, as long as you're fine with being tied to Microsoft Windows and XBox (more or less).
Programming is not easy, but it can be very rewarding to learn.
There are some nice C# and XNA tutorials out there.
C++ is hard.
Starting vg dev, which language?
C++. Reasons: large collection of libraries, backward compatibility with C, widely used.
Achieving good skill level in C++ will take from 2 to 7 years.
Also, I am assuming he would need an application for GUI and graphical development for the game?
There are multiple gui libraries, one of them is Qt 4, supported by nokia. There are alternatives.
Obviously we need a menu, and some graphics (unless we're doing a text-based game to begin with).
Graphics: gimp, blender 3d. OR photoshop, 3dsmax/maya/zbrush.
Menu - you'll probably have to write menu designer for your game yourself.
Now, let's get reasonable. Game consists of:
1. Engine (programming skill)
2. Music (composition skill)
3. Art (artistic skill)
4. Sound (sound recording/processing)
5. Script/story/idea (creativity)
6. Levels, ingame mechanics (that's game design)
Achieving mastery in each area most likely will take years. And developing a game takes time. You should expect that writing your game will take at least months, and aquiring skills for that will take at least year (if you're genius, that is). If you have previous programming experience, you can learn everything you need (though hiring someone to do it for you will be much easier) and write your game, but that won't be easy. Making a mod for existing game will be also easier than writing everything from scratch. Or you could use already available engine.
I think it is up to you which language will you choose, because you can develop games in (almost?) every programing/scripting language there exists.
As I know many games are developed under C++ and there are many ready to use libraries that can help you with that. I have some experience in programing games in Java and it's also good. There are also ready to use libraries, like Sprites to easy animate characters/items.
I am also sure that in C# it would be quite easy and there are also some libraries.
I heard that Python is also good language for games developing. I have no experience with that, but Python is quite easy language to learn/develop.
So if you have any experience in any language you try it :) I mean for PC games developing.
C# is a good starting place for XNA and Xbox if you're not already comfortable with C++. The XNA tools for Visual Studio are quite good and are maturing nicely. Later, if you need more flexibility and performance, you can move to C++ and DirectX (or some other graphics library). The most important stuff you learn about games from C#/XNA, such as game loops, 3D math, and shader programming, will travel with you from C# to C++, C, or whatever other language you choose.
As Feanor said, the best step is just to start. You can always change the details of your path later.