I have a couple of questions. Some of this I've done some research on, and some of it may be lacking, but any help is appreciated. 1) When distributing an XNA game for PC that uses custom fonts ...
For a lot of games, mostly role-playing games (Gothic 3, Oblivion, Skyrim, Titan Quest to name a few), there exist community patches. So, patches that are made by the communities, not by the ...
I am developing a multiplayer game for the web, android and ios. For the web and android i can instantly push out new versions of my game because they support executing remotly loaded code. But with ...
Console and PC games have patches sometimes to fix bugs which the developers missed/didn't have time to fix. My question is how do these work? Sometimes the patch files are a few megabytes in size. ...
Just wondering what types of solutions are available to handle patching of PC/Mac games that don't have any sort of auto updater built into them. In windows do you just spin off some sort of new ...
Lets say you are playing Starcraft 2 melee map. The game loads the map. Melee maps have the following dependencies: Liberty (Mod) Liberty Multi (Mod) I think the game engine will load the data ...
I have an online game where players get to shape the world in some way - eg. Ultima Online's housing, where you get to build your houses directly onto certain parts of the world map. These are changes ...
I'm almost finished a game for the PC (I should be releasing it in a day or two). I wanted to have a way to easily release patches over the net in case I find a bug in the game right after I release ...
Possible Duplicate: How do you design a record/replay system for a frequently changing game? I understand that in order for a game to have a replay system it must: Have a deterministic ...
I'm working in a free MMORPG and I have a problem. I'm (with other people) developing a video recording system for the game. The idea is basically: we record all the packages sent & received with ...