I've made some good progress on my final project. I've got one round of rock, paper, scissors set up, so the rest should be easy from there. The only problem is sometimes I forget to set a key before rotating a hand or fingers, which causes them to be rotated in previous frames. There's so much minute movement going on that it's really easy to get lost in. After I finish up the rough animation for Monday, I'm going to add in a static background image for some flavor. Maybe a park or playground scene. I added a texture to one man to help differentiate them. This is what it looks like so far:
Apr 29, 2016
Dev Blog Entry #6 - Networking Questions
Wrapping my head around the whole idea of networks, servers, and clients has been pretty tough for me. I understand peer-to-peer connections, where the users just send the data back and forth. I also understand the concept of a server on a theoretical level, where both users are 'clients' and send data to a server that then pushes only the required data back to the clients. I also get that it's smart to only send absolutely required data back and forth, since the more data you have to parse the more likely it is there will be unclean data.
I just don't really understand it on a practical level. I'm having trouble forming my thoughts into actual questions, but putting the whole thing together seems to be eluding. I think I just need to read up a lot more on servers and how everything works and really seem some code in action that can break everything down.
For my game, it wouldn't be hard to scale it for more players. I would just have to change the variable that restricts the maximum number of players to a higher number. That many players would have trouble fitting on the screen, but they would be there. The game itself would be unplayable, but the server can already theoretically handle that many players.
I just don't really understand it on a practical level. I'm having trouble forming my thoughts into actual questions, but putting the whole thing together seems to be eluding. I think I just need to read up a lot more on servers and how everything works and really seem some code in action that can break everything down.
For my game, it wouldn't be hard to scale it for more players. I would just have to change the variable that restricts the maximum number of players to a higher number. That many players would have trouble fitting on the screen, but they would be there. The game itself would be unplayable, but the server can already theoretically handle that many players.
Dev Blog Entry #5 - Making Changes
I plan on making three major changes to my local multiplayer game. They are:
- Add support for 3 or 4 players
- Add support for turning your ship to allow 360-degree shooting
- Force bullets to curve toward the middle of the black hole to discourage "trapping"
Adding support for more players is incredibly simple. I need to simply make two more player objects, and add in the built-in logic for collisions that the other players already contain. I'll also need to make two more "rooms" - Gamemaker's levels, one for three players and one for four. Then on the main startup room I'll need to add some logic for allowing players to choose if they want a 2, 3, or 4-player game. It's as simple as the user pressing the corresponding number key. Controller support for the two additional players is easy as well. When each player is created, it is assigned a 'pad_num' variable. Player 1 is 0, player 2 is 1, and so on. Players 3 and 4 will just need to be assigned that variable.
The logic for turning the ship is slightly more complicated. I already have the logic written for turning with the right analog stick, but the sticks are too loose for it to work correctly. I'll have to look into using the bumper buttons, and having each press turn the ship 90 degrees instead of having true free movement. I'll have to look into this more.
The third change is making bullets have a weight and angle to them. This will be achieve by using the built-in gravity and gravity_direction functions in GameMaker. I'll add the gravity to the bullets to make them gravitate towards the middle of the screen.
Game #3 Final Update
The last thing I added into my game was a score tracker to make it more of a game. There's still no real ending, but players can now keep track of score and make their own rule. They can also spawn multiple balls with the S key (but I don't recommend that because too many on screen at once will slow the game down). The score tracking works pretty well, but the game occasionally lags for one player which causes the scores to sometimes not match up. Here's what the game looks like with two players and the score:
I also added in a few sounds. The general background cheer noise comes from SoundBible: http://soundbible.com/1881-Sports-Crowd.html and the "GOOOOOL" noise comes from this Youtube video: https://www.youtube.com/watch?v=eSnWOWEXyVg
I also added in a few sounds. The general background cheer noise comes from SoundBible: http://soundbible.com/1881-Sports-Crowd.html and the "GOOOOOL" noise comes from this Youtube video: https://www.youtube.com/watch?v=eSnWOWEXyVg
Apr 28, 2016
Final Project Plans
I plan on polishing my second game, the local multiplayer one, for the final project. I want to add in support for 3 and 4 players. I also want to add in the ability to turn your ship to allow attacking in 360 degrees. The added number of players will make the game more hectic and fun. I'm also going to add some new functionality to the "black hole" I used in the two player game. I'm going to try and make the bullets curve around the black hole to add some strategy and make it less easy for the players to "trap" one another. I'm going to add some more polish and tighten up the delay on being able to shoot so that players can't fire bullets so quickly.
Apr 24, 2016
Game #3 Update 4
I've continued working on my game, changing the art a bit and I managed to get the ball synced up on both clients, so I've got a fully playable game. The art is primitive, but I think it's cute and kind of endearing. All I need to do now is add in some sound effects and some logic for when a player scores. Maybe some sort of variable to keep track of goals. I don't really have a plan for ending the game, instead letting players end when they choose. Here's what the game looks like right now with one player in the game.
Apr 21, 2016
Game #3 Update 3
I've changed my game into a sort of soccer game, where the players must bounce a ball into the opposing player's goal. I have the networking stuff set up, and the player instances are synced. All I need to do now is set up the logic for synchronizing the ball instance, the logic for when a player wins, and I need to clean up the art a bit.
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