I received quite a few reports of characters over-moving and controls becoming "sticky" or "locking". In short, this is due to the game running behind; I hadn't tested on a slower computer so I never encountered the problem myself.
I am genuinely embarrassed such a serious issue made it into the release, even more so by the comments I've being pointed to on the BYOND forums.
I apologize for misleading users on the actual game, BYOND's controls aren't the problem.
I hope those users that experienced problems try the game one more time and disregard the problems of the earlier version.
Not too much was added to this version. The major change was a complete rebuild of the collision system, which was the culprit in the past version for the slow-down.
I was in the process of separating the Mega Man parts from the engine when I read the comments of laggy controls so I had to shift gears to get a working demo out again.
A stage select screen has been added but only two of the stages are accessible now(Guts Man and Zero).
Mega Man can now slide. Charging animations and charge blasts are different.
Platforms have been improved.
Only two characters are available now, Mega Man and Proto Man. You can switch between these on the stage select screen.
My next goal is to separate Mega Man code from the engine so I can reuse the base for another platformer at some point.
I would like to add at least 4-8 stages and some boss powers and items.
Any multi-player yet?
Before I started working on getting this release together I had done a lot of work on getting two players moving around. Since it can't use BYONDs default network model, I had to set up a client/server model. Someone was nice enough to post a link to a demo but I was unable to learn or take anything from it so I had to create my own library.
Basically it sent "messages" back and forth between the server and multiple clients. If you've ever looked into dealing with networking in C++ games you'll have a good idea how this works.
I tested a very crude version(which just sent positions and control information many times per second) with Lufia.
The results were expected with the method used(characters were jumpy because of the time between updates) but short of that it was a successful test, we were able to run and jump around in the same area with around about 1/4 to 1/2 a second delay between us.
Obviously this is only a proof of concept as far as multi-player goes. A real game would apply smarter networking and estimate player movement to allow for a smooth experience.
I'm not promising anything as far as a multi-player platformer right now. Some people are interested in the possibility and I wanted to share my experiences thus far.
Sep 28 2008, 2:15 pm