SgtConti's Forum Posts

  • Log Entry #5

    Stardate: -308715.5707762556

    So now, the multiplayer is working really great, and its more fun then i thought it would be

    The next few days we will work out a "Propaganda Plan", how we will handle marketing, that plan probably includes a demo, next month

    That means you may be able to test and see SoW for yourself, of course it will be a limited demo,

    with a few things disabled (Mostly maps, backgrounds & locations).

    The Demo will be maintained with bug fixes, but probably no new functions.

    Now to what we have achieved in SoW in the past few days/weeks:

    As said, the multiplayer is working pretty good.

    A new map is in work and almost finished/ready to show.

    The special thing about this map will be, you will only be able to use infantry units, vehicles & Tanks.

    That means no Support Strikes, & no air units.

    Also, some minor improvements/fixes, the positioned audio also got some improvements,

    additional to that, there has been some balancing to the MLRS.

    And, last but not least, there has been a massive revamp in the "code",

    re-arranged many things and made them much more efficient/using less events.

    So most of it should be future-proof now.

    This is only a small log entry, since we are preparing 6 days of updates (19.-25. April), why?

    Since its, as we call it, The Right Initiative Week. Where we will make some announcements & other stuff, why these dates?

    We mark the 19. April to be the begin of SoW & TRI.G, since we began the development of SoW back then (2013).

    And the 25. April is the 115th day of the year

    One last thing: You may remember me saying the options menu was almost finished? I was wrong!

    After some rework and additions, i splitted the Low Quality option into Amount of Particles & Shader Effects.

    As well as i made the keys rebindable.

    Here you can see it after the change (All Time stats were also added to the menu):

    Thank you for reading, be sure to checkout our Twitter & Facebook, to get the recent news about SoW and other projects

    • Conti
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  • Rushino , even if its a singleplayer game, people like having access to the Steam overlay (Especially me )

    to keep contact with their friend/may search something in the browser.

  • It's a really great idea, and i hope it will continue to exist

    I think it would be a good idea to have 1 Interview per fanzine.

    A bit more content, and maybe something like "Featured game of the month". (Independent form the interview)

    The whole fanzine was very grounded and Community near, thats a great thing!

    "Knowledge is power" - "Wissen ist macht"

    Continue the great work!

    • Conti
  • fongka2 , i think Ashley should decide that, not you.

    vagaev , i noticed something similar, a long time ago, that only happens if the animation speed of a sprite is higher then your fps/2.5 .

    You should definetely post a capx, where you show that, else Ashley will most likely close it,

    it may be a bug, may not, Ashley probably has a explanation why that happens ready

    How im handling it: If animation Speed != fps/2.5 - set animation speed to fps/2.5 (That way i keep it with 60 fps at a 24 playback rate, (pretty smooth))

  • Well, at least i've done it like that, synced every single sprite. 20x 2, it may fill up much in the event sheet but then it at least works.

    And btw, i don't think it's a bug.

  • pixel perfick of course im talking about the PC version!

    I once played the Playstation version, at honestly, it's complete crap and nothing compared to the great PC version (They should make a remake).

  • Hm, this is a hard one:

    1. Medal of Honor Allied Assault

    2. LEGO Rock Raiders

    3. Company of Heroes

    4. Mafia II

    5. The Walkind Dead (Season 1 + 2)

    6. Sleeping Dogs

    7. Hitman Absolution

    8. Tomb Raider

    9. Postal Series

    10. Wargame European Escalation

  • I stumbled upon this a few days ago:

    TideKit

    It promises Native performance for HTML5 apps, is that even possible?

    As said, im not 100% sure if this is actually something doable for C2, if it is, and it works, it would be awesome

    If you are to lazy to checkout their homepage, but love looking videos, check out their video

    .

    Little side note: TideKit is the former TideSDK.

    So, it could be something, or couldnt, let's wait and see.

    • Conti
  • Mrsuzi thanks we're working really hard on maybe publishing a demo (With multiplayer) in the next few weeks.

    jayderyu You helped me out here,

    and yes, you're pretty damn good at helping people out here

  • Log Entry #4

    Stardate: -308759.6156773211

    It's about 2 weeks since the multiplayer plugin has been released, and i've almost completely integrated it into the game.

    So, what is my opinion on this?

    It's great, and easy to use. But, the learning curve is a bit steep, i used some time to actually figure out how to handle the unit picking and things.

    Thanks to jayderyu i finally figured it out a few days ago.

    In some days ill probably post a video showing off that the multiplayer works pretty good, and that it is possible to use it for an RTS.

    Sadly i couldn't use the template that much, except for the very basics.

    Of course, sometimes, the basics is the core, and without the core, we couldnt build up the things around the core.

    Well, i hope we see some nice updates and the final multiplayer in some weeks

    Also, im very glad that Ashley fixed that the NW export finally uses the real fullscreen mode, and not borderless windowed mode.

    Now to what ive achieved in SoW in the past few days/weeks:

    The multiplayer is almost working perfectly, many images has been improved.

    Also, the performance has got seriously improved, still without asm.js as physics (I hope Ashley someday will fix the collision thing),

    but i decreased the CPU utilisation about 5% (3.8GhZ). There also were some bugs that got fixed.

    Even if the performance got increased, the backgrounds got more life, there is more stuff going on in the background then ever before,

    Bullets in the background (Big City), Windmills with random scale, speed & position (Village), and birds everywhere! (Literally spoken )

    Thank you for reading, be sure to checkout our Twitter & Facebook, to get the recent news about SoW and other projects

    • Conti

    P.s thanks dthomasdigital for those nice words

  • Thanks jayderyu i finally got it.

    Sync Unit variable Count

    On new Unit -> Set Unit Instance variable Count to GlobalVariableUnitCount

    -> Add 1 to GlobalVariableUnitCount

    and then in the message from the peer i send the variable with the action.

    On the host side, i compare the variable with the message

    took me some time to figure out how to make it as efficient as possible, but now it works.

    Thank you so much, i hope i can finish the RTS Multiplayer (alpha test) in the end of the week,

    ill be glad to give an demo to those who want to see the multiplayer plugin working on an RTS

  • Ashley , yes, but as said, if the peer selects units and then for example changes an Instance variable of the selected units from 0 to 1 (Movement Variable)

    How can the peer give the host information about what unit he actually have selected?

    It could be that there is something im missing, in that case im sorry.

  • Ashley , if the peer needs to send a message to change a instance variable, how do the host pick the instance, if there are more then one?

    That is a bit problematic for an RTS with multiple different units.

  • I would also like to know that, and how a peer can change an instance variable and sync it.

  • So here's a thing I've been struggling with for quite many hours:

    I want Player 1 (Host) to be able to create Units (multiple different, FUnits)

    And Player 2 (Peer) to be able to create Units (multiple different, EUnits)

    That only they can control:

    Player 1 Control his units (FUnits)

    Player 2 Control his units (EUnits)

    And two variables (Moving and Health) needs to be synced.

    Has somebody an idea how to do this?

    My main problem is that i don't know how to control what unit's are spawned and how Player 2 can control these units.

    I first thought that i should make:

    If Player 1 -> Sync FUnits & FUnit Variables

    If Player 2 -> Sync EnUnits & EUnit Variables

    ^^ That would be very easy, but it's not working :/

    Thanks in advance, i hope i defined clearly where my problem is.

    • Conti