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  "________" (Prototype networked game with invisible name)  (Read 758 times)
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Offline HeroesGraveDev

JGO Wizard


Medals: 72
Projects: 8


Muahahahahahaha...


« Posted 2012-12-22 03:40:39 »

Yay! It rhymes!  Grin Grin Grin Grin Grin Grin Grin Grin Grin Grin Grin Grin

Anyway, As of this morning, I have been hacking away at some networking code.

I have tried to make a networked game multiple times in the past. At least 3 of those times was while I was using Java2D and no Kryonet. While I did get very far (well, entities, players, and the map were working Wink), I always hit issues with brute-forced code going wrong and bad protocol. So, a couple of months ago, I tried Kryonet. It was easy, but I gave up after suffering from extreme scope creep. Lately, I have been working on fighting back against scope creep. So now I think I'm ready to try again.

Anyone who saw my first few Ludum Dare posts for the recent compo (you probably didn't, but here's the main one) would have seen my code which takes and image and converts it into level data. Well, I used this code, BUT now it transfers the data from the server to the client.

Anyway, here's the screenshots:

Zoomed out to see the whole picture (the level is loaded from my gui image):


Zooming in:




Hey! The tiles have a texture. I wonder what image it is.


Oh, it's the original gui image!


So, basically, I have done what I had done in the first 30 minutes of Ludum Dare, in over half a day, except networked.

Now to get entities working...

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