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1  Games Center / Archived Projects / Re: UFO on: 2007-06-21 21:25:14
The powerups use to stay longer but it was too long and the game became as easy as holding down the mouse and spinning around.  And that is No good =)
2  Games Center / Archived Projects / UFO on: 2007-06-20 23:19:39
Hello,
I've been programming in Java off and on for about 3 years now.  My skills are not that good but I pushed on to try and make a game.  After many too ambitious projects, and many I just stopped caring about I finally finished my first game.

It is a simple top down shooter, I tried to make the game easy enough for people to casually enjoy, yet hard enough where you don't have to play for an hour before you die just because you are bored.

I made the game using the GTGE engine.



The game uses webstart and runs in OpenGL - I know it works in Windows but cannot test it on Mac or Linux, but they should work.... I hope.

Comments and criticism welcome.

http://www.fubz.us/UFO/UFO.html

-fubz
3  Game Development / Networking & Multiplayer / Few Questions on: 2005-12-29 18:02:36
Ok, i've done a lot of reading, here and on google, about networking.  I've even went and coded most of it in TCP, but there are a few problems and i have to rewrite it from scrratch so i need to start over the right way. 

Ok, my game is a platformer, and as i was reading UDP was reccomened for this type of game.  My only question is.... what data do i send/don't send?

Should i send keypresses to the server and let the server handle it?  Then i read you want to send last position and velocity etc, incase of packet loss and out of order packets.  I'm not really sure how to keep the players synced on everyones screen, and then what if keypresses dont make it? Then what?  The biggest problem would be shooting.... how do you make sure that when a player shoot, and it hits, that everyone registers.  Or do you just kinda let it fly by showing all the shots on the client, and if the server doesnt get the info, oh well.

Also, how big do you think the packets should ever get?  It seems like alot of data to send from server to clients.  Especially if there was only like 8 players, you need positions, velocitys, player state, etc.
4  Game Development / Newbie & Debugging Questions / Re: Overlay on: 2005-12-28 22:47:47
Well that sucks, thanks anyways.
5  Game Development / Newbie & Debugging Questions / Re: Overlay on: 2005-12-28 22:24:03
This isn't for my game, i want to make an overlay that will popup over other games like Counter Strike, Battlefield, etc.
6  Game Development / Newbie & Debugging Questions / Overlay on: 2005-12-28 22:16:46
I want to make an overlay to show me stuff while im in games.  Kinda like how xfire does it, how would i do this?
7  Game Development / Networking & Multiplayer / Network: slow client update on: 2005-10-28 23:34:49
I have a platform type game, and i've been trying to get multiplayer working. I succeeded, BUT, the client doesnt update fast enough so everyone just teleports as they move, even on a LAN.

What i am doing is:

Client:
Thread 1:
- gathers players pos (thats all at the moment, i would hope to add more, but its too slow as it is)
- Stores values in Object array, serializes, and sends

Thread 2:
- handles game


Server:
Thread 1:
- Waits for players to connect
- Starts new Thread to handle client

Thread 2:
- reads players data, deserializes data, stores player(X's) data into static array full of everyone elses data so it can be serialized and shipped off.


I was reading through the forums, and someone mentioned that sending objects is slow, so that might be the reason. But if i cant send objects how am i to send data for say 8 players to the client?
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