3 registered members (AndrewAMD, VoroneTZ, dpn),
1,346
guests, and 10
spiders. |
Key:
Admin,
Global Mod,
Mod
|
|
|
Re: DR Multplayer
[Re: Rondidon]
#371475
05/21/11 16:12
05/21/11 16:12
|
Joined: May 2008
Posts: 2,113 NRW/Germany
alibaba
OP
Expert
|
OP
Expert
Joined: May 2008
Posts: 2,113
NRW/Germany
|
Thank you all for your kind words These are some really good ideas! I think i will accomplish most of them. But level design and models, as i said, i´m no modeller or anything 3d related, so i need some help
|
|
|
Re: DR Multplayer
[Re: alibaba]
#371478
05/21/11 16:48
05/21/11 16:48
|
Joined: Aug 2003
Posts: 7,439 Red Dwarf
Michael_Schwarz
Senior Expert
|
Senior Expert
Joined: Aug 2003
Posts: 7,439
Red Dwarf
|
Only thing that annoyed me was your friend complaining about 30 fps being "incredibly low".... you know that lots of console FPS games are locked at 30 fps, right? ...RIGHT?
Anyway, the game looks like lots of fun!
"Sometimes JCL reminds me of Notch, but more competent" ~ Kiyaku
|
|
|
Re: DR Multplayer
[Re: Rondidon]
#371501
05/21/11 19:28
05/21/11 19:28
|
Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
Expert
|
Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
|
I'd be really interested in seeing levels with moving parts, and space for players to fall out. I think the ability to change your own gravity in any direction is brilliant -- imagine using that to try and land on a large, distant, moving platform, and if you miss you fall out into space and die. You should experiment with more confined levels and more open levels So much potential! Jibb
Formerly known as JulzMighty. I made KarBOOM!
|
|
|
Re: DR Multplayer
[Re: sPlKe]
#371509
05/21/11 20:57
05/21/11 20:57
|
Joined: May 2008
Posts: 2,113 NRW/Germany
alibaba
OP
Expert
|
OP
Expert
Joined: May 2008
Posts: 2,113
NRW/Germany
|
DEAL! You all are great! @Jibb i´m already working on this
|
|
|
Re: DR Multplayer
[Re: alibaba]
#371510
05/21/11 21:46
05/21/11 21:46
|
Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
Senior Expert
|
Senior Expert
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
|
I forgot that this is an English Topic, so excuse my German post: Nur eine Idee: Wenn du bewegliche Dinge in deinem Level hast, bspw. Plattformen, die stets nach gleichem Muster fahren, so würde ich für die keinen Traffic verbraten, sondern bspw. nur einmal zu Beginn/ bei jeder neuen Runde synchronisieren und dann ihr Movement von einer Variable abhängig machen, die stetig hochgezählt wird. Beispiel:
var total_round_ticks = 0;
Bei Start jeder Runde wird die Variable resettet. Nun bewegen sich die Plattformen bspw. wie folgt:
my.x = my.skill1 + 256*sin(total_round_ticks); //my.skill1 ist die Startposition, bspw. am Anfang der action gesetzt
während die Variable total_round_ticks wie folgt hochgezählt wird:
while(1) { total_round_ticks += time_frame; //nicht time_step! wait(1); }
Anmerkung: Dann hat total_round_ticks nach einer Sekunde Rundenzeit den Wert 16. Dabei könntest du bei Neustart der Runde die Variable auch auf 1 oder 2 setzen, je nachdem, welche Zahl (1/16 oder 2/16) eher dem erwarteten Lag entspricht.
"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: DR Multplayer
[Re: alibaba]
#371526
05/22/11 09:45
05/22/11 09:45
|
Joined: Jul 2005
Posts: 1,930 Austria
Dark_samurai
Serious User
|
Serious User
Joined: Jul 2005
Posts: 1,930
Austria
|
I'm pretty sure that this won't be synchrone. The timing of a pc isn't really exact at all, so there will be differences. Also if the pc/OS has a short "lag" the platforms won't be synchron at all. You should synch. them all 2 seconds or so. This would be enough I think.
ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)! get free version
|
|
|
|