ID:1740416
 
http://steamcommunity.com/sharedfiles/ filedetails/?id=354480997

I found it kind of interesting. Definitely gave it a thumbs up.
looks fun
In response to Ganite
Ganite wrote:
looks fun

At least we know it's not in BYOND. At least I think. It's definitely possible. I could actually replicate that easily. It's the basics of a game. Projectiles and pixel movement on the x and y axis and a constant force on the positive-x. But.. to make it look so nice and make my stomach tingle and my knees shake... that's a different story.
I guess I'm just not looking in the right place, but where does it say that ACWraith is involved with this game at?
In response to LordAndrew
LordAndrew wrote:
I guess I'm just not looking in the right place, but where does it say that ACWraith is involved with this game at?

Nowhere.
In response to LordAndrew
LordAndrew wrote:
I guess I'm just not looking in the right place, but where does it say that ACWraith is involved with this game at?

Post title has a question mark...
Just to confirm: this is not ACWraith, but it is among his favorites.
I like it. Reminds me of R-Type.
In response to Audeuro
Audeuro wrote:
Just to confirm: this is not ACWraith, but it is among his favorites.

LOL XIRRE WAY2FAIL.
In response to Lavitiz
Lavitiz wrote:
Audeuro wrote:
Just to confirm: this is not ACWraith, but it is among his favorites.

LOL XIRRE WAY2FAIL.

I knew it wasn't his.
As stated by others, this isn't mine. Though I may have drooled a bit when I saw it if that helps. ;)

After many failed experiments and an indecent amount of procrastination, I do indeed have my own shmup project in development. Despite my love of mecha, it's just an abstract offshoot of MeanderGall though. (Sadly, it's not being made with BYOND due to the 3D requirements of earlier designs and the C# code I'm now tied to.)
In response to ACWraith
ACWraith wrote:
After many failed experiments and an indecent amount of procrastination, I do indeed have my own shmup project in development. Despite my love of mecha, it's just an abstract offshoot of MeanderGall though. (Sadly, it's not being made with BYOND due to the 3D requirements of earlier designs and the C# code I'm now tied to.)
Are you using the Monogame Framework by any chance? :o

Just curious if you're using any Engines/Frameworks and how well they work for you.
Wow... whoever made it, I'm impressed!
In response to Lavitiz
Lavitiz wrote:
Are you using the Monogame Framework by any chance? :o

Just curious if you're using any Engines/Frameworks and how well they work for you.

My current project uses a procedural generation library I wrote independently and then Unity for the game logic. There's still some things I'd like the engine to do (like 2D+3D collisions), but I've seen issues that annoyed me (like compound colliders) resolved in 4.5+ and have hope.
In response to ACWraith
ACWraith wrote:
Lavitiz wrote:
Are you using the Monogame Framework by any chance? :o

Just curious if you're using any Engines/Frameworks and how well they work for you.

My current project uses a procedural generation library I wrote independently and then Unity for the game logic. There's still some things I'd like the engine to do (like 2D+3D collisions), but I've seen issues that annoyed me (like compound colliders) resolved in 4.5+ and have hope.

Ah, I see. Seems like Unity may be the new standard for indie game dev.

Do you have any insight by chance on how fast RPC calls are? Might be better off using a socket server for networking. I wouldn't know though.
In response to Lavitiz
Lavitiz wrote:
ACWraith wrote:
Lavitiz wrote:
Are you using the Monogame Framework by any chance? :o

Just curious if you're using any Engines/Frameworks and how well they work for you.

My current project uses a procedural generation library I wrote independently and then Unity for the game logic. There's still some things I'd like the engine to do (like 2D+3D collisions), but I've seen issues that annoyed me (like compound colliders) resolved in 4.5+ and have hope.

Ah, I see. Seems like Unity may be the new standard for indie game dev.

Do you have any insight by chance on how fast RPC calls are? Might be better off using a socket server for networking. I wouldn't know though.

RPC calls suck in a big environment.

A few tips from someone who has created a complex networking script to support a single server with 1000+ users (At least that's what was in mind. It was never tested. Because I don't have anything that would draw in 1000 users. I may put it on the asset store though.)

Tip 1: If your game is played among friends then use RPC. Limit the player's server from 2 to 12 players. You can probably go higher. I think I heard that with the "Master Server" there was something about there being a player limit? I'm not sure. I haven't messed with networking in a bit.

Tip 2: If you don't understand RPCs, think of it this way. Each client (this includes the server itself) has a copy of anything you Network.Instantiate on another computer (the master).

Player 1 starts a server and now isServer.
Player 1 logs in and Network.Instantiates their player prefab / object.
Player 1 owns this object.
Player 2 logs in to Player 1's server and now isClient.
Player 2 Network.Instantiates their player prefab / object giving Player 1 also a copy.
Player 2 owns this object.

If you want to change Player 2's object when Player 1 hits it, you have to deduct the damage through one of the games.

There is RPC.All, RPC.Others, RPC.Server. There are also buffered settings. Server would just send it to the Server's copy. The only real time you'd want to send it to just the server is if you want to get like BYOND where people can't hack, cheat, edit packets, etc.

Here are some possibilities:

On Player 1's game, move Player 1 --> Call the Attack script --> Deduct Player 2's health --> Send an RPC call to Player 2's game FROM Player 2's object to update the health.

In this case, since it's already called on 1 game, you'd do RPC.Others. Meaning, all other copies/owners besides the one which is calling the RPC call.

--

On Player 1's game, Send RPC call to server saying they want to move --> Server sends RPC call back to the NetworkPlayer.sender which updates their position after calculating speed and stuff --> Call the Attack script --> Send RPC Call to Server which does range check and damage calcs --> Send an RPC call to Player 2's game FROM Player 2's ON the server's object copy to update the health. In this case, you'd still RPC.Others.

For things like health though, you'd probably be better off with OthersBuffered. Buffered is meant so that users who log in before they can receive calls will get the information.

RPC calls are pretty fast. They can get more secure with another feature Unity has and they also compress.

My method for simplifying RPC calls is pretty much getting the range of each user (without looping too hard) and splitting them up in to groups. RPC calls will only be sent to their groups. Groups are manages based on xyz coordinates. Sort of like boxes. Once you step out of your box, your group changes and you'll now see users in another box. Sort of like towns and stuff. Would I suggest using Sockets? Not sure if it'd be better with a game. I've only ever used it in Unity3D to connect to an IRC chat. That's something you'd have to test yourself.
Thanks for the info. I understand networking on a theory level and I'm sure it wouldn't be too hard to pull off. I'm well aware that clients shouldn't be making any choices as well.

I'm still questioning the usability of RPC calls though. I do imagine RPCs would be good enough for a 2D project. However, I'm not so sure in a 3D project that plans to handle up to 1k users like you said.

I suppose I should just go find out but I don't wanna setup a project around RPC calls only to find out I should have used network sockets and end up boning myself in work. Lmao.

I may not even do a 3D project though. I can't model. =(

I might consider porting HO over to Unity though. I'm not too fond of how DS is basically becoming obsolete with the new web client.

One of my favorite things about BYOND was how quickly you can prototype things. Considering my interfaces no longer convert to the web client properly, I don't see me being able to prototype nearly as quickly in the web client. I rather put in a bit more effort into Unity and port to where ever I want.
In response to Lavitiz
Lavitiz wrote:
Thanks for the info. I understand networking on a theory level and I'm sure it wouldn't be too hard to pull off. I'm well aware that clients shouldn't be making any choices as well.

Let them make choices among friends. If it's a public server, then no. What does it matter if a player edits a few things on a private server among 5 or so people? Unturned allowed this (sort of). I edited my game specs

I'm still questioning the usability of RPC calls though. I do imagine RPCs would be good enough for a 2D project. However, I'm not so sure in a 3D project that plans to handle up to 1k users like you said.


2D yes. 3D, depends. Are you planning on MMO? If not, it can probably support 20 people. 50 people is pushing it. After 50, you need to devise some master plan. Like I did. Make things efficient.

I suppose I should just go find out but I don't wanna setup a project around RPC calls only to find out I should have used network sockets and end up boning myself in work. Lmao.

Skype me. I'll walk you through it. I have a few old projects. It'll take no longer than 30 mins (I hope).

...I might consider porting HO over to Unity though. I'm not too fond of how DS is basically becoming obsolete with the new web client.

One thing I'll be doing is supporting DS, Web Client, and Standalone (.exe). After my game kicks off and gets a bit of a storyline going (and funding), I hope to pursue making a 3D version. One game that did something like this would be Runescape. I found it to be an interesting idea because you appeal to multiple people + you set yourself up to create a 3D environment. When people know you have something already made, they'll be more than happy to help you. Since 3D is 10x harder than 2D, why not start in 2D and get some help in 3D? I used to have a 3D modeler. However, things didn't go well there. Haha! Heh...

Regardless, I'll be making a 3D version after the 2D version kicks off.

One of my favorite things about BYOND was how quickly you can prototype things. Considering my interfaces no longer convert to the web client properly, I don't see me being able to prototype nearly as quickly in the web client. I rather put in a bit more effort into Unity and port to where ever I want.

Gotta start from scratch to make it work right. Create a new project and throw things in it bit by bit. You'll get it to work. Trust me. Layers work differently in the web client. So, you can't get away with being lazy in terms of programming things. Do your programming thoroughly. I learned my lesson last night when the UI wasn't layering right. Fixed it because it was made from scratch. ;)
In response to Lavitiz
Lavitiz wrote:
Considering my interfaces no longer convert to the web client properly, I don't see me being able to prototype nearly as quickly in the web client.

Things should be mostly compatible, with only a few fringe features not working. If they aren't, you need to report the bugs. I get a few pages every day where people are telling me that "X doesn't work" and I just tell them to make a bug report and most of the time they don't. We can't fix things we don't know about.
In response to Tom
Tom wrote:
Lavitiz wrote:
Considering my interfaces no longer convert to the web client properly, I don't see me being able to prototype nearly as quickly in the web client.

Things should be mostly compatible, with only a few fringe features not working. If they aren't, you need to report the bugs. I get a few pages every day where people are telling me that "X doesn't work" and I just tell them to make a bug report and most of the time they don't. We can't fix things we don't know about.

Alright, I'll be sure and make reports about things that are not working.