Multiplayer without using Windows Live? - c#

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.

Related

Unity c# building game but not exe

So i know it sounds weird and the title is doesn't that much understandable so let me explain this first to you guys:
I have a unity virtual reality game which i build a couple of weeks now . And i uses a Leap motion device for my game and built it as an OPENVR supported on build setting. So i uses some 3rd party softwares like TrinusVR and SteamVR so that it will become a Virtual Reality even if it not built in .apk file . So when i try my game it was so very laggy(which is in my unity i've got only 50-100 draw calls and 30fps) and also it was jittery.
So i've come up with a solution . Using unity remote 5 it wasn't laggy and jittery but the problem is if i go spread my game out they can edit and mess up with my unity program .
So my question is how can i possibly make my unity project not editable when they open it on unity . Or is there any 3rd party software that i can try.
By the way i tried VRriftcat and SteamVr but still it was jittery and laggy.
Sorry for that long message. Hope someone give me some ideas .
EDIT: If i want to release this one then i'm having a problem in VRridge software and SteamVR.
The photo below shows my game.exe in my laptop using SteamVR and VRidge
and my Vridge software on my laptop is connected already on my VRidge APK on my phone. The problem occurs here now.
It my game doesn't render on my phone.
Help me guys . I tried your solution earlier so i tried it again and this happened

Can Unity's WebView play WebGL games?

I'm part of a team porting old WebGL / Cocos2D-JS games into Unity games, but since there's a lot of them, it's taking awhile.
So one of them asks, why not just use Unity's webview (as can be seen here) to show the WebGL games while the Unity versions are under construction?
I went ahead and tried that, running off a PC with Prepros hosting some web games created with Cocos2D, which is then accessed by a link in Unity.
Unfortunately, all I get is a black page (the same web view can open google just fine, for example).
Maybe I'm just doing something wrong, but I'd like to know if this is even possible in the first place.
The objective is to get Unity to play WebGL games on phones while the actual mobile versions of those games are under construction. Can it be done?

Moving a ball with accelerometer Windows Phone 8

I'm learning for windows phone 8, and i wanted to write an app where i can move an image using the accelerometer, not a level detector, i want it to move just like in labyrinth games. How would i make this happen? Does anyone have any good samples/turials/explainations or similar? I have been searching the web for two days now, trying to be integrating it. It will be used for a very simple learning-game for myself since i learn alot from samples. I have started my project as a normal app, since this is what i absolutely like to develop with, the UI design, etc, i have already created a basic UI, and also things the ball can collide into, things like arcs and stuff(controls). I am writing it in C#, i also got a little knowledge from java game development (not very much).
Thanks alot!
There aren't any samples (AFAIK) that do exactly what you describe.
If you really want an accelerometer/labyrinth game, there's a C++ sample at http://code.msdn.microsoft.com/wpapps/Marble-Maze-sample-for-c9f3706b
Alternatively, there a lot of other samples to learn from.
These should keep you busy for a while: http://code.msdn.microsoft.com/wpapps/

Starting vg dev, which language?

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.

How toI run a game made with XNA on the iPhone/iTouch?

How could I run a game made with XNA on the iPhone/iTouch? Which steps/tools (existing ones or imaginary...) should be used?
Note: The goal is to avoid modifying existing C# code
UPDATE :
If I understand correctly, I must be able to:
Run my XNA code on Mono (monoxna or SilverSprite, promising?)
Run Mono on iPhone (MonoTouch)
Not only is it possible but here is a video of someone doing XnaTouch on MonoTouch: First game to IPhone build with XnaTouch (XNA for IPhone)
Here is the mono article about doing it http://www.mono-project.com/MonoTouch
I don't believe there is a good answer to your question. XNA doesn't target the iPhone, so the chances of being able to effectively port an XNA game without modifying the C# source code isn't likely to happen.
Instead, I'd recommend that you take a look at the various frameworks that exist to help you craft cross-platform games. Unity often comes up in these discussions, but it isn't free.
If cross-platform isn't your goal, but free iPhone development is, then I'd recommend looking at Cocos.
Edit: The MonoTouch project may be able to assist you in the future, but doesn't help you out right now. Still, it's something to keep an eye on.
Edit: The landscape has changed a lot in the ~5 years since this question was posted. If you have an XNA project that you want to get running on iOS, then Xamarin.iOS (formerly MonoTouch) plus MonoGame is a near-perfect fit. MonoGame is missing a huge chunk of the XNA content pipeline, which means you'll either have to abandon it or have a VS2010 instance somewhere compiling your assets.
The MonoTouch project may eventually help here, since it allows you to write C# targeting the iPhone (it is statically compiled to native code).
MonoGame is a free OpenGL implementation of the XNA 4.0 Framework. It is built upon the excellent range of Mono compilers and is compatible with MonoTouch (iOS), Mono for Android (Android), MonoMac (Mac OS X), Mono for Windows and now Linux!
A list of 12 games currently using MonoGame that are on the Apple iOS App Store can be found #
http://monogame.codeplex.com/
https://github.com/mono/MonoGame/wiki/Released-Games
I believe XNA depends on Direct3D 9 (see http://msdn.microsoft.com/en-us/xna/aa937793.aspx), which may hint at the hurdles one might encounter in both porting to mono as well as having sufficient graphics horsepower on iPhone.
Everyone saying this is possible because there are CLR libraries for Mono, does not even think about the fact that XNA is a WHOLE DIFFERENT set of frameworks:
"The XNA Framework class library is a library of classes, interfaces, and value types that are included in XNA Game Studio."
As another responder noted, this is so far from happening it's not even funny. If you really want to write a game I'd check out Unity. It's commercial, but it looks utterly impressive and you can script your game logic in Javascript or (here's the funny part) C#!
Yes, instead of going through a ton of work to port a whole framework because you want to write a game in C#, why not just use a framework that lets you do that today?
From the horse's mouth:
MonoTouch + SilverSprite = XNA 2D
games on iPhone? :)
What Bill means is that it will eventually be feasible to write a 2D XNA game, then use SilverSprite to run it on Silverlight, then use MonoTouch to run it on the iPhone
This space is definitely heating up. There is now an XNA Touch project on codeplex that aims to bring the XNA API onto the iPhone/iPad platform:
http://xnatouch.codeplex.com/
'Maybe' you could just change XnaTouch's namespace to match those of existing Xna code (i.e. Microsoft.Xna.Framework.*), when developing a MonoTouch project? This could be done on a vendor fork (copy) of the XnaTouch code, easy to manage using Git, Mercurial or Piston etc.
I'm unsure as to whether the XnaTouch team would undertake such a change on its own codebase, so this is probably best done on your own, personal, code branches (interestingly, the Mono.xna project uses the original Microsoft.Xna.Framework.* namespaces, I'm unsure why XnaTouch chose not do so).
JFYI, the current XnaTouch (v1.0) follows Xna 4.0 quite faithfully. I've found a [small] few missing method calls, which I've 'implemented' to throw not implemented exceptions (?). The original-xna4-and-modified-xna-touch code does compile, now I need to implement iphone-specific gui and handling etc.
Hope this helps someone.
Cheers
Rich
For starters you would need a CLR implementation on the iPhone, which doesn't exist at the moment, but it seems someone is trying: MonoTouch.
A friend of mine is developing an architecture port of XNA 4.0 for the iOS platform. It's of course written in Objective-C, but it has the feel of XNA. He has published the source under LGPL at http://code.google.com/p/xni/.
Xna is not officially supported on iPhone; however, you could use ExEn (http://exen.codeplex.com/) or MonoGame (http://monogame.codeplex.com/) to port your Xna games. A bonus for using either of these is that they support Mono for Android.
If you're looking for a free cross-platform sort of thing, you could check out phonegap. I don't have any experience with it but it looks cool.
http://phonegap.com/

Categories