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Re: DR Multplayer [Re: Superku] #371398
05/20/11 19:54
05/20/11 19:54
Joined: Aug 2002
Posts: 2,183
Germany, BaW�
Rondidon Offline
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Rondidon  Offline
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Joined: Aug 2002
Posts: 2,183
Germany, BaW�
Yes, that would be amazing and unique. Forget my Sunset Down idea wink

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 Offline OP
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alibaba  Offline OP
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Joined: May 2008
Posts: 2,113
NRW/Germany
Thank you all for your kind words laugh
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 laugh


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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 Offline
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Michael_Schwarz  Offline
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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: Michael_Schwarz] #371482
05/21/11 17:09
05/21/11 17:09
Joined: Aug 2002
Posts: 2,183
Germany, BaW�
Rondidon Offline
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Rondidon  Offline
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Joined: Aug 2002
Posts: 2,183
Germany, BaW�
I could make you the levels. But only paid, because I`ve got my own project by side. If you`re interested, PM me laugh

Re: DR Multplayer [Re: Rondidon] #371501
05/21/11 19:28
05/21/11 19:28
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
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JibbSmart  Offline
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J

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 tongue So much potential!

Jibb


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I made KarBOOM!
Re: DR Multplayer [Re: JibbSmart] #371508
05/21/11 20:28
05/21/11 20:28
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline
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sPlKe  Offline
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Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
looks nice so far. lets strike a deal
once the game really is in a stage that it has an actual chance of completion, ill do a few maps for you like the picture posted.

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 Offline OP
Expert
alibaba  Offline OP
Expert

Joined: May 2008
Posts: 2,113
NRW/Germany
DEAL!
You all are great!

@Jibb
i´m already working on this laugh


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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 Offline
Senior Expert
Superku  Offline
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Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
I forgot that this is an English Topic, so excuse my German post:
Click to reveal..
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.



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Re: DR Multplayer [Re: Superku] #371513
05/21/11 22:07
05/21/11 22:07
Joined: May 2008
Posts: 2,113
NRW/Germany
alibaba Offline OP
Expert
alibaba  Offline OP
Expert

Joined: May 2008
Posts: 2,113
NRW/Germany
Wow! Thanks for this great hint superku! laugh


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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 Offline
Serious User
Dark_samurai  Offline
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.


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