scidave's Recent Forum Activity

  • Looking very polished!

  • Is there any kind of prediction in this?

    Nope. It does keep track of ping RoundTripTime (although I haven't exposed that yet) so I could add prediction, but I have no plans to. There is no lag compensation built into the plugin.

    If you are wondering if you should finish the Online plugin..I'd say definitely yes! That plugin is much different than mine with player tracking, uses parameter actions to push new parameters, and with your plan to add lag compensation would make online much better.

    I see my plugin being more for really simple games/turn based games or users who know how to add prediction/lag compensation to their games.

    Phobos and all   Thanks! I don't know how many hours I put into this plugin so it feels good to have released it. :-) The readme combined with the net shooter.cap should serve as the tutorial. It is super simple to use.

    Edit: Although, I probably will due a tut once the final plugin is released.. but who knows when that will be. ;-)

  • Here it is folks...I think I've worked out enough bugs to be comfortable posting an Alpha.

    <img src="http://i52.tinypic.com/2yxljx2.png" border="0">

    I implemented the plugin on top of ENET (a very fast lightweight UDP library). ENET was specifically designed for fast online multiplayer gaming. enet.bespin.org It can be used for free or commercial games w/o cost just reference me and the ENET license enet.bespin.org/License.html.

    The plugin uses UDP (both a fast unreliable (e.g. position updates) and a slower reliable (e.g. chats)) for communication. It also supports virtual channels so you should never put reliable and unreliable comms on same channel.

    I built an example net shooter game w/ CC v1.1 to show you how it works and also included a short README.

    <img src="http://i51.tinypic.com/5fpwkw.png" border="0">

    Network Plugin - Download

    Updated v0.3a - Aug 14th to add condition "On connect failed" for the client and fixed chat bug (you can type any characters now).

    Enjoy!

  • I think I fixed the sound/lag problem...please try to download again!

    Edit: Ok, all bugs fixed so far (including mouse control) and new version uploaded. Waiting to hear on anything else...I'll start typing up a readme. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Hey,

    PixelRebirth was having problem with freezing during shooting as well. The plugin only uses UDP, but I put bullets and bullet's sounds over a reliable layer on top of UDP which runs slower.. I switched that to fast unreliable. I think the bug was with the sound though.

    I hardcoded the game to port 5000 for simplicity. I added note to intro screen.

    Once the bugs have been worked out/people have tested it I'll write a short readme and post link to plugin.

    I updated link to new version! I'll be on beta chat for about an hour if folks want to test it out over internet:

    box.net/shared/hnspzy7nsityi76fdxsn

  • Tried a game with high lag so I quickly implemented some lag compensation. Now if you download again there is a button when playing as client you click to enable lag compensation for online play. I also moved bullets and chat to a separate channel.

    If anybody wants to try it out with me I'll be checking beta chat for a few minutes.. If not, please give me a before and after of how it affected your gameplay!

    box.net/shared/hnspzy7nsityi76fdxsn

  • Thanks for the info. Interesting note about the compatibility mode. I'm currently using it on Windows 7 64bit so that is good to hear it is working for you doing that. I'll have to add that to the notes!

    I uploaded a slightly cleaned up version...just fixed minor stuff and expanded the light a bit as it was kinda dark for a demo.

    I'll be on beta chat for the next hour or so if any wants to try an online game!

  • Here's the link:

    box.net/shared/hnspzy7nsityi76fdxsn

  • I've updated the online demo I've been working on the past two days based on some feedback from Newt.

    It is a 2-player network-based ghost shooter clone..although right now you just shoot at each other and chat.

    Please try it out and report back any bugs/crashes/lag/how stable it is.

    <img src="http://i53.tinypic.com/20uub21.png" border="0">

    Link to file:

    Net Shooter Download

    I really do need to add serialization support to the plugin, but if the performance is pretty decent for folks I think I am just going to release it as an Alpha and take a well deserved break. :-)

    Hopefully by posting here I'll get more feedback than on Engineering forum.

  • This is looking very polished!

  • Quick update...I've decided to pause dev on this plugin as work is ramping up. Good news is I've nearly completed an Alpha build. Still lacks serialization and better player tracking, but it is close to release so I put the Alpha out before stopping. I'll add the other features/make it more polished down the road.

    Here is a screenshoot of a Netshooter Demo I whipped up (Ghostshooter online):

    <img src="http://i56.tinypic.com/vnzdw5.png" border="0" />

    Link to .exe

    EDIT: Worked with Newt to identify some issues with editbox chat and redoing the .exe now. Will post soon!

    In the .exe the server only supports 2 max clients (but that is just a limitation of the game). Pick your port, put 2 for clients and start server. Then start up another 2 instances picking ports, IP address of server (127.0.0.1 if on same system), and name and start clients.

    Give me some feedback please on stability! I expect lag online (not because the plugin is bad, but because I didn't add any lag compensation)

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  • It has a great atmosphere, but it's probably not for everyone, I guess.

    Yes, people seem to either really like it or hate it. After reading some reviews I figured it might be cool and I wasn't disappointed. It doesn't have much action though so some might be bored. I think the music helped too.

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scidave

Member since 4 Jul, 2009

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