Net Shooter

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Post » Thu Jul 21, 2011 7:49 am

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.



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.

scidave2011-07-21 07:52:09
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Post » Thu Jul 21, 2011 11:23 am

This actually worked pretty good, and its viable for at least a chat, or turn based play. Nice work Scidave.
I would defiantly be interested in trying out the plug.
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Post » Thu Jul 21, 2011 10:52 pm

Had some issues at first, the clients were sending "Game On" non stop and didn't sync anything and the host froze. I've put it on compatibility mode to xp sp3, and it worked very nicely. Good job there!
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Post » Thu Jul 21, 2011 11:24 pm

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!
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Post » Fri Jul 22, 2011 12:25 am

This is very interesting. Finally CC is moving forward in terms of online gaming. Would like to test this, I will be sitting in the chat. :)
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Post » Fri Jul 22, 2011 1:28 am

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!

http://www.box.net/shared/hnspzy7nsityi76fdxsn
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Post » Fri Jul 22, 2011 10:41 pm

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. scidave2011-07-22 23:59:29
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Post » Sat Jul 23, 2011 8:36 am

neat, haven't played with this at all, but it sounds awesome.
thanks for making it, opens up alot of possibilities

if you get bored of the project, please consider opensourcing it, this is so long overdue,
Spriter Dev
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Post » Sat Jul 23, 2011 11:18 am

You did a fantastic work, scidave!

I was especially amazed how smooth it runs. Fast enough for quick shootouts. Very impressive.

Networking as a plugin, working as in the demo? That would be awesome!

[QUOTE=scidave]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. :-)[/QUOTE]
I won't allow you a break until a decent beta is out
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Post » Sat Jul 23, 2011 12:32 pm

[QUOTE=tulamide]
[QUOTE=scidave]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. :-)[/QUOTE]
I won't allow you a break until a decent beta is out [/QUOTE]
Totally on the opposite side for me. I never do anything that requires serialization, so it'd be useful without it for me. If there are certain values that need to be saved temporarily for some reason, as long as they're accssible through expressions....alls good...of course...it'll be a while before I get to the point where I need this anywaylucid2011-07-23 12:34:02
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