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Author Topic: Multi-Player Spelunky! Alpha v0.03, yep we got an update.  (Read 25909 times)
ipwnu1337
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« Reply #45 on: January 03, 2010, 08:07:16 PM »

I know, but it would be a cool idea.
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Kegluneq
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« Reply #46 on: January 03, 2010, 08:13:51 PM »

After some research, I have determined that online play is possible.

However,

A) This is obviously not my game, and even though my end product will be a mod, the base is still Derek's and such a thing can only go online with his permission.
B) I'm not even sure if the way this game works would be alright for online play. With large levels like these, it'd be no easy task to make everything run smoothly.
C) Online multiplayer is very advanced coding. Even though I have a solid 2 and half years of programming experience (and a 5 on the AP computer science test!), I haven't even touched networking. I'd have to learn an advanced and new (to me) concept in a programming language I'm only semi-fluent with.

Long story short. I'm not making online multiplayer, at least not for a long long time.
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« Reply #47 on: January 03, 2010, 08:17:56 PM »

After some research, I have determined that online play is possible.

However,

A) This is obviously not my game, and even though my end product will be a mod, the base is still Derek's and such a thing can only go online with his permission.
B) I'm not even sure if the way this game works would be alright for online play. With large levels like these, it'd be no easy task to make everything run smoothly.
C) Online multiplayer is very advanced coding. Even though I have a solid 2 and half years of programming experience (and a 5 on the AP computer science test!), I haven't even touched networking. I'd have to learn an advanced and new (to me) concept in a programming language I'm only semi-fluent with.

Long story short. I'm not making online multiplayer, at least not for a long long time.

Wow... in a good kind of way  Grin

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ipwnu1337
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« Reply #48 on: January 03, 2010, 08:35:46 PM »

Then, how would multiplayer work?  There sort of aren't enough keys on a keyboard to do a 2+ person on a computer.
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Kegluneq
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« Reply #49 on: January 03, 2010, 08:40:22 PM »

Keyboard + Gamepad

And there's plenty of room for 3 people (though your chair might be a little crowded)
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ipwnu1337
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« Reply #50 on: January 03, 2010, 09:00:21 PM »

Maybe this could be possible if the whole thing is just one screen.

Though it would lag a bit on older computers.
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gummybears123
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« Reply #51 on: January 03, 2010, 09:45:11 PM »

Or... would it be possible to make this an online thing?

That would be too complicated right?
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« Reply #52 on: January 03, 2010, 10:28:04 PM »

Or... would it be possible to make this an online thing?

That would be too complicated right?
As been said many times, yes it's too complicated.
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« Reply #53 on: January 04, 2010, 07:18:47 AM »

Only idea I had that hasn't been suggested entirely:
Start TM without a mattock at all, he will use his fists to attack. If he finds one it should have a moderately less chance of breaking over any other members.

Maybe have the damsel be the only one with ability to resurrect (rather than favor), but each character can only come back in this way once.

Magnum or normal gun sounds good for Shoppy, either the knockout or make it actually fire 6 rounds, then take a bit before it can shoot again.

Spelunky should be able to carry the normal starting amount of equipment, (4 ropes/bombs) others should be limited to something less.
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« Reply #54 on: January 04, 2010, 10:55:21 AM »

Spelunker could be the ONLY one that starts with ropes and bombs.
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« Reply #55 on: January 04, 2010, 02:44:18 PM »

Spelunker could be the ONLY one that starts with ropes and bombs.

I Second this idea. And taking away the TM's mattock completley WHILE giving him no bombs/ropes makes him USELESS to anybody with next to no advantage. So what if he has a Lower chance of breaking a mattock IF he finds one (so maybe he gets a snake pit, that thing won't last but 2 levels, making him useless again as the other worlds almost never have mattocks, including shops). No one would play as him.
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marsgreekgod
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« Reply #56 on: January 04, 2010, 03:02:13 PM »

We could fix the tunnle man by giving him a number of wall breaks per level, so that he can't just break everything, afterwords he uses the pick (no air fireing) but the ground doesn't die.
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« Reply #57 on: January 04, 2010, 03:04:55 PM »

The ground doesn't die? Huh?
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« Reply #58 on: January 04, 2010, 03:05:01 PM »


For the Tunnelman, I was thinking that his Mattock had a hardcoded breaking point, and once that is reached. Its breaking block power is lost and its a normal weapon.

We could fix the tunnle man by giving him a number of wall breaks per level, so that he can't just break everything, afterwords he uses the pick (no air fireing) but the ground doesn't die.

I(In a way) Already suggested that.
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marsgreekgod
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« Reply #59 on: January 04, 2010, 03:10:08 PM »


For the Tunnelman, I was thinking that his Mattock had a hardcoded breaking point, and once that is reached. Its breaking block power is lost and its a normal weapon.

We could fix the tunnle man by giving him a number of wall breaks per level, so that he can't just break everything, afterwords he uses the pick (no air fireing) but the ground doesn't die.

I(In a way) Already suggested that.
I am sorry for missing your great suggestion then.
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