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Games / Source / Re: Help test the online spelunky mod!
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on: September 17, 2010, 11:35:47 PM
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Yeah.. that looks like fun. :  Kinda reminiscent of the fights I used to have with my GF in Keg's mod. Epic. I haven't heard from Thespis in about a week... Looks like online is on hold again. I really haven't had a mind for programming lately. Hey Pat, has Twitch seen my additions yet? Maybe he'd like to have a go at it again some time? If not, I 'may' try it again eventually...  I'll try to get him on it again, because I mean, he's capable of doing it, but he's probably not going to want to... He liked the Breakfloor idea though.  Correct, I'm probably capable, but it's just hassle that I don't really feel like having at the moment. In my eyes it feels like it would almost be easier to just re-make the whole game from scratch with c++ (which I hope someone/me actually does eventually so that it could have a chance of being ported to DS for fun).
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Games / Source / Re: Online Spelunky Coop Mod
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on: August 24, 2010, 12:07:11 AM
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Nice! This will be VERY useful, I could see that the code would be different according to circumstance, and having an example to refer to really helps. I've plugged in the obvious instances of oPlayer1 with oPlayer2, and I'm getting errors. Seems I've messed up some variable work along the way. I replaced oPlayer1 with oPlayer2 in all scripts and objects, some minor tweaking is needed there because I forgot to replace some collision events with oPlayer2, but for the most part I got it. Now I need to figure out why the x and y variables seem to be freaking out, and I think that we'll be done with any work on a oPlayer2. After that, import resources and tweak. I know I'll have to combine the code so for things like enemies, ex: oBat that targets only oPlayer2 and oBat that targets only oPlayer1, would need to be combined into a single bat that attacks the nearest player. Once we've made these adjustments it will only be a matter of setting up the connection (hopefully). Here she is: https://docs.google.com/leaf?id=0BwusbxKg2FH-MTdhZDRmMDgtOTFlNS00MmI3LWFlODEtZGNmMzc2ZDE1YmEx&hl=enThanks to Twitch for posting your source btw, its a real beauty. Hope I can help produce a real gem too. Setting up the connection's the easiest part, that's why I finished it first. After you've finished all the code though for multiple players, it's time for the hard part. Setting up every single entity in the game to share variables between clients, such as position, is the shopkeeper angry, how much health does that mummy have, etc.
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Games / Source / Re: Online Spelunky Coop Mod
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on: August 23, 2010, 03:28:16 AM
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Well, have fun working out what the crap is what, but I'm uploading my whole 33mb Spelunky folder, since everything I worked on is in there, probably along with a few mods that aren't mine + the actual game, but I am NOT going through that and figuring out what's what. Have fun. http://www.mediafire.com/?pap7n7izdwxj4fo
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Games / Source / Re: Online Spelunky Coop Mod
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on: August 19, 2010, 04:24:41 AM
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Do you think it might be posible to write a function that picks and addreases the proper oCharacter / oPlayer? parhaps make multiple instances of oPlayer1 instead of a seperate oPlayer2 object... Then use the find replace to find EVERY mention of "oPlayer1" and replace it with the selector function.  Tried that, but alas no. All the functions in the game basically refer to oPlayer1 and so do all the objects, just trying to get the whip working was hell since he uses 3 or 4 objects for the whip and whatnot.
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Games / Source / Re: Online Spelunky Coop Mod
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on: August 18, 2010, 03:26:25 AM
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Have you looked much at the vanilla source? Everyone who has tried to do MP has come across the problem that oPlayer1 is hard coded into almost every element of the game... So trying to change to two players would very likely require rewriting ALOT of code (then the inevitable bugs that will ensue) .
And that is precisely the reason why it was too hard to implement item streaming from player to player. This right here is the reason I don't want to try and continue, since it would need almost a full re-write of the game.
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Games / Source / Re: Online Spelunky Coop Mod
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on: March 31, 2010, 08:42:49 PM
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That's not what he means.
His point, and the point I was going to make myself, is that, although sending keypress data lowers latency, it makes it more sensitive TO latency.
Meaning that even though lag is reduced, even the slightest bit of lag could throw everything off, because the main game will think that player 2 is still walking left, even though he stopped half a second ago.
This results in the two clients falling out of sync, and many things, especially location, getting messed up.
An easy fix would be to combine this method with a reduced version of the traditional method of sending coordinates and what not. Send keypress data every frame, and coordinate/state/etc data every 15 or so frames. (To double check that the locations and what not are still in sync, and fix it if it's not.)
I was actually going to do that exact thing, but didn't want to mention it in the thread since it sounds advanced for a lot of the people here.
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Games / Source / Re: Online Spelunky Coop Mod
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on: March 30, 2010, 01:28:06 AM
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what happens if you clime a rope the other person used?>
I don't know for sure, but because Twitch doesn't come here often, I'll do my best... I think it would be fine, when items send, to generate the rope for both players. If it exists then, for both, it shouldn't cause any problems. Maybe I'm wrong. Ding. My new "idea" at movement is, instead of sending X, Y, Image_index, etc etc. I might try sending messages for "THIS PERSON IS PRESSING LEFT", etc. It could possibly work.
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Games / Source / Re: Online Spelunky Coop Mod
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on: March 27, 2010, 10:08:50 PM
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Yeah, I'm still here guys. I'm just a little busy with life and all, coding is hard work. I'll still get it done, just give me time. Kinnik and Patrick have seen it working before.
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Games / Source / Re: Online Spelunky Coop Mod
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on: March 19, 2010, 01:44:28 AM
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Heya twitch! Yeah, I'd love to play this! I'm helping abit with the other multiplayer mod and it has been ALOT harder than you made it sound. The code specific to player1 is strune throughtout all the objects and scripts so even the 'simple' task of putting objects in player2's hands instead of p1 is a big problem. I would put my money on this being alot harder than you may think.  Yup! MMG's got it right... (as much as you kinda bug me sometimes, you do know your sh*t.) Show me tha money! o god, did i say that? That said, maybe online will turn out easyer for you, seeing as both players are p1 to thier computer?? ... or maybe you just got mad skillz! If either is so... SICK!! I'll be playing your mod ALOT. So please give us an update on where your at now. maybe after you finish you will help us out with some other 'easy' stuff... Orr... (everyone probly knows what I say next) maybe you will release your source code??? Pleaaaase?? I'll be your friend... Seriously, will you give your code? Anyway, I wish you much skill in your endevour!  Hey there Kinnik. Yeah, the code specific to oPlayer1 is very very annoying, and I'm having to re-code all his code basically. And yes, when I am completed, I will release the source code. My current progress right now is the level generation. When you generate a level, a key is made for item and block placement. Now I get that string, and I send it over the network to the other player, which they can then hopefully use to generate the identical level. Now in theory, it works. But in practice, it's very confusing in how Derek generates his levels.
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Games / Source / Re: Online Spelunky Coop Mod
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on: March 17, 2010, 05:59:54 AM
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Well, there's a couple of holes there: What if one person goes in one door, and then the other person goes in the other..? And, would both players have to go into the score room to switch to the damsel? Also.. How will a level be finished? Will both players have to walk through? And, if one player does walk through, will it go to a spectator mode? I know I'm probably annoying you with these questions, but I'm just trying to make sure you have everything proofed.  A few more questions: Will you be able to play level editor levels? I don't think that would work out well, since both players would probably have to have the .lvl file. Will there be a chat in the game? Maybe press T to open a chat thing that disables movement and lets you type stuff to send to the other person? (at your own risk). A chat would be very helpful. How will items work? Will you share them? Will the spelunkers be ghosts? (Can one spelunker interact with another? For example, can one spelunker stand on the other's head?) Will favor (for Kali) be shared? Example: P1 sacrifices a yeti (alive), then, P2 sacrifices a yeti (alive). Will P2 get an item to appear, or will he/she just earn 4 favor for themselves? Sorry for all the questions.. Just want to know the details. If you're getting annoyed, just ask me. I will stop asking so many questions if you want. ;P Me and Patrick have discussed most of these, and don't be sorry, I'm fine with questions! 1: I'm thinking I might just instant switch when one player enters a door to avoid these things. 2: Nope. 3: Yeah. 4: Yeah, editor levels should work if I get level gen-levels sending over. 5: Yes, probably once I've finished, I already have code for a chat, I just shove it in. 6: If I pick up an item, I have that item. 7: They'll phase through eachother, but you can whip eachother. 8: I was thinking of making favor shared, and it gives two items/kapalas when you get enough favor.
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Games / Source / Re: Spelunky GPS Tracker
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on: March 17, 2010, 04:48:56 AM
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You have great skill at this stuff. Your ideas are amazing and your mods themselves sound completely well-done. I'll download this now, 'cause this sounds frickin' awesome.  Hah, thanks, I've been coding in gamemaker since I was 11, and I'm only 15 right now.
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Games / Source / Re: Spelunky GPS Tracker
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on: March 17, 2010, 04:41:52 AM
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It's pretty cool,but I think it should display more things,like: Water (blue) Items (light blue,maybe?) Traps (dark red) Also,it's affected by darkness in dark levels.I don't know if that's supposed to be like that... Note:I'm not trying to criticize.I'm just trying to post suggestions and not be too mean about it.  Crap, I completely forgot water, and to fix the dark issue. I'll quickly shove those in. Didn't want items because that'd be too cluttered. And I didn't want traps, but I might put arrowtrap in.
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Games / Source / Spelunky GPS Tracker
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on: March 17, 2010, 04:20:31 AM
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This is one of my Spelunky mods I whipped up in my spare time when I had no internet yesterday. It adds a new item to the game: The GPS tracker. I just put it in the intro room so you'd have a chance to test it, but it can be found in crates (as rare as a shotgun), or bought from a store. It displays a minimap at the top right, which you can toggle on and off with "v". Red dot = You Green dots = Enemy Yellow dot = Idol Yellow line = Key/Chest Purple dot = Damsel Orange dot = Lava White dot = spikes Cyan dot = Exit There may be some glitches or errors, ie the giant alien showing only 1 dot instead of 4 (I can easily fix this, but I don't feel the need, you know it's a giant alien), but other than the enemies not showing the right sizes (only a tiny few, the big ones), I don't really know any other glitches. http://www.mediafire.com/?ocmxznclymd
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Games / Source / Re: Online Spelunky Coop Mod
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on: March 17, 2010, 04:16:21 AM
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I like that idea better. It will make both players be their best. How would the menu screen work? If someone goes through the start room or a shortcut room would the game automatically start? Which creates the question, will everything be unlocked to start with? If not, how would the connection work with one person who hasn't unlocked anything and another has? One more thing: Will there be two spelunkers, or a spelunker and a damsel? Edit: Sorry for all the questions. I guess it just sounds really exciting.  Personally, I'd like to play with MGG.  Yes, you, MGG. I just think it'd be fun to play with you. (Okay, I'm thinking of rephrasing that.. Don't take it the wrong way. :l) Well, if one person goes in a door, it would wait for the other person to go in the door as well, or maybe that/a 10 second counter. Everything on your game will be unlocked on your game only, if you have damsel, you can switch to damsel, if you have tunnelman, you can switch to tunnelman.
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