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1  Game Development / Networking & Multiplayer / Re: [KRYONET] Movement updates on: 2013-07-23 23:15:00
What part of not accurate do you want to fix?  For example, is it that one player is shooting at a target that isn't really where it appears on the screen? 

There are two philosophical ways to handle that: one way is to make bullets (or whatever) very forgiving so that you hit if you in the general area so that inaccuracy doesn't matter much. 

The other way to handle it is to say that a hit is when you hit what you see on your screen and it doesn't matter if the player is actually somewhere else. 

I may not even be answering your question.  If not, be more specific. 

2  Games Center / Archived Projects / Re: Fleet Game on: 2013-02-20 04:12:34
The bullets are very slow compared to the ships (at least vs. reality) so that your ship can sometimes 'dodge' a bullet.  I think that is fun, but it makes AI predicting if a bullet will hit very difficult since you have time to change course while the bullet is flying.  Fixed guns have faster shots then turrets. 

I was thinking about having following ships have their guns just be programmed to fire where you fire only.  Then they would just be an extension of your ship and always do what you would expect.  That would be the simplest I think.  That's the way the following ships drive.  Originally I had them use AI to follow (like the way the escorts stay with freighters) but the AI could never keep up because humans are just better drivers.  So I just stick them behind you by physics fiat.  I could have them shoot wherever you shoot too. 

It isn't hard to make the AI ships more effective, I actually tuned them down to make the game more accessible.  My son ( eight ) said it was too hard.  The trick is that it starts easy but I don't bring the AI up much and probably should. 
3  Games Center / Archived Projects / Re: Fleet Game on: 2013-02-19 23:36:15
Thank you for playing this so much. 

There is certainly a problem with friendly fire.  Your AI controlled ships can accidentally hit you.  They do a ray trace to see if they will hit someone on their team near by but this can be inaccurate because they don't correctly anticipate their speed and your speed.  I don't think I can make them perfectly avoid friendly fire without making them perfect shots, which has its own problems.   But it could be much better.  When I have a ship with me I often use it as a freighter only (just cargo slots) or only with rear firing arc guns.  That can work pretty well with the lead ship firing forward and the trailing ship firing backward. 

Mines can be way too effective, particularly since the AI does nothing to avoid them.  Having the AI avoid them sometimes is pretty easy to add.  I also think I would like to add a 'torpedo net' component that would afford you protection against torpedoes and mines in the arc of the gun slot it takes (forward, backward, left or right).  That could be pretty effective for groups of ships since you could have the leading ship have a torpedo net in the front, etc.  There are many components I would like to add, including radar, radar guided guns, flight decks with airplanes, missiles, etc.  Each will have different balance and AI issues.  I was sort of hoping to show that I could do more than just guns with torpedoes and mines, but the balance is wonky for sure. 

I have seen a bug where the red fleet just stops shooting at you.  I am not sure what causes this-- it could be that somehow their AI is fixed on a dead enemy or something else.  You have to play a while to get that problem and you have my eternal gratitude for playing that much.  If you see this problem, or crash when you launch a mission, it is really helpful to know the mission you were launching when you crashed, and if you can remember, which missions you have done.  I am trying to track down the problems but that is a huge clue. 

Again, thank you so much for trying this.  It is so helpful to get feedback. 
4  Games Center / Archived Projects / Re: Fleet Game on: 2013-02-19 05:10:46
It's actually quite possible for a boat or a projectile to go on land.  The easiest case to demonstrate is get a second ship, have it follow you.  Then get close to an island and spin a circle.  It will pass right through.  That's because I totally cheat the ships that follow you in formation.  You can also drive yourself into an island by bumping into the island and turning. 

I'm not doing a real rigid body simulation.  The ships don't have momentum and they don't impart angular momentum on each other so it's possible to turn into (and through) the thing you are colliding with. 

I started thinking about this because of the guy who commented about it being annoying that your boat stops when you bump into things.  This is really annoying when the two things are going in the same direction at similar speeds.  They should brush against each other and not stop each other because they touch.  But I don't have any real simulation of momentum in the game so its hard to have the ships collide accurately.  It's possible, it is just something I have to think about. 
5  Games Center / Archived Projects / Re: Fleet Game on: 2013-02-19 00:15:50
Thanks.  That is a really interesting idea to communicate with ships.  I think it is kind of confusing which ships are doing what (green/ blue / red) so some communication / status system would help.  I would like to have a way to win new ship components.  Once you by a component, it is available at all ports, but you have to find the 'plan' at a port.  It would be great if you could buy or steal a gun plan from somebody, or buy it. 

One problem with the vector style is that you can't true to it and have windows.  That means you can't have pop ups, but maybe I am being too much of a purist. 

Nobody seems to be having performance problems.  I could make the world like 10x as big on my computer but I was worried someone would get a bad framerate.  The other problem is that I don't have enough variety in geography.  I need continents or rivers or something.   I think I could figure that out though. 
6  Games Center / Archived Projects / Re: Fleet Game on: 2013-02-18 22:20:56
I just put up an updated version.  I believe I fixed the bug where you crash sometimes when you are near death, and the crash when you click on an empty inspection box.  I also implemented actual's excellent suggestion to have the inspection box populate when you click on a component of your ships, or a component you want to buy. 

I agree that I can do a better ship/ ship collision physics, but that will take a little more time then fixing the bugs.  I really appreciate the suggestions and I am sorry for the bugs. 

This is all very helpful to me.   Thank you. 
7  Games Center / Archived Projects / Re: Fleet Game on: 2013-02-18 01:34:51
Zngga-
Thank you for trying this on Unix.  I am also having trouble running the package on my computer with Ubuntu on it.  I can build the project and run it in eclipse on my Ubuntu compurter, but when I export it as a 'runable jar' I get a folder, not an executable.  I am just not that familiar with this so I am going to have to figure it out.  Since it works in the IDE in Ubuntu I am pretty sure I can get it to work like it does in Mac & PC, I just have to figure out how to package it correctly.  Or something. 
8  Games Center / Archived Projects / Re: Fleet Game on: 2013-02-18 00:44:17
That is a great idea about the inspection box.  I will try that. 

In every port there is a component called 'cargo'   You can put this in ships instead of guns.  You can actually make a lot of money moving crates from one island to another but then the blue pirates attack you. 

I agree also about a game over screen.  Really I wanted to do more ( I don't have to have islands for example, I was thinking about having missions that are like in mazes, and sea monsters, submarines etc. )  but I had to cut off at some point to get some feed back. 
9  Games Center / Archived Projects / Re: Fleet Game on: 2013-02-17 20:50:16
I fixed the bug when you click on the 'inspect' box.  You are supposed to click on the guns on your ship and drag them to the inspection box to see their properties.  Or you can click on the available components and put them into the inspection box to see if you want to buy them and put them on your ship. 

Thank you for finding that bug. 
10  Games Center / Archived Projects / Re: Fleet Game on: 2013-02-17 20:28:28
Actual-  thank you for trying this.  I will see if I can recreate those bugs.  You are supposed to drag guns and other components into the inspect box which I am sure is totally confusing. 

The 'M' key has a map of the world.  You can also click in the lower right corner to get the map.  Clicking on an island will target it.  Clicking on the top right is missions/ objectives. 

I added a Mac and Linux version now.  I have tested the Mac and I will try the Linux soon. 

11  Games Center / Archived Projects / Re: Fleet Game on: 2013-02-17 18:29:32
Sure.  I have tested a mac version but I havent tried a Linux one.  It shouldn't be too bad to make those versions.  I will try that and post when they are up.   
12  Games Center / Archived Projects / Fleet Game on: 2013-02-17 15:42:06
Flat Fleet is a game prototype I made in Java with lwjgl.  It's an open ended action game in the style of old vector graphics game. 
I had some time between jobs to make this and I had a lot of fun with it.  No one has really played it except my son, so I know there are some bugs and probably other problems that I would love to get feedback on.  

www.backyardrobots.com/fleet/fleet.html

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