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Author Topic: Online Spelunky Coop Mod  (Read 13451 times)
Twitch
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« Reply #75 on: March 31, 2010, 08:42:49 PM »

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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Nyogtha
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« Reply #76 on: April 01, 2010, 05:54:50 AM »

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.

lol. Nice.. thanks.
By the way, sounds very promising so far! Can't wait to check it out.
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liams
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« Reply #77 on: April 05, 2010, 11:26:58 AM »

I cant wait to open a challenge liam to a multiplayer game topic. Hehe, im doing this in advance so i can say i thought of the idea first. Keep up the good work this mod sounds great!
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Kirby
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« Reply #78 on: April 05, 2010, 11:36:24 AM »

I thought of doing that but I think I'd win too many times.
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Patrick
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« Reply #79 on: April 05, 2010, 04:40:25 PM »

I cant wait to open a challenge liam to a multiplayer game topic. Hehe, im doing this in advance so i can say i thought of the idea first. Keep up the good work this mod sounds great!
A stickied topic where you can quickly post the server address for someone to join your game. It'd be somewhat slow with 2 players, but if we get more working, it could be awesome.
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AresRomanGod
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« Reply #80 on: April 24, 2010, 05:17:45 PM »

Whatever happened to this? Given up on it already?
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Jadan
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« Reply #81 on: April 29, 2010, 11:53:52 PM »

I received this reply from Twitch on April 19th from a email I sent to him on the 15th regarding this mod:

It's on hiatus right now due to life and general lazyness. Hopefully I will finish it sometime.
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Patrick
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« Reply #82 on: July 15, 2010, 11:55:28 PM »

Sorry guys.

I'm just posting this to let you know Twitch has called it off.

From a conversation with him...

Twitch: Yeah, my progress didn't matter
Twitch: I have to re-code the ENTIRE game from scratch
Twitch: it's just too annoying to code

As much as I'd like to see Spelunky online multiplayer, I don't think it's going to happen unless someone else with the know-how does it.

...OR Derek re-codes everything to make it easier for Twitch  Huh?
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Archon
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« Reply #83 on: July 18, 2010, 10:02:40 PM »

I actually started working on a Co-Op mod for Spelunky a few days ago using 39dll, unaware of this project. One player hosts, the other person joins. The level does get sent over to the other player, you can move around, see the other person move around and such. I have not done any synching of anything other than the map and the players yet though, as I still need to iron out some bugs in message transmission. I don't plan on giving up on this, and it definitely doesn't look like I'll have to rewrite the whole game as Twitch claimed he would have to, so I'll be sure to post it on these forums when it's finished. Keep your eyes peeled!
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Patrick
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« Reply #84 on: July 19, 2010, 12:04:19 AM »

I actually started working on a Co-Op mod for Spelunky a few days ago using 39dll, unaware of this project. One player hosts, the other person joins. The level does get sent over to the other player, you can move around, see the other person move around and such. I have not done any synching of anything other than the map and the players yet though, as I still need to iron out some bugs in message transmission. I don't plan on giving up on this, and it definitely doesn't look like I'll have to rewrite the whole game as Twitch claimed he would have to, so I'll be sure to post it on these forums when it's finished. Keep your eyes peeled!
Great.
What you described is EXACTLY what Twitch was up to when he stopped.
Anyway, good luck, and I'll tell Twitch so he can maybe help you.
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Yknuleps II
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« Reply #85 on: July 20, 2010, 10:36:29 AM »

Is there any demo?
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« Reply #86 on: July 20, 2010, 04:36:51 PM »

It doesn't look like it  Grin
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KarjamP
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« Reply #87 on: August 14, 2010, 10:48:03 AM »

Maybe I should try this online multyplayer concept, though I can only do it when I get adsl. I've got a idea on how to work the multiplayer thingy.

When more than one player works on a screen at a time, one becomes a "master", and the other players becomes the slaves. the master controls all the events on the stage at the time,as well as send visuals to the slaves, while the slaves input the info to the master. when the master goes to another stage, one of the slaves becomes the master. if a master goes to the certain stage, and find out that there's a master in there, then the first master would become the slave to the second one.

How do you like that?

Sorry for the grammar mistakes (too lazy to correct them).
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Bae
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« Reply #88 on: August 15, 2010, 02:18:59 PM »

Nobody wants to see mah Spelunky skills?

FINE. I'll go get eguee as my buddy.

Hmph.
No we are all just to humble to ask
I'm really excited for this; can't wait to grief all the people who take my items in Spelunky.

Yeah, that's right, if I say I get the jetpack and you take it I'm going to throw you on spikes.
...I, uh, don't wanna play with you.

This is why people wot play with you, you can't play nicely.

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)




I was going to make a proper reply to this thread, but the project died. Nice going. Perhaps all these unsuccessful co-op mods should just get a single topic.
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« Reply #89 on: August 15, 2010, 02:25:26 PM »

it MIGHT not be dead. could be alive still.
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