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Aum112 ready #440701
04/30/14 08:03
04/30/14 08:03
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline OP

Expert
George  Offline OP

Expert

Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
Dear friends,

A fresh magazine is ready and can be found here:

Aum 112

Have a great day.
George

Re: Aum112 ready [Re: George] #440705
04/30/14 08:33
04/30/14 08:33
Joined: May 2008
Posts: 257
D
djfeeler Offline
Member
djfeeler  Offline
Member
D

Joined: May 2008
Posts: 257
Thanks for this new aun ^^

Re: Aum112 ready [Re: djfeeler] #440708
04/30/14 08:57
04/30/14 08:57
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Thanks a lot for the new AUM, the kind words and the occasion to talk about my game!

EDIT: Just two small things about the new AI code:
- Right now the enemy oftentimes shoots against the wall in front of him because the c_trace only uses enemy's origin. USE_BOX could be a solution but IMO oftentimes leads to mediocre results and other problems when you try to realize visibility checks. I think two c_traces, one from the head and one from the hand (in shoot animation position, at least approximated) could work out just fine and make the enemy much more dangerous.
- In the move_bullets() function you set bullet_speed.x = 50*time_step; prior to the while loop where you move the entity. This can work but only will do so consistently when you have a steady framerate. Otherwise the outcome can and will vary (consider for instance a moment of action or when the player looks a certain way and the framerate drops to 30, a bullet created then will move at double the speed when the framerate goes back to 60).

EDIT2: Nice to see my multiplayer basis being helpful! However, there are two small things about the current pan implementation, that is it needs to be sent in the my.pos_update case as well (and my.pan +=... is missing a *time_step). Currently, the code does not really work when one client rotates his character before another client joins the server (or ent.pan gets a little desynchronized during simulation).

Last edited by Superku; 04/30/14 09:26.

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

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Re: Aum112 ready [Re: Superku] #440709
04/30/14 09:08
04/30/14 09:08
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
what a surprise, thanks!


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: Aum112 ready [Re: sivan] #440710
04/30/14 09:09
04/30/14 09:09
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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MasterQ32  Offline
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Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
Cool, nice to read about Superkus game and to see another FFA-Contest. Having some cool ideas already...


Visit my site: www.masterq32.de
Re: Aum112 ready [Re: MasterQ32] #440719
04/30/14 10:41
04/30/14 10:41
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline OP

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George  Offline OP

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Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
Thank you for the kind words, guys!

@Superku: thank you for the suggestions. I am aware of the enemy origin issue; I talk about it in the Aum article almost as if it's a feature wink but I will try your suggestion and see how it works.

From what I remember, the bullet_speed.x value should be pretty consistent because the frame rate is limited to 60. It's true that I didn't test the code on a very slow computer; that could cause problems.

Concerning the multiplayer code: first of all, thank you again for providing such a clean, well coded piece. I didn't try to rotate a client before starting another (I have always started two clients one after the other) but I can see why that would not work properly. I wanted to send the pan angle at the beginning, but then I thought that this value isn't critical and the code was working fine with my setup. I'll take care of it.

Re: Aum112 ready [Re: George] #440731
04/30/14 15:17
04/30/14 15:17
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
awesome, thanks george!


POTATO-MAN saves the day! - Random
Re: Aum112 ready [Re: Kartoffel] #440928
05/06/14 16:13
05/06/14 16:13
Joined: Mar 2005
Posts: 68
Baesweiler
Tele Offline
Junior Member
Tele  Offline
Junior Member

Joined: Mar 2005
Posts: 68
Baesweiler
Thanks a lot for the new AUM, nice nice !!!

Re: Aum112 ready [Re: Tele] #440932
05/06/14 18:21
05/06/14 18:21
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline OP

Expert
George  Offline OP

Expert

Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
Thank you, guys!


Moderated by  George 

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