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Message
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Tiri
Registered 16/01/2004
Points 78
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18th January, 2004 at 15:34:57 -
ummm hello im tiri as my name says and im tryin to make a online game i got a basic tracking movement system in thats very choppy...i have tried lots of different methods but none have worked can someone help me get a good one??
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Knudde (Shab) Administrator
Crazy?
Registered 31/01/2003
Points 5125
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18th January, 2004 at 15:40:16 -
look for something on dead reckoning, search DC for it.
Craps, I'm an old man!
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Tiri
Registered 16/01/2004
Points 78
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18th January, 2004 at 15:44:00 -
Yep. A good way of doing that is to have the object move based on local calculations unless the other player changes something. That's difficult in a 3D game, but in a 2D game where you have a limited number of directions (say your making an 8-dir birds-eye action game) then you can simply send information to the other player when a key is pressed or released. For example, if the user presses the left key, it's obviously going to continue going left unless the key is released or another key is pressed as well. But as has been said, that can get very complex. I suggest doing it the old fashioned way first, since you've never done it before, as it is a lot easier to get started.
thats what i read in a post since i have only the left right jump and attack buttons would i make it send position for those??
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Knudde (Shab) Administrator
Crazy?
Registered 31/01/2003
Points 5125
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18th January, 2004 at 15:45:51 -
I can't tell you anymore, I've never done an online game.
Craps, I'm an old man!
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Tiri
Registered 16/01/2004
Points 78
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18th January, 2004 at 16:08:15 -
:\ well ok can anyone that has used mooclick help me out??
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Pete Nattress Cheesy Bits img src/uploads/sccheesegif
Registered 23/09/2002
Points 4811
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18th January, 2004 at 16:29:29 -
the best option from what i've read seems to be using the string parser object: putting all the information you want into a single string, sending it and using the string parser at the other end to delimit the information. there's an article about it "Your game needs you to economise with data" or something - search DC for it. it's better than trying dead reckoning; which can be very inaccurate and disruptive to the game.
www.thenatflap.co.uk
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Mr Coffee
Registered 04/09/2003
Points 440
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18th January, 2004 at 16:31:09 -
Most commercial games use dead reckoning so it can work well if you do it correctly. Moogame has dead reckoning built in.
99 percent chance that the above post is 100 percent correct.
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Rycon
Registered 20/09/2002
Points 996
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18th January, 2004 at 23:53:23 -
Also it depends on your update speed, if your using a 56k modem, its gonna be choppy, but if you have faster, increase the update time for smoother. (Update time, as in, how many times per second you send your cords, speed, and animation.)
We are the music makers, we are the dreamers of dreams...
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DEC Stuff
Registered 07/07/2003
Points 1348
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19th January, 2004 at 00:51:32 -
It would be cool to make a ghost in a racing game
http://www.decstuff.net
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Tiri
Registered 16/01/2004
Points 78
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19th January, 2004 at 05:46:26 -
well i have dsl and its still kinda choppy like when the person jumps or attacks and also can anyone give me a good way to do dead reckonig
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Rycon
Registered 20/09/2002
Points 996
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19th January, 2004 at 16:26:59 -
Send an update more times per second, I have DSL aswell, and 10 miliseconds works pretty good, you can even do 5 miliseconds with a LAN.
We are the music makers, we are the dreamers of dreams...
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Tiri
Registered 16/01/2004
Points 78
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24th January, 2004 at 10:41:05 -
i can do that but it will greatly delay the time it takes for a message in my chat to be received
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Rycon
Registered 20/09/2002
Points 996
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25th January, 2004 at 23:35:04 -
Hmmm, :/
I havent messed with MOO alot, but im making a game with Directplay, it can pick up chat strings with no lag no matter what the update time (Well unless im sending too many numbers). When I get to messing with moo more, mabye I can tell you, heh.
We are the music makers, we are the dreamers of dreams...
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Assault Andy Administrator
I make other people create vaporware
Registered 29/07/2002
Points 5686
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26th January, 2004 at 02:29:53 -
Direct Play is good, but not good in the sense that you have to play lan or know another person's ID. A good tracking method depends on the movement type you want. I made a mmorpg and the reason it had no lag was because it didn't send the positions of the other objects by the time. The movement I used made the player move to where you clicked, so all you needed to send was the co-ordinates to move the player to and then the other player's client would use dead reckoning to move there.
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
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Beachbabe
Registered 26/06/2004
Points 10
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1st July, 2004 at 09:32:51 -
HEY!!! Does anyone have a good game with mooclick for an example???
Ive got a very good game, but want to make it go over the internet
can you please email me @ mattlisdman123@hotmail.com and ill advertise your games on my VERY POPULAR website...
www.therealshit.tk
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