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891282 Posts in 33535 Topics- by 24775 Members - Latest Member: PestoForce

June 19, 2013, 11:48:34 AM
TIGSource ForumsCommunityCompetitionsVersus (Moderator: Melly)Masjin [1.9b]
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Author Topic: Masjin [1.9b]  (Read 52958 times)
Hempuli‽
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« Reply #195 on: February 02, 2011, 10:43:55 AM »

A new version is out! This time I again fixed bugs, and added two bigger things:

  • Builder bots Cool and
  • Fancy New Controls!

I removed the "item" -action totally and integrated it to the "use"-action. Hopefully this'll make the game slightly simplier to play. Building is currently very simplified and costs 3 ore per block, which can be dug and bombed apart.

The FPS update took a bit of hit because I bumped to a bug with the vehicles that I can't figure out just now. I'm still absolutely terribly sorry for all those dawgs who can't play the game due to this, but hopefully I'll get over this in a day or two. Don't hate me! Cry

VERSION 1.49 GET!
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« Reply #196 on: February 02, 2011, 10:59:15 AM »

Something strange happened.
I don't know what. Player's connect to my server and then immediately leave.
And then when I go back to lobby it doesn't update. It doesn't even show myself there.
 Shocked


Whatever it's gone.
« Last Edit: February 02, 2011, 11:14:38 AM by Ozoh » Logged

Hempuli‽
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« Reply #197 on: February 02, 2011, 11:35:32 AM »

Something strange happened.
I don't know what. Player's connect to my server and then immediately leave.
And then when I go back to lobby it doesn't update. It doesn't even show myself there.
 Shocked

...Fortunately this bug fixed itself after some time. Uh oh, I hate bugs that I don't understand. Sad

Anyway, for the use of the new machines: Go into them, and press the shooting button to select where the build. Pressing the use button at anytime cancel whatever you're doing. When you've decided the block place, press the shooting button again. Note that you can't build if there's something/someone under the block place, or if you're in a base.


Quite a boring gif today, eh? Hopefully the building will add some more fun to the gameplay.
« Last Edit: February 02, 2011, 12:31:08 PM by Hempuli‽ » Logged

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« Reply #198 on: February 02, 2011, 01:13:20 PM »

Hey Hempuli, would you mind sharing what you've learned with using the Lacewing object?
Specifically, what kind of actions caused the slowdown and what you did to fix them?

I'm trying to work with Lacewing myself, and am getting a little confused at what's going on.  Do "send" commands accumulate over time, or something?
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Hempuli‽
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« Reply #199 on: February 02, 2011, 01:29:07 PM »

Hey Hempuli, would you mind sharing what you've learned with using the Lacewing object?
Specifically, what kind of actions caused the slowdown and what you did to fix them?

I'm trying to work with Lacewing myself, and am getting a little confused at what's going on.  Do "send" commands accumulate over time, or something?

Well, as I've said the FPS fix is still under work so I haven't really fixed it yet. Sorry. Sad What I'm going to do is not to send the player position and animation on set times, but instead send all the necessary data every time he presses down or releases a button, and between those try to move the player mask accordingly; quite much basic dead reckoning. (addendum: the slowdown is seemingly caused by too much traffic. I tested the game with all networking turned off and it ran fine for quite much everyone. Optimization and avoiding unnecessary data packets is a must here! Also avoid sending anything but stacks.)

THIS PAGE has three amazingly useful basic tutorials with videos to show how Lacewing works, and while working with it I've noted some good tricks that might also help you; mainly that in case you intend to send larger amounts of data, e.g. arrays, don't use Clickteams own array but instead the binary array or Looki's Surface object (the latter of which I personally use). Feel free to PM me or anything in case you need info, I'd be more than happy to promote Lacewing a bit! Smiley
« Last Edit: February 02, 2011, 01:38:37 PM by Hempuli‽ » Logged

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« Reply #200 on: February 02, 2011, 05:28:27 PM »

Awesome, thanks.  I only followed the one example file on TDC, so I didn't know a thing about using stacks.  And I've got the sending conditions a little more optimized, too.

But my personal slowdown issue turned out to be that I'd spawn new player objects for everyone in the room every time somebody new entered.  Whoops.
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« Reply #201 on: February 02, 2011, 06:31:38 PM »

Note that you can't build if [...] you're in a base.
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« Reply #202 on: February 02, 2011, 06:53:07 PM »

So, the new version has evidently stopped actually connecting to servers and instead decided to start crashing them. Sorry about that, John.  Droop
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Hempuli‽
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« Reply #203 on: February 03, 2011, 12:23:11 AM »

So, the new version has evidently stopped actually connecting to servers and instead decided to start crashing them. Sorry about that, John.  Droop

Uh oh. Concerned
So it looks like for some reason there's a relatively high chance of a joining player crashing the whole server. Now who doesn't enjoy a bit of tension! Anyway, I think there are 2 possible reasons for this:

A) I've implemented a couple precautions to disconnect a player who's not getting the required data and still gets through to the actual game. It may be that I've coded this carelessly so that the server owner disconnects, too. (Highly improbable, though).

B) The data sent to a player as he joins has exceeded critical mass, what with the new machines are such. I have an idea of how to fix this, but it's a major pain so I'll look first to possibility A. Hopefully I'll get this fixed today (currently at school).

I'm terribly sorry about all this. Sad Hopefully these things breaking constantly don't make you feel too bad because I'd be happy to get feedback once I (hopefully) get things working again.

Note that you can't build if [...] you're in a base.

...And you keep your title as the Best Griefer. I'll look to this, too, then. Wink
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Hempuli‽
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« Reply #204 on: February 03, 2011, 07:07:35 AM »

I'm sorry to double post, but since I can't reproduce this bug in localhost games, could someone describe just what happens when the server crashes? Does it crash instantly as you join, or do you get to play a bit? Does the server stay online or does the server owner get kicked out too? This might be really helpful if I want to find the main culprit! Smiley
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« Reply #205 on: February 03, 2011, 07:16:43 AM »

I can join one of your game now if that can helps you to debug.
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« Reply #206 on: February 03, 2011, 07:24:39 AM »

I'm not sure if this is the bug you're talking about, but when I tried to join the ones hosted by Ozoh I always got stuck in the 'waiting for level data' screen.
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Bood_War
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« Reply #207 on: February 03, 2011, 07:25:40 AM »





I think I broke it.  Concerned
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« Reply #208 on: February 03, 2011, 07:44:17 AM »

Just a quick message to say I love the graphics and simple gameplay. Will be following along... now I just hope to get in a game where I can actually start creaming the other team. Played solo until I got bored trying out the different equipment last night.  Tongue
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I game as Scarvye. I blog roguelikes / indie games as a Rogue Wombat
Hempuli‽
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« Reply #209 on: February 03, 2011, 08:19:15 AM »

All of those shall be fixed today!

I think that today's update will be again a bit smaller as I work on the dead reckoning (which is seeming rather hopeless at the moment Cry); I'll update the title screen to a prettier one, add parallax background and fix some smaller bugs.

Currently I'd actually need a few more ideas for the items and machines! Here are what I still have in mind:

  • Mech suit (with a melee lightsaber)
  • A couple varieties of bombs (like a digging bomb and a gas bomb)
  • A cloaking device (due to possible RIDICULOUS griefing it'll only activate when you stand still!)
  • Possibly an UFO-kind of vehicle. I'll probably ditch this because there are already 2 flying machines!

We tested stuff a bit with Caramoun and Bood_War, but didn't seem to able to reproduce the server crash bug. Oh well. I'm sure it'll appear as soon as I'm looking. Sad
« Last Edit: February 03, 2011, 09:39:41 AM by Hempuli‽ » Logged

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