Inanimate
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« Reply #80 on: January 27, 2011, 02:54:39 PM » |
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Glitches are the best. Mokesmoe WAS the plane. Seeing a plane hop around is hilarious.
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FK in the Coffee
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« Reply #82 on: January 27, 2011, 05:25:38 PM » |
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Forever alone.
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ink.inc
Guest
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« Reply #83 on: January 27, 2011, 05:39:16 PM » |
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Just played with oddball. Fun.
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mokesmoe
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« Reply #85 on: January 27, 2011, 05:59:17 PM » |
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You should make engineers spawn bombs until you have an actual way of making them, because they run out pretty quickly.
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FK in the Coffee
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« Reply #86 on: January 27, 2011, 06:24:05 PM » |
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Lovely game with John Sandoval, mokesmoe and some guy whose nickname was "lol"
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mokesmoe
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« Reply #87 on: January 27, 2011, 06:27:41 PM » |
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lol lagged for like a minute while in a digger, then had the vehicle-man glitch on and ran through some pathways that weren't there. (I presume he dug them while lagging.)
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Paul McCrawfish
Guest
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« Reply #88 on: January 27, 2011, 11:24:30 PM » |
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This is looking pretty fantastic. Crying shame it moves so slowly on my computer.
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Hempuli‽
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« Reply #89 on: January 28, 2011, 02:37:51 AM » |
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Yeah, I fear that the game is quite memory-heavy! Especially the computer of the game hoster matters a lot. Slower computer equals to more packets lost, which in turn equals to weird bugs everywhere. I'm sorry, MMF 2 isn't the best tool for optimization! Today, I shall add lots of smaller things, like a proper ceiling, bugfixes and hopefully WORD WRAPPING and coloured nicknames. Then I have planned some bigger additions: - Ores to mine
- Cannons
- A machine that creates stuff (currently only bombs) using the ores
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Ozoh
Level 1
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« Reply #90 on: January 28, 2011, 11:13:42 AM » |
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Is it possible to change class? ._.
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nylos
Level 0
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« Reply #91 on: January 28, 2011, 11:31:29 AM » |
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Is it possible to change class? ._.
Not jet but soon - right now you have to reconnect for that.
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Dimikosta
Level 0
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« Reply #92 on: January 28, 2011, 11:33:16 AM » |
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Hey, I was the "lol" guy you were talking about. Anyway I was playing around by myself and the game created a pretty odd map. There was a huge mountain spawned right in front of Red's base. I imagine in a real game Blue would have a pretty easy time invading Red's Base. To save post space I'm just linking to the other screen caps. http://i.imgur.com/uj3r2.jpgThis is coming from Blue's side. http://i.imgur.com/omwiM.jpg
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Hempuli‽
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« Reply #93 on: January 28, 2011, 01:35:30 PM » |
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Update!!!Bugfixes/changes: - The machines shouldn't bug anymore when you disconnect
- When you die, you drop your items
- Beams are now orange to avoid misunderstandings
- Diggers have jetpacks instead of jumping, makes them a lot more useful
- Diggers can hurt enemies
- The ceiling of the game area is now closed to avoid bugs
- There're a few more means to ensure that a player gets all the necessary data. This still probably wont work 100%
- Maximum of 10 players set on every game (sorry, but I think 5v5 is big enough. I'll maybe make it 12 or even 14, in case we get enough players and/or the 5v5 games are stable enough
Additions: - There's now blue ore to dig!
- You have neat kill/death counters in the HUD
- Hitting a player now has a better effect
- The nicknames of the characters are coloured to represent their team!
- There's now a neat little menu in the bottom-right corner for class changing and disconnection!
- Changed the chatbox from bottom to top in order to add word wrapping; it isn't in yet, though, and the new chatbox is too confusing I'm afraid
- Both teams have a bomb-making machine. Each bomb costs 100 ore
I fear that this build may be the most unstable this far, since now that you can fabricate bombs there'll be a lot of instance destruction/creation everywhere, which are pretty easy to be messed up! Hopefully I'm wrong, though. Keep your attention at the small numbers in the bottom-right corner; they're there for testing purposes and if two players have mismatching values, something is SCREEWEEED UP! Report this to me, please NEWEST VERSION GET!(I need to start adding version numbers, huh )
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knight
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« Reply #94 on: January 28, 2011, 03:15:58 PM » |
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That was fun! The diggers are pretty great. I think my favorite class was the soldier.
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Hempuli‽
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« Reply #95 on: January 28, 2011, 03:21:32 PM » |
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Updated to version 1.4 (random number) just to indicate that I (hopefully) fixed some bugs! Apparently the "stunning" visuals of the game hurt the FPS a lot for some people, so I added Direct3D support. Hopefully that'll help, if only a bit. Known bugs: - Terrain destruction caused by bombs isn't sometimes updated for all players, thus leading in wallswimming and airwalking.
- BurnZeZ has curiously 6 more objects in his game than everyone else! Why's that I wonder.
- Diggers still hurt people even when they're not running; this is pretty annoying.
I think I'll need to make a better way to send the bomb explosion areas around, and also try to find out what object is appearing wrongly for players (they're the bombs, I know it, but why? WHY? ) I'm getting quite tired of all these bugs, but luckily what keeps me going is devising new stuff. Tomorrow I shall fix More Bugs and make the scientists to be able to heal! Also maybe cannons and jetpacks.
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« Last Edit: January 28, 2011, 04:11:16 PM by Hempuli‽ »
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Bood_war
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« Reply #96 on: January 28, 2011, 04:58:10 PM » |
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Some thoughts.
Since you are going for a more resource-gathering/research type deal, I don't think that players shouldn't start out with any sort of gun, or maybe a very primitive/limited gun. The map also should be much longer something that would take maybe 5 minutes for a player to walk across unaided. This would give said gathering/research time to actually happen, and lead up to a climatic 'Who darest fire first?' type moment.
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Hempuli‽
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« Reply #97 on: January 28, 2011, 05:00:17 PM » |
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In my vision, I'll try to achieve the possibility to research by making the kills not be the important part of the game. I've explained the game mode I had intended earlier, and I think it would make longer and more research-based games possible even without large map sizes. And to be honest, at this point I want to keep the level as tight as possible for memory-saving reasons, too! Edit Schmedit: Turned out the real culprit for the slowness is, who could guess, the network code. Yippee. I know quite much exactly what is causing it so much, but fixing it is an another matter entirely and I feel like I'll wait a bit and gather motivation before actually fixing it. Sorry everyone, I'm a wuss.
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« Last Edit: January 28, 2011, 05:32:47 PM by Hempuli‽ »
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Hempuli‽
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« Reply #99 on: January 29, 2011, 06:30:12 AM » |
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Don't worry, adding new stuff will keep me interested; it's just that about 70% of the players will get serious slowdown with the current code and that's just no good! Also causes packet loss, I'm sure.
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