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18. May 2012



At the request of a reader I put together a guide on how to build your SFML 1.6 project in release mode, then how to package it for distribution.


It’s part of the main tutorial series, but can be accessed directly here.  If you are looking into how to distribute a release version of your SFML game, be sure to check it out



In doing so, I ran into a NASTY C++ related problem, which I will mention in a post shortly!


16. May 2012






If you are going to make your game require an always on internet connection, especially for the single player game, you damned well better have stable servers!


Diablo 3 have blown it pretty big time, and things don’t seem to be getting that much better.  On the bright side, in the face of all of these Error 37’s, D3 hasn’t really affected my productivity.


If anyone but Blizzard pulled this stunt, their game would be getting 0 star reviews and shamed into oblivion.  I am curious to see how Diablo ends up being reviewed.  The worst part is, Diablo 3 is a damned good game making suffering these annoyances worthwhile… just.


What *REALLY* pisses me off though… cache my damned password!  It’s annoying enough having to deal with these errors, but having to re-enter my password every time I hit an error 37, that’s just salt in the wound!  Blizzard, if you are listening to your fans, if you can’t fix your servers, at least cache the password field!


So, if you are here killing time between Diablo error messages, could I suggest a game programming tutorial or two… Winking smile




EDIT:  20 seconds later…




Why oh why did I complain… I angered the gods, who invoked their wrath in the form a hithero unheard of Error 33. is down for maintenance.  Please try again later (Error 33).



Blizzard, seriously, you screwed up big time.



I’m pretty tolerant of DRM, I understand the motivation behind it, but this DRM that supposedly isn’t DRM, well it’s about the worst I’ve dealt with since HoMM6.  Actually it’s worse, as I could still at least play HoMM offline during the outages.


I hope every other game developer out there is taking note of the Error 37’s and 33’s and realizing what a mistake always on internet connections for single player games is!  I won’t buy another one with this feature, that’s for sure.



Oh, and if you are here from Google looking for a way to fix Error 38’s, sadly you can’t.  That ball is completely in Blizzards court.  Until they fix their servers, increase capacity or implement an offline mode ( very very unlikely ) I am afraid to say these errors are going to be a fact of Diablo life.

Totally Off Topic

16. May 2012


I asked a few days back about how many people would be interested in an HTML5/RPG series.  Between comments and emails I’ve received, there appears to be a fair bit of interest and I’ve decided to go ahead with it.  As HTML gaming is somewhat new to me, I am not sure yet exactly the format the series will take.  I think it will be a hybrid between a blog and a tutorial series; combining musings with instruction, with the ever present caveat that “I might be doing something really stupid!”.



Anyways, one of those things I always hated about browser development was cross browser support.  As I do more and more research, it seems that Internet Explorer is still very unpleasant to support.  What I got to wondering was, just how many people actually use IE anymore, I surely don’t 99.9% of the time.  So I took a look at this sites statistics since the start of 2012:




I was rather shocked to  see a few things.  First, I’ve known Chromes popularity has been growing, but I had no idea it was to that degree.  I suppose I shouldn’t be shocked, I use Chrome almost exclusively.  What I found perhaps the next most shocking is that Safari is beating out Internet Explorer!  I know both benefit from being bundled with the OS, but given the 10 to 1 sales gap between Windows and Mac, you would figure IE would be much higher.


That said, all of these statistics are fairly meaningless, as the audience to a site like GameFromScratch are going to be much more technically savvy than most sites.


I mostly just found them interesting and to use it as an excuse to not officially support IE when developing my tutorials, at least until Windows 8 ships with the next version.

Totally Off Topic

15. May 2012


In Part 1 we covered creating and displaying our UI.  Now we are going to do something with it.  We are going to cover quite a bit of different material in this tutorial.  First and foremost we are going to need a server to talk to, lucky enough, I already have one!



That tutorial series was about creating a high score server using Node, then consuming it from a C++ SFML app.  We are going to reuse the server logic from that tutorial.  If you have zero experience with Node, I recommend you read it, just ignore the C++ bits, we will cover them here.  If you don’t care about Node at all, simply download and save server.js as well as HighScores.txt.


Then all you need to do is download and extract node, once extracted at a command line run change to the node directory and run node.exe c:\path\to\where\you\save\server.js, and your server is up and running, like such:




Press CTRL + C to exit.


Let’s take a quick look at Server.js


var dgram = require('dgram'), fileSystem = require('fs'), highScores, server; //Load high scores from file fileSystem.readFile("HighScores.txt", 'utf8', function(err,data){ if(err){ //Error occurred loading file, spit out error message then die console.log("Error occurred loading file"); process.exit(); } console.log("Loading high scores from file"); try{ // use JSON to turn file contents back into a Javascript array object highScores = JSON.parse(data); }catch(e) { // Exception occurred parsing file contents as JSON, error out and die. console.log("Exception occured parsing data"); process.exit(); } // Now sort the high scores by score, high to low highScores.Scores.sort(function(a,b){ return b.Score - a.Score; }); // Display the sorted high scores to the console console.log(highScores); }); //Create a UDP socket server = dgram.createSocket('udp4'); console.log("Socket created"); // Add a handler for incoming traffic on the socket. This will be called each time something connects to the socket server.on("message",function (msg,rinfo) { //console.log(parseInt(msg).toString()); console.log(rinfo); // SFML sends two packets, one with the size of the following packet ( as a 4 byte number ) // We don't need it, so as a crude-hack, we ignore any 4 byte packets if(rinfo.size != 4) { console.log("Received message:" + msg.toString()); // Socket data comes in as a JSON encoded array of objects, turn back into a JS object var jsonData,i; try{ jsonData = JSON.parse(msg); } catch( exception ) { console.log("Invalid JSON request received"); return; // Non lethal error, just stop processing packet } // The action parameter determines what you should do with this packet switch(jsonData.action) { // action==AddScore, add the score to the highscore array if it's higher than an existing score case "AddScore": console.log("AddScore called\n"); // Make sure highscore has been initialized... order can be a weird thing in node if(highScores != undefined){ // Loop through current highScores ( which should be sorted ) // and insert score if a lower match found for(i=0;i < highScores.Scores.length;++i) { if(highScores.Scores[i].Score < jsonData.score){ highScores.Scores.splice(i,0,{"Name" :, "Score" : jsonData.score}); console.log("Inserted highscore by: " +; break; // match found, stop looping } } } // Display newly created highscore array console.log(highScores.Scores); break; case "GetScores": console.log("Get Scores called"); // Turn highscores back into a JSON encoded string var highScoreAsString = JSON.stringify(highScores); // Create a buffer to hold that string var responseBuffer = new Buffer(highScoreAsString.length); // Write the string to the buffer responseBuffer.write(highScoreAsString); // Send it back to the client, using the addressing information passed in via rinfo server.send(responseBuffer,0,responseBuffer.length,rinfo.port,rinfo.address, function(err, sent){ if(err) console.log("Error sending response"); else console.log("Responded to client at " + rinfo.address + ":" + rinfo.port ); }); break; } } // // }); // Called when socket starts listening for packets. besides logging, currently serves no purpose server.on("listening", function () { var address = server.address(); console.log("server listening " + address.address + ":" + address.port); }); // Finally, bind the server to port 1000. 1000 was randomly chosen. Think of this as saying GO! // Now we are listening for UDP connections on port 1000 server.bind(1000); // Now, lets show off a bit, with the worlds simplest web server. // Dynamically creates webpage showing current high scores. var webServer = require('http'); webServer.createServer(function(req,res){ res.writeHead(200, {'Content-Type': 'text/html'}); res.write("<html><body><h1>High Scores</h1><ul>"); for(i=0;i < highScores.Scores.length;++i) { res.write(highScores.Scores[i].Name + "&nbsp;&nbsp;" + highScores.Scores[i].Score + "<br />"); } res.write("</ul></body></html>"); res.end(); }).listen(80);


The code is pretty well commented as to what it does.  For more details, read all three parts of the prior tutorial.



Now that we have our server up and running, we need to communicate with it.  As you may have noticed, the server made heavy use of JSON, which is a simple Javascript based data markup format.  This is the format we are going to send and receive our data in.


Here for example, is the simple JSON we are going to create for a Add High Score request:


{ "action":"AddScore", "name":"Mike","score":90210}


Normally there is a JSON serializer bundled with the .NET framework, unfortunately it hasn’t been included in the PlayStation Suite SDK, so we need one.  Fortunately there is a very simple one available, the aptly named simple-json.  We actually only need to download a single file, SimpleJson.cs.  Download that file and save it somewhere.


We could simply add the cs file to our project, but I find it a bit cleaner to put it into a library of it’s own, so that is what we are going to do.  In PlayStation Suite, right click your solution and select Add->Add New Project:




In the resulting dialog, on the left hand panel select C#->PlayStation Suite, then in the middle pane select PlayStation Suite Library Project, finally name it and click OK.  I went with the name JSON.




Make certain you select a PS Suite library project, an ordinary library will not work!


Now that we have our newly created library, we need to add the SimpleJson.cs file we downloaded.  Simply right click your JSON project, select Add Files, and select SimpleJson.cs.  Now that the file has been added, right click the JSON project and choose Build JSON.  It should compile without error.


We now need to add a reference to the JSON project to our Networking project.  Expand Networking, right click References and select “Edit References…”


In the resulting dialog, switch to the Projects tab then click the checkbox next to JSON, finally click the OK button.




Our project can now access the SimpleJson class.  Now we have to wire-up our app so the UI actually does something.  Open up MainWindow.cs and change it as follows:


using System; using System.Collections.Generic; using Sce.Pss.Core; using Sce.Pss.Core.Imaging; using Sce.Pss.Core.Environment; using Sce.Pss.HighLevel.UI; using System.Net; using System.Net.Sockets; namespace HighScoreApp { public partial class MainWindow : Scene { public class ScoreEntry { public string Name; public int Score; } public class ScoreArray { public IList<ScoreEntry> Scores { get; set; } } public MainWindow() { InitializeWidget(); buttonAddScore.ButtonAction += delegate(object sender, TouchEventArgs e) { Dictionary<string,object> jsonRequest = new Dictionary<string, object>(); jsonRequest["action"] = "AddScore"; jsonRequest["name"] = textBoxName.Text; jsonRequest["score"] = Int32.Parse(textBoxScore.Text); // No error handling, will blow up easily, use tryparse string jsonObj = SimpleJson.SimpleJson.SerializeObject(jsonRequest); labelResults.Text = jsonObj; using(Socket sock = CreateOpenSocket()){ sock.Send(System.Text.Encoding.UTF8.GetBytes(jsonObj)); sock.Shutdown(SocketShutdown.Both); sock.Close(); } }; buttonGetScores.ButtonAction += delegate(object sender, TouchEventArgs e) { var jsonRequest = new Dictionary<string, object>(); jsonRequest["action"] = "GetScores"; jsonRequest["name"] = ""; jsonRequest["score"] = 0; string jsonString = SimpleJson.SimpleJson.SerializeObject(jsonRequest); using(var sock = CreateOpenSocket()) { sock.Send(System.Text.Encoding.UTF8.GetBytes(jsonString)); byte[] buffer = new byte[1024]; sock.Receive(buffer); string responseJSON = System.Text.UnicodeEncoding.ASCII.GetString(buffer); var results = SimpleJson.SimpleJson.DeserializeObject<ScoreArray>(responseJSON); foreach(var score in results.Scores) { labelResults.Text += score.Name + " " + score.Score.ToString() + "\r\n"; } sock.Shutdown(SocketShutdown.Both); sock.Close(); } }; } private Socket CreateOpenSocket() { String client_name = Dns.GetHostName(); IPHostEntry client_host = Dns.GetHostEntry(client_name); IPAddress client_ip = client_host.AddressList[0]; IPEndPoint endpoint = new IPEndPoint(client_ip, 1000); var sock = new System.Net.Sockets.Socket( System.Net.Sockets.AddressFamily.InterNetwork, System.Net.Sockets.SocketType.Dgram, System.Net.Sockets.ProtocolType.Udp); sock.Connect(endpoint); return sock; } } }


The first thing we added was the System.Net and System.Net.Sockets using statements, we need these for the networking calls we are going to perform.  Next we declare a pair of really simple classes, ScoreEntry and ScoreArray.  Although JSON is passed around as strings, it needs to be mapped back to usable C# objects.  Our network call is going to return an array of Scores, so we need to have a corresponding C# datatype for SimpleJson to deserialize to.


Next up is our constructor, its very critical that you keep InitializeWidget() where it is.  This method is what causes the generated code in MainWindow.designer.cs to execute, and this is where all of our various buttons, labels and text boxes are defined.  Be sure to call InitializeWidgets before you use any of those widgets!


Now we want to wire up our two buttons to actually do something when clicked.  You could use an ON_click style method, but I instead went inline with an anonymous method.  First we create a Dictionary object that is going to be translated into our JSON request string.  It’s merely a set of name value/pairs representing the name, high score as well as the action we want to perform.  As you can see, we get the values from our two EditableText widgets, and if you named them differently in designer, you need to update the variable name here accordingly.  Notice in this example I have ZERO hardening, so if you pass invalid values, things will go horribly wrong.


Now that we have created our Dictionary of key/value pairs, we pass it to SimpleJson.SerializeObject, which then turns it into an JSON string.  Just for debugging purposes, we display the resulting string to our labelResults.  Now we actually make the network request.  To simplify things a bit, and make the code reusable we created the CreateOpenSocket method, which creates an socket and connects to it.  We will see this method in a moment, again notice the lack of error handling, bad me!


Once our socket is created, we convert our string to raw bytes and send them across the socket.  At this point, we are done with it, so we shut it down and close it.  It’s pretty easy to leak ports, so be careful about shutting down your sockets when you are done with them.   At this point, you can now send high score requests to the server, like such:




Fill in a value for name and score, then click Add Score, if everything went right, you should see the JSON string that we passed across the network displayed below our form.  Additionally, if you tab over to your node command window, you should see:




This shows that your score was received, sorted and added to the high score list on the server.  Now lets look at the code behind the GetScores button, you will see that much of it is identical.  Again we start by making a Dictionary for our JSON request object, the format is identical, but in this case the action is GetScores, and the name and score values don’t matter ( although they need to be there ).  Again we serialize to a JSON string and create a UDP socket using CreateOpenSocket().


This time though, we are waiting for a reply.  We send our socket just like before, but this time we call Receive() after.  Again, there is no error handling and receive will block your thread preventing execution until finished, in a production environment, you would make things much more tolerant.


Receive takes a byte buffer into which to copy the data that it is received.  When you run the Simulator, you may get a firewall prompt, make sure you allow it, or you will never get a response here even though you are connecting on the local machine.  The contents of that buffer are actually just an ASCII string of JSON code, so we simply decode it back to a string.


We then take that JSON string and deserialize it, this is where we make use of those two simple classes we defined before, they are the format SimpleJson will deserialize the string into.  After running DeserializeObject, results will contain a ScoreArray, which is simply a List<> of ScoreEntry.  We simply loop through the ScoreEntrys and display the name and score out to our labelResults.  Finally, just like before, we clean up after ourselves and shutdown the socket.


Now if you run the code and click the GetScores button, the high scores list will display, including any scores you added using the AddScore button.  These scores will last until you shut down server.js.




And if you flip over to node, you will see:




Finally, we look at the CreateOpenSocket() method.  This is straight .NET code and has nothing at all to do with PS SDK.  First we need the DNS value of the server we are connecting to.  Generally it would be something like “”, but since we are running client and server on the same machine, we want our own host name.  We then take that host name and DNS resolve it to an IP address, which is a two step process.  Then we take the resulting IPAddress entry and create an IPEndPoint.  The 1000 value is the port to connect on.  This value was hard coded in the server.js file.  If for some reason you want to connect on a different port, you need to change this line:



in server.js.  Next we create our actual socket, in this case UDP.  Why did we use UDP instead of TCP?  No reason really.  TCP is more reliable but a bit slower, but guarantees in order response. None of this matters to use here, so I used UDP.  You can change to TCP by changing a single line here and in server.js.  Finally we connect to our socket and return it.  It is the responsibility of the caller to close the open socket down.



Now, you have a fully functional networked GUI based highscore client and server.


You can download the complete sources here.  That archive includes the Node scripts, so all you need is to download Node in order to run it.


15. May 2012


This part of the tutorial is going to look at using UIComposer to create a simple UI, then the code to actually run the resulting GUI.  This two part tutorial was originally just one part, covering how to make a UDP socket request.  However, in putting together the required code, I had to build an interface, which resulted in a rather long post.  Therefore I have split this into two parts.  This part covers creating the UI, the next part covers wiring up the UI to actually do something and of course, the networking.


Once you are done both parts of this tutorial you will have a fully functional networked high score client with a primitive GUI.


Now, let’s create our application, fire up UIComposer.


File->Create New Project





In the Create New Project dialog, name and path it.  I’m going with HighScoreApp.





File->Create New Layout




Assuming you are developing for Vita, leave it at 960x544, I named it MainWindow.





Now drag in controls from the widget panel:





Start with a Panel, the size of the entire window:





Drag and drop Label, Button and EditableText widgets to create the following result:





Now the most important part is to match my naming or your code will end up being different.  The top two labels names don’t matter.  On the next line, name them from left to right: textBoxName, textBoxScore, buttonAddScore and buttonGetScores.


You set the variable name by selecting the widget, then filling in the following form:





Variable Name is the field that you are most interested in.


Finally, at the bottom of the form, drag in a Label widget to fill the rest of the available space.  Here are the settings I used:






Most importantly, make sure Variable Name is set to labelResults.


Now that we’ve created our screen, lets build it.  Select File->Build or hit F5:





Your results should look like:






Now we are theoretically done with UIComposer, lets fire up PS Studio.  Create a new solution, I called mine Networking.  Add a reference to Sce.Pss.HighLevel.UI.  Now we want to import our newly created UI files.


Right click your project and select Add->Add Files…





Navigate to the files you just created in UIComposer and add them.  The key here is to Add them as a link.  You don’t have to do this, but if you do, if you go back to the UIComposer and make a change ( and Build ), it will be automatically brought into Studio.






Add MainWindow.cs and MainWindow.composer.cs.  MainWindow.composer.cs is the system generated file that wires together your windows code; you do not edit it.  Instead, it makes use of partial classes and you do your editing in MainWindow.cs.


Now add the following code:


using System; using System.Collections.Generic; using Sce.Pss.Core; using Sce.Pss.Core.Environment; using Sce.Pss.Core.Graphics; using Sce.Pss.Core.Input; using Sce.Pss.HighLevel.UI; namespace Networking { public class AppMain { public static void Main (string[] args) { GraphicsContext graphics = new GraphicsContext(); UISystem.Initialize(graphics); HighScoreApp.MainWindow window = new HighScoreApp.MainWindow(); UISystem.SetScene(window); while(true) { SystemEvents.CheckEvents(); List<TouchData> touchData = Touch.GetData(0); UISystem.Update (touchData); graphics.SetViewport(0, 0, graphics.Screen.Width, graphics.Screen.Height); graphics.SetClearColor(new Vector4(0,0,0,1)); graphics.SetClearDepth(1.0f); graphics.Clear(); UISystem.Render (); graphics.SwapBuffers(); } } } }


This is about the simplest code you can create to display a UI on screen.  First we create our GraphicsContext, then initialize the UISystem singleton with it.  The UISystem singleton is contained in Sce.Pss.HighLevel.UI.  Next we create our UIComposer generated class, HighScoreApp.MainWindow.  If you are wondering where this name came from, the namespace was defined by the Project Name you specified in UIComposer, while the class name is the Class Name from the New Layout dialog.  Just like when working with Director from GameEngine2D, we add the window using SetScene().  Note, these are different scenes and cannot be interchanged.


Next we loop infinitely.  In our app loop, we check for new events, check what the current touch status is and pass the results to UISystem.Update().  Again, UISystem follows the same basic premise as the Director singleton, so it’s use should be familiar at this point.  We then clear the screen, tell our UISystem to draw, then finally tell the graphics to SwapBuffers displaying our screen.


Here is the results of our actions:




In the next section we will actually put the GUI to use doing something.  In the next part we are going to make a UDP socket connection to a high score server, to add new scores as well as retrieve the current high scores.


On to Part 2


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