Questions tagged [game-state]
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72 questions
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How to Prevent Subsystems from Responding to Events from Other Game States
I'm writing a game from scratch in C++, using the book Game Coding Complete as a guide. The engine in the book has an event manager which is used to communicate between the game's systems, such as ...
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Unity Save System - is there a better way?
I've been trying to understand how best to approach carrying state over between scenes, and how to save/load game state. I've built an isolated project to focus on building out this approach.
You can ...
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Creating an "Aim Mode" toggle button with virtual buttons
I'm trying to make an "Aim Mode" in Stride for a 3rd person, 2D platformer. The idea is that player presses (and releases) a button that activates Aim Mode, and Aim Mode stays on until ...
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How do I handle multiple matches for a multiplayer game based on web?
In a multiplayer chess game based on web where the server must validate the plays, store the current game state and provide the gameboard info to be rendered on client side, among other things related ...
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How to generate reliable labels for game state using Python and Pygame
I've been looking into making a small game where you would walk around and do puzzles (perhaps do some combat if I can get the basic framework going). So far, Googling for general game patterns used ...
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Disable input and score count in pause menu?
I need some sort of an if statement, which allows me to disable any input and increment score while I'm in the pause menu.
The problem is that I don't really understand this kind of pausing code, I'm &...
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Networked game with physics and client side prediction and server reconsiliation causes lag
I'm trying to make a multiplayer platformer game. I can almost get client side prediction and server reconsiliation to work, but there is one issue that I just can't wrap my head around.
Lets say that ...
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How do I guarantee that important one-time events in my UDP network protocol get received?
I'm creating an online arena game server (moba) that players can play together. 2v2 or 3v3. The game is similar to Battlerite.
I chose client/server architecture with deterministic server that tells ...
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Multiplayer client has two GameStates
I'm having struggle with GameState. My custom GameState is child of Game State Base. GameMode (child of Game Mode Base) is updating some variables in my GameState. But my clients have two separate ...
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How do I store card game states in a NodeJS app hosted on Heroku?
I have a turn based card game node app, and in development env I store all game states in memory (1 object per "game" in a big parent object) since these objects are constantly changing and ...
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How to pass data between game states?
Lately I've been using game state stack implementation from a book SFML Game Development and I've stumbled upon a problem with passing data between states. In this implementation State constructors ...
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Play and Pause State
Problem
i want to implement a pause state and with a simple conditional inside the update of PlayState is very very simple.
However i think that the pause has to be another state in the StateMachine ...
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How to deal with race conditions on a game server between network and physics update loops?
I am new to game networking.
In various articles on the internet, I found that there are usually two loops on the server: one for physics updates and the other for sending snapshots to the client (...
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How to disable pause() in game_loop() once game_over() function is called?
How can I disable pause() in game_loop() once game_over() function is called?
game loop
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Unique_ptr game state vs shared_ptr game state
I have this (typical) base class:
...