guess you go on at the wrong times had a 7 player match once which was intense, what i also like is that i've yet to hear anyone say anything about lag, even with pings above 300 good to know my optimizations werent horrible
They are not completely horrible, but I do find it annoying that I CLEARLY see my bullet hit and sparks fly off of a person, but it appearently didnt hit. Golden revolver is appearently a one hit kill, yet I see people surviving a hit without even taking damage from lag optimization.
well.. truth is, there is lag, thats unavoidable, there is a feature called lag compensation that i coded for my other game and i was thinking of adding to this but after succesful playtests and looking at the remaining time for the contest, theres no way i could implement it.. the current system is not perfect but the idea behind it was to keep the game playable even at pings above 200ms there is ofcourse still lag but it does work somewhat even tho i do know what your saying.. maybe i'll optimize it after the contest, not sure
i coded in a sensor on the server so i always know when a player joins, so i will always be available to pawn you all its a server only coding so wont affect the contest in anyway, nor does it improve the game, just so i can know when someone joins