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0
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1answer
59 views

The state that is synced when a window is broken in a FPS game

In order to better understand how state syncing works in games, I wanted to pose a specific example. Say you are in a FPS game with multiple players and someone breaks a window in some building. ...
1
vote
1answer
54 views

How can I synchronize state in my Asteroids game with many networked players?

Wondering how state synchronization works in games with lots of players like MMOs. It seems like a hard problem to solve and I am not aware if there are standard solutions. Specifically, synchronizing ...
0
votes
1answer
56 views

Let both clients know of complete game-state in turn-based game?

I'm writing a simple turn-based game for mobile, just to test the waters and I'm having doubts about the approach. Each player has 5 cards on hand. I want for both players to be able to replay ...
2
votes
1answer
149 views

Multiplayer client-server architecture sending input

I've got a 2D java game with an infinite generating world with a player and other entities. I wish to make this game multiplayer and have done my research. I read this article multiple times and is ...
0
votes
0answers
182 views

How can I deal with different states in a multiplayer game?

I'm currently just making a concept for a MMORPG-like (much less massive) game, in which the player can do all the usual stuff (farming, talk to NPCs, accept quests, kill monsters etc.). An important ...
1
vote
1answer
109 views

Problem with transitioning to previous state(State Stack)

I am using a state stack as the mechanism to transition through states in my game. Currently moving to a new state works correctly, but when I want to go back to a previous state(removing top state) ...
5
votes
3answers
190 views

Issues with events changing game state

I am currently experimenting with creating a turn based game using Unity and am trying to come up with a sensible architecture for structuring my game systems. So far I have decided to base ...
3
votes
3answers
357 views

How do I handle Game Screens in LibGDX?

In my game the main screen is the playscreen. But because I want to draw the menu and the gameover screen on top of the playscreen, I don't create separate screens for them. But if I want to replay, I ...
1
vote
1answer
306 views

Data Structures for Game State

I'm writing my first game. It's an adventure-RPG in the style of Starflight. I'm thinking about how to represent game state. There are three obvious parts of game state: dialog, combat, and story/...
0
votes
1answer
158 views

Where to put SFML Window in GameStateManager

I have a Pong game using SFML organized after the this tutorial. This is the UML diagram from the tutorial. Start http://blog.nuclex-games.com/wp-content/uploads/pages/game-states/...
0
votes
0answers
72 views

How should map data be organized

Assuming I have an array of models, textures a lot of state variables (XP, HP, positions, gold etc.). I wish to store those in a file which I can load later on, the game is a GLFW project, what is ...
2
votes
1answer
159 views

4-player arena game networking model : dedicated servers? [closed]

So my question is not technically limited to 4-player games, but there has been a lot of games on steam lately (brawlhalla, duck game etc) that seem to be quite popular lately. My question is, are ...
1
vote
1answer
424 views

InvalidOperationException when peeking from a stack within custom editor

I've got a simple state machine for handling game states which works using GameObjects that I enable/disable in order to switch the states. Since some states can be ...
2
votes
1answer
1k views

Game states & passing data between scenes

I'm not entirely sure if I'm doing this right, but I always considered the scene system in Unity as some sort of state management (rather than e.g. a level system) which allows to group the contents (...
0
votes
1answer
60 views

Ideas for refactoring regarding simple state management in entities and level

I'm actually developing a very simple 3D game, Arkanoid/Breakout style, with very simple mechanics, and it's progressing while I learn the game dev domain own concepts and techniques (My background is ...
1
vote
1answer
240 views

Managing game states (states flow, controlling the state machine…)

I am currently struggling really bad to make the game states management. Before we dig into the problem, I must point out that I do know about state machines, I do have both implemented (states and ...
-1
votes
1answer
67 views

Game State being skipped

One of my game states is being skipped (pressing space goes straight to the 'GameScreen' game state skipping the 'CharSelect' state). All help is appreciated. ...
3
votes
1answer
148 views

How to propagate component updates? (Changing components at runtime)

Whenever an entity is being added to an entity controller (which is essentially just a bag of entities), I scan through it's components to figure out if I need to register additional entity processors ...
1
vote
3answers
3k views

libGDX best way to do Game States

I'm making a JRPG in libGDX, and I'm working with Screens. I have a main Screen called GameScreen, a screen for battles called BattleScreen and I want to make a screen for managing party members and ...
3
votes
1answer
112 views

Can USB device be aware of in-game death?

I intend to design a peripheral that changes state (in this case, LED color) in response to software state (ideally, player death in-game). I have adequate experience in manufacturing design, but not ...
1
vote
1answer
96 views

States within a GameState?

I ended up coming up with having states within game states. For example: States splash menu tracks garage loading play What bothers me is that I now have states within the play state to handle it ...
2
votes
3answers
542 views

How do I correctly make character sprite direction match player inputs?

In my top down game I can move the character around and the character will even face the direction he is moving. However, there is some weird behavior I'm having: when you hold down one direction and ...
3
votes
1answer
647 views

SpriteKit Game State Management

I've created a SpriteKit Mac OS X app and I am using a simple finite state machine to manage the game states. I've seen some solutions, especially for C++ games, where a GameState class and a ...
2
votes
1answer
68 views

Game State query — Are Game states and Game Phases the same thing?

I am currently writing a simple board game app. I have written some basic states which are more to do with global state of the game. Currently they are just enums, they don't really do anything nor ...
0
votes
2answers
701 views

Storing a block world

I've gotten a basic Minecraft clone working (thanks to gamedev.stackexchange's help! ^_^), but know I have no idea how to save the file. Minecraft itself uses a naive list of block ids as far as I ...
1
vote
2answers
253 views

Client Tells Server What Gamestate Data to Send Back

I'm just stepping into the world of MMORPGs and how they function, so assume I know very little. in a game, a client doesn't see everything that the server does. For example, the client can't see ...
3
votes
1answer
510 views

Is there a pattern for handling multiple game states?

I'm experimenting with writing a multiplayer game, almost from scratch (I'm using C++, OpenGL, ENet, and platform-specific APIs) with a client/server networking model where the server is authoritative....
10
votes
2answers
2k views

How would a game-state snapshot system be implemented for networked real-time games?

I want to create a simple client-server real-time multiplayer game as a project for my networking class. I've read a lot about real-time multiplayer network models and I understand the relationships ...
1
vote
3answers
100 views

c - Starting an user defined function after the current one ends

The game I am creating displays a menu before starting, the user may select to start the game, or do some stuff. When the user selects an option, I need to call another function which actually does ...
1
vote
1answer
1k views

Slick2d - state change problem

In my slick-based game, I have 4 states - introState, gameState, pauseState and menuState. From the gameState, I want player to go to either menuState or pauseState. To do that, I did this in ...
3
votes
1answer
101 views

Informing objects within a particular state of the world state

Following the State pattern, every state in my game is a derived object that reflects a particular segment of the game (MenuState, PlayingState, GameOverState, etc.) Each of those state objects holds ...
1
vote
1answer
1k views

How to prevent a circular dependency between an entity and its state? [closed]

I've read this question, and I think it has some good answers and discussion, but it appears to focus primarily on rendering. I have a different problem in the management of a game entity's state. ...
4
votes
1answer
1k views

How to structure complex global game state?

Assume you're working on an RPG like Fallout and you have all sorts of flags and variables tracking the state of the world. Stuff like: Talked to NPC X Opened chest Y Completed quest 1 Visited some ...
1
vote
1answer
425 views

How can I can I reduce the write load on a database for an MMO?

I am considering using MySQL as a database for storing the character states or the world for that matter. The thing is if I will save the character data on an interval, thus giving rest to the mysql ...
2
votes
2answers
347 views

How to manage Areas/Levels in an RPG?

I'm working on an RPG and I'm trying to figure out how to manage the different levels/areas in the game. Currently I create a new state (source file) for every area, defining its unique aspects. My ...
0
votes
0answers
386 views

Maintaining State in Mud Engine

I am currently working on a Mud Engine and have started implementing my state engine. One of the things that has me troubled is maintaining different states at once. For instance, lets say that the ...
2
votes
2answers
138 views

Managing past/present game state

I'm not sure if "game state" is the correct term, as my searching shows me a lot of results that are not relevant to my question. When I say "game state", I'm talking about the internal state of the ...
1
vote
2answers
148 views

Can various browsers be assumed to maintain predictible state accurately in multiplayer online gaming?

With many games it is said that server will assume that clients keep track of the world accurately. Assuming this is true, for a browser based multiplier space invaders game you would only tell the ...
0
votes
2answers
312 views

Is networking programming quite generic

I have only looked into the basics, at least I assume it gets more complex. So does network code really change from one game to the next or is it pretty much portable. For example I can create say a 2 ...
0
votes
1answer
83 views

How are vertices determined complex geometries in an ever changing game state

For example say you wanted to draw a 3D cube you can define an array of hard coded vertices using float3, here is an example. http://msdn.microsoft.com/en-us/library/windows/desktop/jj552949.aspx But ...
0
votes
1answer
106 views

Restarting a game

I'm having trouble restarting a 2D game when the user presses the "New Game" button. Structure of my game: The game has several 'screens': Opening screen, instructions screen, main game screen, and ...
1
vote
4answers
238 views

How can I track both current and maximum values for a given statistic?

In my design I have several cases where I need to track both a max value and a current value (examples include Hit Points or Movement Points). I could track these as separate variables: ...
1
vote
1answer
565 views

XNA Monogame GameState Management not deserilaizing

I am having some trouble serializing/deserializing in a little game I am doing to teach myself monogame. Basically, I am using the gamestatemnanagement resources common to monogame (screen manager ...
1
vote
1answer
192 views

How do you get player to interact with level?

I suffer from this problem where I have say a class called Player and a class called Level. Now the only way I can figure out how to say make the player interact with the level is if I do something ...
0
votes
0answers
571 views

How to implement a stack of game states in C++ [duplicate]

I'm new to C++ and as a college proyect I'm building a 2D platformer with some classmates, I recently read that it's a good idea to have a stack of gamestates instead of a single global variable with ...
7
votes
2answers
726 views

How do I duplicate a Box2d simulation, mid-simulation?

I want to serialize the state mid-game, send it over the network to an identical computer (same CPU, same OS, same binary), load it there, and have the two games run in tandem doing the exact same ...
2
votes
1answer
109 views

How do I persist the states of distant objects?

How would one manage the state of static living things like trees in a large sandbox world? Trees in Minecraft, for example: They grow even when the player is far away. One way is to save them with a ...
1
vote
1answer
1k views

Saving an interface instance into a Bundle

All I've have an interface that allows me to switch between different scenes in my Android game. When the home key is pressed, I am saving all of my states (score, sprite positions etc) into a Bundle....
0
votes
2answers
2k views

Game state management?

I'm running in circles here trying to figure out how to implement game states! Many of the articles I have read use an abstract class that game states inherit, and another "manager" class that ...
1
vote
2answers
1k views

How to make a “GUI In Game”?

My game is very GUI based, the way how it works is that I have a GUI class, which contains the basic GUI elements, a parent GUI object, and a copy of the main game's class object. The game starts out ...