Online Matters Transcending the single Player Experience.

Monthly Archives: August 2011

GameSpy Welcomes Unity Developers

Hello, Unity Developers!

As astute admirers of ours may have heard, last week we released a DLL wrapper for several key GameSpy SDKs that invited Visual Studio C# and Windows XNA developers to drink deep from the GameSpy Tech secret-sauce powering online features for hundreds of major game titles.

This week we’re excited to make further room at the tech party for Windows Unity developers — with a brand-new standalone package available from the bottom of your developer dashboard now.

This package contains several lightweight Unity projects built to demonstrate selected functionality (ATLAS [our Player Metrics and Rankings product], Sake [our Cloud Data Storage and UGC service], Matchmaking, and NAT negotiation) from the new C# DLL connector (while avoiding any fattening distractions).

If you’ve already registered with us, you can dive in and start trying out this new connector today, just by heading over to our new installation guide wiki article.

And if you’re not registered with us yet (why would you not be?), you can do that here. It’s quick, free, and we promise we don’t bite (much).

Categories: Implementation, Open, SDKs, Unity / Tags: , ,

GameSpy Welcomes C# Developers

As a first-step toward our upcoming Unity Windows support, all of you C and C++ GameSpy Tech veterans will need to roll-out the drink cart and the buffet table for our newest friends — as GST welcomes Visual Studio C# and Windows XNA developers with our newest SDK package — available for download now by signing-in to your developer dashboard.

And, if you’re a C, C++, and C# switch-hitter, you now have choices, beautiful choices.

You will find the C# source code and samples in your GameSpy SDK package under the \GameSpy\GameSpy.CSWrapper\ directory. And the DLL runtime dependencies are located under the \GameSpy\libs\WinDll* directories.

For further detail, see our shiny new wiki article, GameSpy C Sharp DLL Wrapper – Visual Studio Developer Guide.

Who loves ya, baby? (We do. :) )

Categories: Implementation, Open, SDKs / Tags: , , ,

Seattle, August 24: PAX Dev, Developer Meet-up

Hey Seattle: We love your city. We love your music, your bars and restaurants, your waterfront, your space needle and your cream cheese hot dogs. But we especially love your active and innovative game development community. So, we’re psyched to be returning to your rain-swept streets this August for a couple of events. We hope to see you there!

PAX Dev: Breaking the Cross Platform Barrier
On Wednesday, August 24 at 1:00 p.m. at the PAX Dev conference, we’ll be moderating a session on cross-platform online in Trendy Entertainment‘s indie-hit, Dungeon Defenders. Trendy used GameSpy Technology’s services to implement cross-platform co-op multiplayer across 4 platforms: iOS, Android, PlayStation 3 and PC, shattering a barrier that – while possible via GameSpy Technology’s services for over a decade – few developers have ever dared to cross.

Trendy’s Jeremy Stieglitz (Lead Programmer), and Philip Asher (Marketing) will join GameSpy Technology’s Sean Flinn (Director, Marketing) to discuss: the technical approach to designing a game built for both multi-platform deployment and cross-platform play; the evolution of the game as it has expanded across new platforms and integrated additional online features (like cross-platform save games); and to provide insight into the business rationale for tackling the cross-platform challenge.

Developer Meet-Up @ The TapHouse Grill
After PAX Dev wraps for the day, we’ll head over to the TapHouse Grill in downtown Seattle for a game developer meet-up as part of our 2011 North American meet-up tour. We’ll be buying a few rounds of beer for all the hard working game devs in the area, and chatting about our offerings for indie developers. RSVP now for the event and guarantee yourself a spot. We’ll kick things off at 6:00 p.m.

Expect live tech demos, face time with GameSpy Technology engineers and product managers, and a whole lot of listening. (And probably a beer. Or five.) We want to know what challenges you’re facing, and to find out how we can help make your games more fun and successful with online services.

See you soon, Emerald City. We can’t wait.