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Offline themouse  
#1 Posted : Monday, October 10, 2011 7:33:28 AM(UTC)
themouse

Joined: 8/27/2011(UTC)
Posts: 8

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I have a couple of questions.

Is this server based content mandatory or can it be local and distributed with a game itself?
Is this server based only during development?

The reason why I am asking because I am not a fan of the idea that a user has to have internet connectivity
to play a game. I think this kind of restriction is a bad policy for game owners of which I am one.
Maybe I am just on a soapbox here :) but I think services / games like that violates the owners rights and
is a bad thing altogether. Take "Steam" for example, if I can't connect to internet I can't play my games.
I can't re-sell my games, trade them etc.
I'm not a fan of the cloud as well, no system is 100% secure.

Maybe I am getting the wrong impression or way off base.


Also when will file types like fbx be available? I would like to make 3d games not 2d.

thanks,
theMouse





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Offline zato_1one  
#2 Posted : Monday, October 10, 2011 11:23:59 AM(UTC)
zato_1one

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If I'm not mistaken, you need to be online only during development. You can play sample game without internet connection.

I also don't like the idea of forcing users to connect internet to play game. But this is probably a counter measure from piracy. It really can't be helped, I guess.
Offline vickfl  
#3 Posted : Monday, October 10, 2011 1:38:14 PM(UTC)
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Hi,

afaik and as zato pointed out you need the ContentServer only during development. In your final release build you can just include the content folder next to the executable and it should work without contacting the content server. (Tried it: just put the content folder next to your .exe, and the game does not connect to the server)

regards
Florian

Edited by user Monday, October 10, 2011 1:39:24 PM(UTC)  | Reason: Not specified

Offline themouse  
#4 Posted : Monday, October 10, 2011 7:44:04 PM(UTC)
themouse

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Yay! BigGrin , glad I was wrong,
now all I need are the 3d models....

Offline Benjamin  
#5 Posted : Tuesday, October 11, 2011 12:41:25 AM(UTC)
Benjamin

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Hi themouse,

Originally Posted by: themouse Go to Quoted Post
Is this server based content mandatory or can it be local and distributed with a game itself?
Is this server based only during development?


It is all up to you. By default only during development you can ask the content server for your content project about missing content, which is a really cool feature because you can update content even while your app is running in development mode. See Settings.xml for details about that.

By default a build application does not use the content server at all. All content is already compiled and build into the package and can just be used offline. Of course you can also enable dynamic content downloading for your users if it makes sense for your application (but again, this is off by default when releasing anything).

Originally Posted by: themouse Go to Quoted Post
The reason why I am asking because I am not a fan of the idea that a user has to have internet connectivity
to play a game. I think this kind of restriction is a bad policy for game owners of which I am one.
Maybe I am just on a soapbox here :) but I think services / games like that violates the owners rights and
is a bad thing altogether. Take "Steam" for example, if I can't connect to internet I can't play my games.
I can't re-sell my games, trade them etc.
I'm not a fan of the cloud as well, no system is 100% secure.

Maybe I am getting the wrong impression or way off base.


True, but after the initial bad conception of Steam and especially the game Half Life 2 because of this in 2004, now Steam is the most successful AppStore on PC and pretty much the only one that has much to offer (even though its games only). Windows 8 will probably change that a bit ^^

We don't tell you how to write your game, we just give you some hints and suggestions, but in the end it is all up to you. If your game is singleplayer and offline we suggest just putting all content with it and sell it on an AppStore, don't bother with any DRM or online check as it will probably be hacked away soon anyway. We also suggest making your business model the best (currently FreeToPlay games seem to be a good idea ^^) and we provide tools to achieve your job in the best way possible (allow multiplayer, allow online content if you want, allow online services if you want, allow ads to earn money, etc.).

Originally Posted by: themouse Go to Quoted Post
Also when will file types like fbx be available? I would like to make 3d games not 2d.


Sorry to say, but we will not work much on 3D until v0.9.2, which is coming in December. Until then you can just import your own 3d content if you like (the classes are all there, it is just not supported in the ContentManager yet). Good luck Blink
Offline Benjamin  
#6 Posted : Tuesday, October 11, 2011 12:43:25 AM(UTC)
Benjamin

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Ohh and by the way, for v1.0 (maybe much earlier) you can just put up a content server locally (if you have a professional license), then you won't need to be online at all and you can host all your own content if you like. Hopefully until then not many teams will need or request that feature so we can optimize the process best online and then put some effort into making the local ContentServer a good extra option with some benefits (faster up and downloading mostly).
Offline mihies  
#7 Posted : Thursday, October 13, 2011 10:12:07 AM(UTC)
mihies

Joined: 10/10/2011(UTC)
Posts: 1

Is there a tutorial or sample on how to use ContentManager offline, build and run the project all offline?
Offline Relic  
#8 Posted : Tuesday, November 1, 2011 6:35:49 AM(UTC)
Relic

Joined: 10/28/2011(UTC)
Posts: 5
Location: Nuclear dump

Hi,
This is my 1st post here, and 1st question. Can I do without the content manager at all? If not, what to do if I don't have an Inet connection? I don't want to upload my game assets to somewhere in a cloud. While developing a game I'd like to have all the assets locally on my laptop.

Thanks.Smile

Edited by user Tuesday, November 1, 2011 6:38:05 AM(UTC)  | Reason: Not specified

Ничто так не бодрит по утрам, как двойная порция горячего крепкого черного кофе, пролитая на яйца.
Offline Robert Walter  
#9 Posted : Tuesday, November 1, 2011 11:56:45 AM(UTC)
Robert Walter

Joined: 8/24/2011(UTC)
Posts: 68

Thanks: 4 times
Right now I think it isn't possible to use the content manager locally. You have to create a project with the content manager tool and put all your assets in there. on the first start of your game you will be asked, which content to use. then you chose your project and it will download all the content in your Debug/Release folder. After that you don't need to download anything, except you put new content in your content project and use it in your game, or you delete your Debug/Release folder.
You can create games without the content manager, but then you can't use any assets, I think.
Offline Relic  
#10 Posted : Tuesday, November 1, 2011 1:26:43 PM(UTC)
Relic

Joined: 10/28/2011(UTC)
Posts: 5
Location: Nuclear dump

Thanks for your reply.
Quote:
You have to create a project with the content manager tool

Does this mean that I can't use Delta in a win32 C# project created directly in Visual Studio and access my assets locally using relative paths in code? Sorry, lack of appropriate tutorials in wiki makes me ask the questions of this sort. Blushing
Ничто так не бодрит по утрам, как двойная порция горячего крепкого черного кофе, пролитая на яйца.
Offline Robert Walter  
#11 Posted : Tuesday, November 1, 2011 5:19:19 PM(UTC)
Robert Walter

Joined: 8/24/2011(UTC)
Posts: 68

Thanks: 4 times
Phew. Don't know about that, but even if this works, you probably won't be able to deploy your game on the different platforms, which is the major feature of delta engine, I think.
Offline Benjamin  
#12 Posted : Tuesday, November 1, 2011 5:55:38 PM(UTC)
Benjamin

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Originally Posted by: Relic Go to Quoted Post
Hi,
This is my 1st post here, and 1st question. Can I do without the content manager at all? If not, what to do if I don't have an Inet connection? I don't want to upload my game assets to somewhere in a cloud. While developing a game I'd like to have all the assets locally on my laptop.

Thanks.Smile


Currently we do not provide any tutorials or samples on how to do content locally. It is certainly possible, but we have no time or man-power to support that as well as the cloud solution is taking up a lot of our time (both for content and building applications). Once we get closer to Delta Engine v1.0 local content building and to an extend local compiling will be made possible for companies (this will require extra software and more expensive licenses however) who do not want to deploy anything into our cloud. We have extensive wiki pages about this we will make public soon (in v0.9.2).

Remember that you only need to upload and download content once for a project. So if you do not change any content, you don't need to be online at all. You can do all your development offline and everything is loaded locally, no internet connection is required. Only if you add more content or build versions of your application for other platforms you currently need to be online to connect to the Delta Engine Services.

We know this is a pretty big switch from traditional development, but the advantages are huge and over time more and more people will understand the benefits and enjoy the services Cool After we are happy with the online services we will also provide offline options, but not the other way around.
Offline Relic  
#13 Posted : Wednesday, November 2, 2011 5:49:12 AM(UTC)
Relic

Joined: 10/28/2011(UTC)
Posts: 5
Location: Nuclear dump

Ok, thanks for the clarification, Benjamin.
I think I'll have to get used to new technologies. I've been working with the MS Team Foundation Server, and I guess the Delta's cloud approach is something very similar.
Ничто так не бодрит по утрам, как двойная порция горячего крепкого черного кофе, пролитая на яйца.
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