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Re: Let's team up and create a game together! [Re: Superku] #302670
12/21/09 10:52
12/21/09 10:52
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
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darkinferno  Offline
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Joined: May 2009
Posts: 1,816
at my pc (duh)
Originally Posted By: Superku
A fresh multiplayer game would be great but (too) hard to create.


how is that hard to create exactly?

Re: Let's team up and create a game together! [Re: darkinferno] #302675
12/21/09 11:54
12/21/09 11:54
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Offline
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Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
@darkinferno: i know you are working on a real multiplayer project and know about it's downs and ups better than those who did not worked on a "real" multiplayer project.

actually it is not hard we just need dedicated and experienced individuals to work on multiplayer.

also, no offense, i would like to try your current game with users from Germany and other europe countries to see how it works.(though, i would undertand that if it is not optimized yet). I play games from Turkey, f.i. cod mw2, source engine games, tf2,l4d etc and i dont feel "lag" when i am playing with european players. If someone ever creates a project(*hint*) that can perform this good, people will have more faith in multiplayer gamestudio games.(doesnt matter if it's anet or native dplay)


3333333333
Re: Let's team up and create a game together! [Re: Quad] #302683
12/21/09 12:12
12/21/09 12:12
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline
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Joozey  Offline
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Joined: Oct 2004
Posts: 4,134
Netherlands
If we'll do a multiplayer project I'll make sure to finally finish that lite-c sql plugin of mine. It may prove useful, as it does for me now, again. We'll see.


Click and join the 3dgs irc community!
Room: #3dgs
Re: Let's team up and create a game together! [Re: Quad] #302694
12/21/09 13:12
12/21/09 13:12
Joined: Jan 2007
Posts: 2,247
Deutsch Niedersachsen
Puppeteer Offline
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Puppeteer  Offline
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Joined: Jan 2007
Posts: 2,247
Deutsch Niedersachsen
Originally Posted By: Quadraxas
If someone ever creates a project(*hint*) that can perform this good, people will have more faith in multiplayer gamestudio games.(doesnt matter if it's anet or native dplay)

Wait for my christmas contest entry wink


Formally known as Omega
Avatar randomness by Quadraxas & Blade
http://omegapuppeteer.mybrute.com
Re: Let's team up and create a game together! [Re: Quad] #302698
12/21/09 13:41
12/21/09 13:41
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
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darkinferno  Offline
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Joined: May 2009
Posts: 1,816
at my pc (duh)
yes i understand, currently the testers are from Israel, Italy, Australia and me in Jamaica, one of them in particular gets pings of over 250 and its still running smoothly and un-optimized, i just think that instead of creating our own personal "great idea", create something that can bring people to the engine, looking at the examples from torque and unity should show what i mean, users always talk about demos/projects to represent the engine and i see a chance here but see where more personal ideas are being issued, also, the survival game using the native gs mp functions ran pretty smooth and the author himself knows exactly how it could be made smoother...

Re: Let's team up and create a game together! [Re: darkinferno] #302732
12/21/09 18:12
12/21/09 18:12
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
You may not understand the problem, I know that you are working on a multiplayer game, but it is very, very hard to create a smooth (!!) and playable multiplayer game (like a shooter for example) that runs fine over the internet. Have a look at Valve's Counter-Strike (Source). They are very talented people and they invested a lot of time in that issue. Just google it. Old positions of all objects are saved and when you shoot, the server calculates your shot depending on the time it takes for the information to get to the server. Btw a ping >= 100ms is almost inacceptable when you play a 5on5 war or likewise.

I hope you can prove me wrong with a working example, though!


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: Let's team up and create a game together! [Re: Superku] #302742
12/21/09 18:50
12/21/09 18:50
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
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darkinferno  Offline
Serious User

Joined: May 2009
Posts: 1,816
at my pc (duh)
i am aware of how the CS does their system and theres a game called urban terror that i play and it runs really well with 8+ players at pings of <200, and client side movement gives us our smooth movement, the only problem is hit detection and there are countless methods to do this, one is also to trace for a few frames per shot, rather than a single frame...

the biggest thing to draw people to the community is a decent looking MP game, SP doesnt deliver that so easily, plus, theres no need for perfect hit detection in certain styled games...

in terms of assets, i still believe MP is easiest, thats where we need coding strength, SP needs alot more resources and in most cases hardly pull any major attention..

look at this game:
http://www.youtube.com/watch?v=q4t0p50Hj1Q&feature=related

15,000+ views

a few models and a multi texture terrain

http://www.youtube.com/watch?v=nHQiz_pM2Pk

if we're saying we have more coders than artist and cant do that? then.. i dont know where this is all going.. am not saying the ideas listed above are bad, but study the indie market and you see that the main survivors are:

- very stylized and unique SP games [alot of artwork used]
- multiplayer games [mediocre artwork in alot of cases]
- that one random stylized game that god knows how it turned out to be fun yet we love it [aaaAAAaaaaA...]
- you'll hardly see any story based indie games that really go far, we just dnt have the assets to tell the story correctly especially in such a harsh industry

Re: Let's team up and create a game together! [Re: darkinferno] #302750
12/21/09 19:40
12/21/09 19:40
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
pretty reasonable, i also agree mp shooter type game require less artwork, apart from that you can always add new maps to such game after it's released.

there are alot of ideas floating around, for multiplayer,if there are experienced people willing to code mp system for the game, why not?


3333333333
Re: Let's team up and create a game together! [Re: Quad] #302754
12/21/09 20:29
12/21/09 20:29
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
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Germanunkol  Offline
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Joined: Jun 2006
Posts: 2,640
Earth
I would not make an MP shooter. Tthere's too many around we can't compete with, and who'd wanna play a 3dgs mp shooter if he/she can play CSS or Halo?

MP, sure. I'd be willing to give that a try. Shooter: no thanks. Too much prediction + interpolation, as Superku mentioned: Too much requirement for precice position.

I'd go for top view or even side scroller. Click-and-Go sounded good, as someone mentioned earlier.
We could make Blink's video link into a game: You're the developer in search of THE story.

Or not.


~"I never let school interfere with my education"~
-Mark Twain
Re: Let's team up and create a game together! [Re: Germanunkol] #302759
12/21/09 21:30
12/21/09 21:30
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
Serious User
darkinferno  Offline
Serious User

Joined: May 2009
Posts: 1,816
at my pc (duh)
ya but i didnt mean shooter as in FPS or some standard gun game and also indie shooters do have good fan base, for example, i love urbanterror and combat arms more than CS which is supposedly a AAA title right?

well i do understand the reason fa not wanting to do a shooter but dont throw shooter in the category of the standard fps, i dont care if its solely a shooter, it could be a racing game, a marble game or whatever, i just know that multiplayer indie games in most cases survive longer than SPs but oh well... whatever is fine i guess, either way i still have my MP coming along wink

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