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DizzyDoo



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27th April, 2006 at 17:30:37 -

Me again! I'm making real progress learning Moogame, but i've come across a problem. I try to use the simple dead reckoning engine that says:

+Moogame is connected
-Moogame selects tracking object "player"
-Moogame outputs tracking on track 1

This is with all the connection code, that works fine. However, after testing the game on my computer, it comes up with "the application has encountered a problem and needs to close" error. This is me connecting to help3000.net with only 1 application running. This error happens as soon as you start moving for a few seconds or after about half a minute of staying still.

When i run 2, one appears, so it is connecting fine (i know that you cannot test dead reckoning on a local set up)

Any help will be much appreciated!

Thank you,
DizzyDoo

 
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steve



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27th April, 2006 at 22:50:22 -

its best to make your own deadreckoning; moogame's doesnt work

 
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Silveraura

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28th April, 2006 at 00:51:09 -

MooGame's would work, if it needed more information. The problem is, Dead Reckoning is different in every game. The idea is the same, but the actual engine is completly different.

 
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Assault Andy

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28th April, 2006 at 07:53:14 -

Like the other two said, make your own dead reckoning. The built in one is glitchy (or so I've heard?) and you have alot more control when you use your own.

 
Creator of Faerie Solitaire:
http://www.create-games.com/download.asp?id=7792
Also creator of ZDay20 and Dungeon Dash.
http://www.Jigxor.com
http://twitter.com/JigxorAndy

steve



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28th April, 2006 at 10:50:06 -

The built in moogame deadreckoning is extremely smooth but if you have more than 2 players it starts screwing up (I tried to get it work for about a year, fiddling around with the parameters, most of the time it would just crash.)

 
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DizzyDoo



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28th April, 2006 at 15:43:48 -

Sounds good, but how would i do that? I can guess how to do the changing direction and so forth (and when i've tried that it runs real slowly) but the players have accelertion and deaccelleration.

Could someone outline the general principle?

 
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Silveraura

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28th April, 2006 at 17:11:21 -

Dead Reckoning, if you dont know Matt, is where clients recieve fewer messages, but use these messages to predict what will happen next. For example, if a player is moving streight, and sends that message, then the clients recieving that message, can make the assumption that the player is going to continue moving streight until another message says otherwise. With this in mind, you only need 2 messages, one that says the player started moving streight, and another that says he stopped. This avoids the need to have to send a message every few frames, just to create semi-smooth movement. Dead Reckoning appears to run a lot smoother, even in major lag. However, if it's not done correctly, dead reckoning will hurt more then it helps.

 
http://www.facebook.com/truediamondgame

DizzyDoo



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28th April, 2006 at 17:40:37 -

Actually, to test it out i was using the 8 directional movement. I'll try it with my static movement, and see what happens.

Thanks Brandon, i'll work with that as well.

 
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Assault Andy

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28th April, 2006 at 23:25:27 -

Your very own Static Movement? Here's the code for my version.
Always set player.x to player.x + 0
Always set player.y to player.y + 0

 
Creator of Faerie Solitaire:
http://www.create-games.com/download.asp?id=7792
Also creator of ZDay20 and Dungeon Dash.
http://www.Jigxor.com
http://twitter.com/JigxorAndy

Arneckian



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29th April, 2006 at 03:13:30 -

Lol

 
Phizzy is God. Mod him.

DizzyDoo



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29th April, 2006 at 08:05:10 -

Sorry, i forgot to say, it's a platform static movement, with water and edge hanging. <.<

 
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Silveraura

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29th April, 2006 at 16:34:31 -

Platform movement is alot harder to do dead reckoning with, because rather then just having to move in a direction, where you only have to send the direction and speed, and 2 messages, 1 to start and 1 to stop. Now you have to keep in mind things such as gravity and a lot of other things that could throw the dead reckoning off. Things such as water and cliff hanging wouldnt be a huge deal, just changing animations and sending the new ones. You'd have to program dead reckoning for each thing though, if the engine was very different, and you didnt want glitches.

 
http://www.facebook.com/truediamondgame
   

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