✔ ☕ General Conversation Thread

Oh, nice, congratulations on releasing it on Steam ^^

For me, I decided to go (for now) with the lobby system (for “FPS” lofr), where lobby creator becomes the server. That will change if I ever get to get a dedicated server.
Anyway, I’ve tried to deal with networking by all clients sending the input messages to server, and server broadcasting inputs from each client (and himself) to everyone else, but… when testing it with 2 game instances and connecting via localhost, desync happens almost instantly.

Now I’m working on Settings screen while thinking about what combination of state + event messages would be fit… not to mention dozen other things (tanks falling through ground in certain circumstances, camera lagging on occassions, art being ugly). So much work for solo dev. X)

You can get a free one over at Azure, suddenly hit me to mention this to you lol


And as you are only paying per minute and you can get free credit, your data throughput is for the most part, free at least for a while.

Anyway, worth a try if you just want to test during your free period and free credit they give away.

Yup. Sounds strange, I know. But for multiplayer coop I rely on the Steam-Networking libraries and their servers.
When creating a lobby for instance, you need a dedicated server to perform the NAT punchthrough for you.
So I’m stuck with their implementation until I write a wrapper or implement the other systems as well and separate the users of those platforms… well well… much to do :smiley:

Hmm, how about just single player as frankly, not bothered about multiplayer :stuck_out_tongue: I have an XBOX ONE X and never play online, what’s the use lol everyone is a 15 year old angry gamer who has way more time than you…

Casual Play for me… being blind and all.

But keep at it, you are doing something cool there!

I do have Steam, but refuse to spend anymore money on that platform now.

Hmmm. When are you planning to release?
Maybe I should implement the lobby first and host it. Aaaaaagh… I really wanted to finish the game though…
Never enough time… NEVER… just as you said.
If you’d like me to take a look at your code for de-sync causes, my discord is here:

Server: https://discord.gg/bffz8y
Me: psilo#6054

Your name sounds like we’re in the same time zone :smile:

This i made a seperate post.

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I don’t know. As soon as I get all the improvements done, I guess. I have all the core features working except AI, but none of those is fully usable or fun. X)
So I need to improve:

  • Driving mechanism so that tank doesn’t fall through the ground
  • Overall physics so that it’s actually fun
  • Art, art, art (this I’ll need to comission someone, but I have no idea where to even look)
  • Network code so that it actually works as intended, and doesn’t desync on 3rd frame, if not even immediatelly
  • UI so it’s scalable with different resolutions

before I even consider releasing some kind of alpha/beta version on itch.io >.<

Also, thanks for the offer to look into networking code, I might take it on later when I rewrite it into something more usable :smiley:

Fiverr? or that art site, DeviantArt? or similar, try finding Game Asset Creators, or look at GameDevMarket and the like such as TurboSquid…

Np. If any question arises or you’d like someone to look over it, just ask.

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Goodness me, go away for a couple of weeks, and boom, 50 new posts, hope everyone is doing well, been a little busy but looking forward to returning to coding again soon.

Hope you are all working on something!

Starting to find my legs again, was wondering if anyone would be interested in a thread on building an engine framework?

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Like a whole engine?? :astonished: Definitely ! But I guess it’s gonna be a loooong thread as there must be so much things to cover !

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Cool initiatve Mr. Valentine! if I’m still developing 3D in MG I would really love to join, but ATM I’m interested on a project to remove everything DirectX(SharpDX) and OpenGl(OpenTK) and support only Vulkan in MonoGame source :wink:

With that said, only Xbox platform will be left in the cold : ) but who knows if Xbox Scarlet will eventually support Vulkan like PS5 and Switch, Etc…

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That kind of puts my concern int hw ind really, it makes no sense for MG to be DX free, so with what I have been hearing lately, I don’t know if spending time with MG would be time invested for me now.

My only interested markets are the XBOX and Windows 10, though I do now own a switch, still, I would rather support something functional such as xbox and Win10…

But thanks, it will be for a 3D engine…

Actually it will be something for us to build from and understand how to integrate everything with your own engine.

I tend to get very verbose with my explanation posts though, so, long, they will be haha…

Thanks for the input guys!

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Well, how is everyone doing, it would appear more people have time for coding and I feel compelled to finish some games off before going back into coding again, would need a refresher on C# too at this point,

Purchased a Switch, and got myself a true gem of a game, Star Ocean R, hoping they release the next game in the series, it reminded me why I wanted to make games way back in the day.

Stay well and healthy all.

Watch out, starting to get time again, and I found an old video of mine:

Made that back in 2015 for a game concept idea I had, I wonder how easy it will be to do that in MG?

How is everyone going?

Hey! - cool demo there.

How it’s going? I’m looking into loading data from XML faster. It’s not the best.

I need to talk to someone who knows XML and games. And I don’t know anyone with those qualifications at all… Total snooze-fest.

What are you looking to do, I can only advise for UWP.

If you would like to help, I have posted a few times today asking about it. Basically, my game just takes too long to load levels… I think my XML stuff is correct, it just takes time to instantiate all the objects from the data… So now I might have to learn about multi-threading - Loading the next room, while player completes current room…

It’s either that, or some little loading animation at every door… I see this in other games, but I like the transition-free doors…

Have you ever done sneaky back-ground loading / instantiation?

Thanks, forgot to respond to this.

Just fill the screen with a solid colour and unveil, don’t try to do something smart, other than maybe an animated icon/emblem or a bar divided by the number of objects.


I am still behind on 22 new posts. A bit busy today.