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ANtY
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« Reply #15 on: January 27, 2011, 09:46:21 AM » |
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You don't have to simulate falling physics on server side, do you?
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goshki
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« Reply #16 on: January 27, 2011, 11:20:40 AM » |
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You don't have to simulate falling physics on server side, do you?
Of course not.  They're just for the lolz after all... 
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ANtY
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« Reply #17 on: January 27, 2011, 11:26:55 AM » |
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You don't have to simulate falling physics on server side, do you?
Of course not.  They're just for the lolz after all...  So making multiplayer for this game won't be so hard, hm?
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goshki
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« Reply #18 on: January 27, 2011, 11:18:38 PM » |
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So making multiplayer for this game won't be so hard, hm?
I guess I'd be able to restructure the code in one evening to make it capable of online multiplayer (I mainly have evenings to work on the game). But it poses a dillema: focus on an offline (on one keyboard) multiplayer that I have now and finish the game before the deadline or try to add online multiplayer and risk not finishing the game because of the scope (I expect a ton of online-related technical and design issues; having gameplay controlled by the server is just a tip of an iceberg).
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ANtY
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« Reply #19 on: January 28, 2011, 05:47:37 AM » |
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You are right, it's better to finish singleplayer game than not finish multiplayer.
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goshki
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« Reply #20 on: January 28, 2011, 06:11:48 AM » |
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You are right, it's better to finish singleplayer game than not finish multiplayer.
Of course online multiplayer is still on my TODO list. Just later. 
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ANtY
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« Reply #21 on: January 28, 2011, 08:04:17 AM » |
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Sure, btw: goshki like "gorzki"? 
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goshki
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« Reply #22 on: January 28, 2011, 08:12:54 AM » |
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Sure, btw: goshki like "gorzki"?  Yes. :-)
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goshki
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« Reply #23 on: February 19, 2011, 01:36:46 PM » |
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It may look like the project has died silently but that's not the case. And to proove it, here are two screenshots of what it currently looks like:   Unfortunately I don't have enough time to implement all the features I have planned in the beginning so my current objective is to do the minimum plan and polish what I have as much as I can before the deadline and then we'll see. Oh, and the latest version is here.
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ANtY
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« Reply #24 on: February 20, 2011, 07:27:12 AM » |
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Screen from "so what are you working on" ( http://i.imgur.com/BGLqJl.jpg) thread is funny. I like the style of graphics in this game and waiting for some multiplayer (official TIG's tournament? :D).
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Nix
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« Reply #25 on: February 20, 2011, 07:39:08 AM » |
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I just saw this for the first time, and it's great! A sort of high speed rock-paper-scissors/chicken sort of thing. I hope you're still planning on online multiplayer. That would be tons of fun.
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goshki
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« Reply #26 on: February 20, 2011, 08:44:35 AM » |
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I like the style of graphics in this game and waiting for some multiplayer (official TIG's tournament? :D).
I hope you're still planning on online multiplayer.
Unfortunately online multiplayer is totally unfeasible before the deadline because I'll be able to work on the evenings only.  But when the compo is finished I'll get back to Player.IO and give online multiplayer a second shot. 
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Will Vale
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« Reply #27 on: February 20, 2011, 02:39:15 PM » |
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I'm glad this one's still going - the new version seems a lot livelier (more impact effects?) The horse faces remain my favourite thing.
Will you do any animation for the thubalups?
Will
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goshki
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« Reply #28 on: February 21, 2011, 12:26:01 AM » |
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Will you do any animation for the thubalups?
Yes, I'm planning to animate horses' legs, heads and tail. There probably will also be some clouds to fill the sky.
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goshki
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« Reply #29 on: February 21, 2011, 12:58:08 PM » |
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New version is up! Now with player configuration and sounds! 
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