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n0rtygames
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Re: Divius - PvP Shmup public alpha 0.50
Good shit. Glad to see you made a base for this - remember talking about this way back when.
Some interesting mechanics, just gotta nail that netcode conundrum.
Could you stress test this and output the maximum number of bullets you expect to occur in a proper gameplay scenario then report back with that number? Might be able to come up with some shit to nudge you in the right direction on the networking side.
(Networking is hard. Prepare for pain.)
Some interesting mechanics, just gotta nail that netcode conundrum.
Could you stress test this and output the maximum number of bullets you expect to occur in a proper gameplay scenario then report back with that number? Might be able to come up with some shit to nudge you in the right direction on the networking side.
(Networking is hard. Prepare for pain.)
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Re: Divius - PvP Shmup public alpha 0.50
Well, there are plenty of more difficult things .. but not sure if there's that many things that are more painful.n0rtygames wrote: (Networking is hard. Prepare for pain.)

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n0rtygames
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Re: Divius - PvP Shmup public alpha 0.50
Sorry I should re-iterate:
Getting two clients to talk to each other is easy. It's a piece of piss.
Getting them to do so in the context of a game, running in sync and at a speed that is tolerable to the end user is painful and hard to get right.
If you're among a crowd of people who complain about one frame of input lag, imagine the reaction to 25ms. I suppose you could go with the old RTS lockstepping model, but then you're looking at somewhere between 4-8 frames buffer for that.. Meh!
Getting two clients to talk to each other is easy. It's a piece of piss.
Getting them to do so in the context of a game, running in sync and at a speed that is tolerable to the end user is painful and hard to get right.
If you're among a crowd of people who complain about one frame of input lag, imagine the reaction to 25ms. I suppose you could go with the old RTS lockstepping model, but then you're looking at somewhere between 4-8 frames buffer for that.. Meh!
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Re: Divius - PvP Shmup public alpha 0.50
Oh, I didn't mean to imply that it was easy or anything. Rather what I tried to say is that compared to other things of comparable difficulty, writing real-time sensitive netcode is far more painful in terms of development process, because the hostile environment (internet with it's random, unpredictable packet delivery) makes debugging such a mess.n0rtygames wrote: Getting them to do so in the context of a game, running in sync and at a speed that is tolerable to the end user is painful and hard to get right.
Re: Divius - PvP Shmup public alpha 0.51
Dude, this is brilliant, gonna test it with friends when I have the chance.

Re: Divius - PvP Shmup public alpha 0.51
ha ha
only local play
friends
this is forum for niche games
only local play
friends
this is forum for niche games
Re: Divius - PvP Shmup public alpha 0.52a
Tiny balance changes.
Updated to 0.53a
EDIT:
Updated to 0.54a
Updated to 0.53a
EDIT:
Updated to 0.54a
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S20-TBL
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Re: Divius - PvP Shmup alpha 0.60a (online-play enabled)
I've tried to DL the demo multiple times now but Chrome kept rejecting the file as "malicious". Maybe it's the networking files being mistaken for suspicious backdoors?
This also happened when I DL'ed Rozyrg and Mice's games, but I only got the warning once and managed to get the zip files anyway. Here I got it like 3-4 times in a row. I'll see if I can get Chrome to go around it.
This also happened when I DL'ed Rozyrg and Mice's games, but I only got the warning once and managed to get the zip files anyway. Here I got it like 3-4 times in a row. I'll see if I can get Chrome to go around it.
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BPzeBanshee
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Re: Divius - PvP Shmup alpha 0.60a (online-play enabled)
Same issue here. I got around it by extracting it with 7-zip anyway while it was still named as "Unconfirmed Download.1021032" or whatever it gets named at first.
I then attempted to play this with a friend today using a keyboard for player 1 and your included Joy2Key (no ingame joystick support?
) and it locked up the keyboard and forced me to reboot my computer. :S
THEN I attempted to test its multiplayer component by hosting two games on the same machine. Both clients then spat this error on getting to the game field:
Not sure what happened there.
I then attempted to play this with a friend today using a keyboard for player 1 and your included Joy2Key (no ingame joystick support?

THEN I attempted to test its multiplayer component by hosting two games on the same machine. Both clients then spat this error on getting to the game field:
Code: Select all
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Alarm Event for alarm 0
for object oClient1:
Push :: Execution Error - Variable Get -1.hit2y(100083, -2147483648)
at gml_Object_oClient1_Alarm_0
############################################################################################