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Project: Assassination
Project Started: 25th May, 2009 Last Update: 22nd October, 2009
Project Owner: Sumo148 Project Members: Rolox
Project Type: Multiplayer Online Top Down Shooter Project Progress:


 

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OMC

What a goofball

Registered
  21/05/2007
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  3516

KlikCast Musician! Guy with a HatSomewhat CrazyARGH SignLikes TDCHas Donated, Thank You!Retired Admin
25th May, 2009

Holy cowbiscuitsawesomeface. This is going to be an epic game.

 

  		

Sumo148

Super amazing fantastic user

Registered
  26/01/2009
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  530

360 OwnerThe Cake is a LieVIP MemberPokemon Ball!I am an April FoolI donated an open source projectSanta Hat
25th May, 2009

hehe, thanks. These are just ideas for now. If anyone has any ideas, post them up!

 
n/a

OMC

What a goofball

Registered
  21/05/2007
Points
  3516

KlikCast Musician! Guy with a HatSomewhat CrazyARGH SignLikes TDCHas Donated, Thank You!Retired Admin
25th May, 2009

As silly as it sounds, I think the spectator mode sounds the most fun.

 

  		

Sumo148

Super amazing fantastic user

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  26/01/2009
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360 OwnerThe Cake is a LieVIP MemberPokemon Ball!I am an April FoolI donated an open source projectSanta Hat
25th May, 2009

okay...

I think hijacking cars, running people over, and drifting sounds so much more fun. I actually already have a car drifting engine from a "friend".

 
n/a

OMC

What a goofball

Registered
  21/05/2007
Points
  3516

KlikCast Musician! Guy with a HatSomewhat CrazyARGH SignLikes TDCHas Donated, Thank You!Retired Admin
25th May, 2009

Awesome. You should do a betting mode a la Smash Bros Brawl. You could set a tourney with certain people within this large area (which sounds awesome, btw) and specatators can bet on who will win. The catch is, you can still be killed by people not in the tourney, and killing someone not in the tourney doesn't add to your score.

You'll have to have a system in place that cuts the large area into pieces, or you'll have a lot of lag. E.g., when in quadrant 1, only send and receive data to and from other players in quadrant 1.



 

  		

Sumo148

Super amazing fantastic user

Registered
  26/01/2009
Points
  530

360 OwnerThe Cake is a LieVIP MemberPokemon Ball!I am an April FoolI donated an open source projectSanta Hat
25th May, 2009

i don't think I would get that much lag, since the OINC object is only sending position variable relative to the players and not everything else. Most of everything will be backdrops (obstacles) to make the run time faster.

I don't think your idea would even work, because what if everyone but one player was in a quadrant. Would that player be excluded from the sending/receiving data?

I like your idea about the tourney though.

 
n/a

OMC

What a goofball

Registered
  21/05/2007
Points
  3516

KlikCast Musician! Guy with a HatSomewhat CrazyARGH SignLikes TDCHas Donated, Thank You!Retired Admin
25th May, 2009

You would be sending info to the quadrant you're in, not to nobody. If you have a boatload of players in a huge map all sending each other info, it will laaaaag like there's no tomorrow. Gotta compartmentalize.

 

  		

Knudde (Shab)

Administrator
Crazy?

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  31/01/2003
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  5125

Has Donated, Thank You!Clickzine StaffKlikCast StarVIP MemberGhostbuster!Dos Rules!I donated an open source project
25th May, 2009

How are you going to handle the slomo grenades in an online enviroment?

 
Craps, I'm an old man!

Sumo148

Super amazing fantastic user

Registered
  26/01/2009
Points
  530

360 OwnerThe Cake is a LieVIP MemberPokemon Ball!I am an April FoolI donated an open source projectSanta Hat
25th May, 2009

using the TimeX. When someone uses it, it will send out a "timer string" to other clients that will slow down their game as well. I may take that out since it may be a pain in the ass with people doing it.

 
n/a

Sumo148

Super amazing fantastic user

Registered
  26/01/2009
Points
  530

360 OwnerThe Cake is a LieVIP MemberPokemon Ball!I am an April FoolI donated an open source projectSanta Hat
25th May, 2009

I don't lag wont be much of a problem. There's three factors that can create lag:

-Distance between client and Server
-How much the server is used by other apps
-framerate

I cant control the first two factors, and I assure you the framerate wil be good

 
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Sumo148

Super amazing fantastic user

Registered
  26/01/2009
Points
  530

360 OwnerThe Cake is a LieVIP MemberPokemon Ball!I am an April FoolI donated an open source projectSanta Hat
25th May, 2009

actually, I cant change the first two factors. Just change your server to one thats closer to you and not used much by other apps. One good answer is using "localhost" on port 6121 and having people connect to your IP Address.

 
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OMC

What a goofball

Registered
  21/05/2007
Points
  3516

KlikCast Musician! Guy with a HatSomewhat CrazyARGH SignLikes TDCHas Donated, Thank You!Retired Admin
26th May, 2009

You need to expand the second factor to include how much YOUR app uses the server. The bigger the load, the bigger the lag, regardless of how many apps it's spread across.

 

  		

Asholay



Registered
  15/06/2002
Points
  394

360 Owner
26th May, 2009

I agree with the Old Geeza - you should only update online data when you absolutely need to.

The game might not lag to start with, but a while down the line, after a few updates, you might start to see some - and it will be more difficult to change your engine framework.

 
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