Category: Heroes of Newcastle

New map editor for my game.

Hello everyone,

In this update I’ll be showing you my map editor. I have done so much work on the UI. Every piece of UI in my map editor is done by me from scratch using only C# and XNA. I have not used any outside library for the UI.

In the map editor you can create as many layers as you like to draw on them.

You can also load up a any tileset and add the tiles to the map.


Even more networking features in my game

Hello everyone,

So for the past few weeks I have been spending all my time working on the multiplayer side of the game. I fixed a lot of bugs and I added a lot of new features.
So let me tell you what I added:-

1- Now you can disconnect from the lobby.
2- Now you can chat in the lobby. (Fixed all bugs)
3- Ready and Start Game button was added.
4- Now you can start the game from the lobby after everyone get ready.
5- The host can add towers and the client will add them too. (Like actual Multiplayer).
6- Enemies are in sync. So if the client start lagging the game will still be in sync.

Sorry for the aspect ratio.

 

 

In the older version of the game there was an issue where if the client starts lagging the game will be out of sync and enemies position in the server will be different from enemies position in the client. In other words what is on one client screen will be totally different on the other client screen.

So I fixed this issue by sending the enemy position ever 30 milliseconds. In other word I send the enemy position 33 frames per second. If you watch the video you will notice that the client is not lagging anymore, even though I’m only sending the enemy position 33 framers per seconds. I made both the server and client enemies move according to their path that is set in the map file. Just like in the older version of the game. However I added an if statement that say, if the client starts lagging and get out of sync, then use the positions of the server enemy. So that way I don’t use a lot of bandwidth and I make the gameplay smooth as butter.

Here was the issue:-

http://gafferongames.com/networking-for-game-programmers/what-every-programmer-needs-to-know-about-game-networking


More networking features in my game.

Hello everyone,

It’s been a while since I updated this thread. I have been working really hard these past few months and I haven’t had the time to post a new update. Well to be honest, I was lazy

so anyways here is the new update. I have done so much work under the hood. so here is a list of the things I added:-

1- Add friends to your friend list,
2- Create and host a game.
3- There is a game lobby.
4- You can chat in the game lobby.
5- You can chose which map you want to play.
6- There is a server browser where you can connect to any server you want. (works in internet mode only)
7- UI has been updated.
8- You can play up to 4 player co-op in online and LAN mode. (16 player co-op is supported)


Finally chat works in my game using TCP protocol and multithreading.

So for the past few days I have been trying to let players communicate with each other in my game. and today I finally did it.

So how it works? Well all the clients connect to the server and when client 1 type “Hello ” in the chat box, The client put that data into a packet and send it to the server. Then the server receive that packet from client 1 and will send it to all the connected clients.

Also my client use multithreading. 1 thread for the game loop and another thread for networking.

here is the video:-

enjoy 🙂


My game support networking using TCP protocol

so for the past few days I have been trying to implement networking in my game using TCP protocol. I have been able to send and receive a small packet that contains the player name. It worked perfectly.

However my performance dropped dramatically when I used networking. Before implementing networking I was getting around ~1900 fps. After networking my fps dropped to ~95 !!!! So I decided to use threading. So now I have the main thread which runs the game update functions and drawing functions. and I have one thread for the server and another for the client and one for the login system.

Also I have created a simple in-game console to help me debug my game. I have to say my life is 100 times easier now. how did I not think of that before ?!

one last thing. I’ll update my website today and keep my server running 24/7.

this is my server specs please don’t laugh.
CPU:- Core 2 Duo E6600 2.4GHz.
RAM:- 3GB DDR 2 @ 800MHz.

Here you go guys enjoy


3D Tower defense version 4.0.

This is a big update. This is my 3D tower defense game version 4.0 !!

I’m so happy with this build. It look great and my code improved 500%.

Enjoy 🙂

I just want to add I LOVE YOU GOOGLE. They gave us everything. they are one of the best companies in the world and I love and respect them so freaking much.

I just want to say thank you Google for giving us a lot of amazing things and two of the things that made this project possible. Android OS and Sketchup.

You have no idea how much I suffered with 3D modeling software like Blender or 3D max or even Maya. But Google made it soooooooooo easy to do any 3D model in Sketchup. So for that I thank you Google.


My tower defense game Version 3.0 in 3D.

Ok since I have decided to rewrite my game again I thought it would be nice to do something big this time.

So ladies and gentlemen I would like to introduce to you
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Tower defense 3D v3.0 !!!!

Sorry for the bad models but Blender decided not to export textures with the FBX format I can’t get the dam thing to work with textures.

looks like I might try Autodesk maya and see if it would work. Also the camera class need some work.

its 5AM so i’m going to sleep .

enjoy


My tower defense game Version 1.0 and 2.0 in 2D.

So for the past month or so I have been working on a 2D tower defense game using XNA and C# for the PC platform. I’m hoping to bring the game to the Mac and maybe Linux in the future using Monogame.

I have rewrote the game 3 times already. First time I was using SFML and C++. Then the second time I switched to C# and XNA. And finally this time I have updated the UI, I have updated my map editor, I have also added modding support and finally I have completely rewrote the game engine and added network support.

Here is the first build ever V1.0

So here is my first build video (more like version 15):-

And here is my second build video(more like version 19):-