Creating an information table for a game - c#

I am interested in integrating an external project with the game Lineage 2. I do not have developer access.
I envision that my project would have a Form, that show the status of the top 100 Player V Player. I have had some luck with receiving the top 100 list and such that is not my problem
My problem is, how is it possible to get my form, to be overlaid on the game's screen. I would also like for it to be shown but not to receive input.

My experience with overlaying a windows form on top a full-screen application such as a game is going to be a very difficult task to do, but not impossible. You can find an example that was done in the XNA game development forms here: http://www.gamedev.net/topic/367591-mdxc-overlay-sample/

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Screen touch simulation on Android

I'd like to create a simple application for Android that would automate some processes that happen in different applications that I don't have under my control at all. Is there any way to get pixel color and simulate screen touch while my application runs in background?
Let's say I want to wait for a certain pixel to turn red (#FF0000), can I use GetPixel(x,y) to get the color and then simulate a screen touch event such as a swipe across the screen?
I tried to Google this but I've got nothing useful at all and now I'm quite desperate about this.
I had to search a bit for this. I was also looking for this solution.
NO ROOTING REQUIRED FOR THIS:
If you want to repeat a sequence of steps like fill a form, repeat game steps because redoing is boring, You can try : FREP Android App from Play Store(Link).
If you want to add conditional scenarios like, when you play Clash of Clans with home Wifi, turn data automatically and disable wifi ( Because Airtel Wifi in India is unpredictable and can make you loose the clan war!!) use, Macro Droid from Play Store.
You can try these as well:
Mahiro
Many apps are available based on Tasker like, Auto Input. You can maybe code/write macro to make personal solution with this Tasker App.

C# Sidescroller starting advices

since this is my very first time trying to make yet simple but useable sidescroller I'd like to ask some questions and hopefully gather ideas to make a good engine that can change the position of an Image in the form depending on X position of the drawn game character. I'd basically like to recreate just few seconds of a Mario game.
The starting Idea (correct me if it's wrong / poorly performance / whatever) would be to create a picture long in width and whit fixed height and upon the press of, for example, A or D keys, the drawn character moves till a certain X point, after that, character gets locked in place and if the key is still pressed, the background image starts moving.
But the problem there would be the fix for collisions, would be possible to check for the X position of the drawn background picture and set "collisions" accordingly for the character?
Other questions : why picturebox should be avoided at all costs and use the form itself instead ? Placing the greater part of the classes methods inside a timer_tick event is the wrong approach ? I read somewhere that the best way to do games of this kind would be relying on infinite loops in the forms main method, but I simply cannot even think how this could possibly works, taking in count all the times we may need to get out of the loop and do different code in different places.
Any other different ideas/approach and direct links to further explanations would be greatly liked
Edit : yes i'd like to improve with windows forms before moving to xna/unity
Assumption: You want to make a little game and its your first time working with moving graphics and you're working with WindowsForms. Suggestion: try using a more advanced framework such as MonoGame or XNA and working your way through introductory documentation and tutorials. Also WPF has a more advanced graphics platform for doing things like drawing and 3D, you may want to give that a shot.
To expand on my comment a bit.
Windows Forms and GDI (the tech behind drawing) aren't meant for this kind of use. When GDI was created its purpose was essentially drawing lines and fonts on the screen. XNA is a really good framework for learning the basics up to professional design. Unfortunately the XNA framework is no longer supported by Microsoft and as such MonoGame is the recommended development route for managed .NET 3D and 2D game development.
The WPF provides basic access to Direct3D and Direct2D, and has 2D and 3D shapes and animations built into the framework and is what WPF is based on.
But you also have the choice, if need be, to create an XNA component and embed it in a Windows Form as demonstrated in these two tutorials.
XNA in Windows Forms I
XNA in Windows Forms II
Also using a Windows Forms Timer isn't recommended because they are unreliable. The .Net Framework provides a 'Server Timer' and a 'Threading timer' that can be used as well.
If you are really keen on using GDI for a game may I recommend reading about the basics of game programming (I think there are a few XNA docs on the subject) that should guide you on things like the basic run time loop, getting input, and simple physics.

Adding resources to forms in XNA

I'm new to XNA, however I managed to develop a pac man game. Now I'm trying to add some forms to the game to be used as a log in screen,but due to being an XNA project I can't add pictures to the form, any help pls?
Thx for your time
XNA doesn't work like WinForms, it isn't a GUI editor. Like you said, you can't add windows controls to a XNA application (unless you use a workaround, but that's not necessary for a login screen)
You'll need to use Game States to determine what to draw/update based on which menu you're currently in. The APP Hub has an example for that.

How do I run Game1 on click of a button in another form

I'm a beginner programmer and I am trying to get a bit into c# and xna. I was hoping that instead of having the game run immediately (as usual), I wanted to have some sort of a register/login process, although I don't know how to run the game1.cs when the login button is clicked. In a few words, I would like some help with how I can run the:
using (Game1 game = new Game1())
{
game.Run();
}
on the login-button click in the login form.
Have you considered creating your login-screen using XNA itself instead of employing forms? This way you will be able to deploy your XNA game more easily on different platforms such as the XBox360 and Windows Phone.
A gamestate manager and a keyboard-handler class should help you get well underway and allow much more flexibility for background music, sound and video while logging in.
If you really want to though, there's this article that might help you out.

Creating a Windows Game Overlay Application?

After playing quite a bit of Bad Company 2 over the last month, I'm getting kind of tired of Alt+Tabbing out of my game to change the song on iTunes. I've got a fairly good iTunes controller library already built for a previous project I was working on, and I'd like to create a WPF application mimicking the BC2 UI that would overlay the game when pressing a shortcut key, much the same way as the Steam Community overlay.
The only problem I foresee is getting my application to overlay BC2 when the user presses a specified shortcut key in-game. Is there a way to intercept a keypress from BC2 (or, really, any Win32 application) and use it to bring my app to the foreground?
In order to have a global keyboard shortcut, you need to use a Hook.
Here is a tutorial showing how to do Keyboard Hooks in C#.
That being said, doing the overlay may be difficult, depending on how the game is written. Many full screen games cannot (easily) have other programs run in front of them. I'd play with making sure that works correctly in your specific game first.

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