View Full Version : 19:shooter
01DT!m3r
03-06-2008, 04:49 PM
I still need a proper name for this one . Okay it s a multiplayer game the objective is to usually run around shooting each other . But when you did you turn into a rolling bomb ball in which you try to blow up as many people as possible when you blow up you turn back into a person again
the
Final Version
Final:http://www.gamedev.za.net/filecloset/download.php?id=528
BETAS
Beta1:http://www.gamedev.za.net/filecloset/download.php?id=501
DEMOS
demo:.http://www.gamedev.za.net/filecloset/data/files/489/mplay_data.zip
demo 1 :http://www.gamedev.za.net/filecloset/download.php?id=490
demo2:demo2 (http://www.gamedev.za.net/filecloset/download.php?id=495)
demo3:demo3 (http://www.gamedev.za.net/filecloset/download.php?id=496)
source code
the latest stable versions source code: enjoy!source (http://www.gamedev.za.net/filecloset/download.php?id=494)
Bonezmann
03-06-2008, 04:54 PM
Sounds cool, and it being a multiplayer is even better. ;)
Thaumaturge
03-06-2008, 05:22 PM
That sounds pretty cool, 01DT!m3r. ^_^
Hmm... When you blow opponents up, do they also turn into rolling bombs? If so, don't you run the risk of producing "loops", with person A blowing up person B, and person B simply blowing up person A in turn (or perhaps setting off a chain of players blowing each other up until person A is blown up again, and the chain resets)?
If I'm correct, and this is undesirable in your game, you could perhaps have kills by bomb-mode players act as normal multiplayer kills (and simply have the killed player be put out for the round or respawned somewhere in "normal mode").
01DT!m3r
03-06-2008, 06:58 PM
Very good point . Thank you for pointing it out . I think i might put spawn points in where the player will re spawn . :)
dislekcia
04-06-2008, 12:51 AM
I would suggest having the length of time that someone can be a Ball Of Death™ determined by how well they did while alive... Possibly allowing them to "save up" ball points if they don't want to use them all now.
-D
01DT!m3r
04-06-2008, 06:13 AM
That sounds like a fine idea dis i will definatly fit it in . Thanks for the feedback so far . :)
01DT!m3r
04-06-2008, 02:35 PM
Okay latest addition will be a energy bar of sorts . When you get kills it fills up . As well as if you get kills without dying it fills up even more . When you turn into the ball it starts to decrease when it reaches zero you are spawned at a random spawn point as a player thingy again . While in ball mode you roll around squishing other players .
dislekcia
04-06-2008, 03:09 PM
Can you be damaged in Ball mode?
-D
01DT!m3r
04-06-2008, 04:06 PM
At the moment no . And you roll faster than the normal player can run . But it will be harder to control and cant take sharp corners . So players can run around obstacles and corners so they can escape the balls of death .
01DT!m3r
07-06-2008, 09:42 AM
Sorry for double posting but this is a just a progress report . The multiplayer supports up to 24 player and is almost complete . No weapons present at the moment so sorry no demo just yet .
dislekcia
07-06-2008, 03:21 PM
Sorry for double posting but this is a just a progress report . The multiplayer supports up to 24 player and is almost complete . No weapons present at the moment so sorry no demo just yet .
Neat! How are you doing it? I'm always curious about multiplayer stuff, it's really a shame you couldn't make the devLAN...
-D
Thaumaturge
07-06-2008, 07:12 PM
I'm glad to hear it, 01DT!m3r - that sounds like good progress. ^_^
01DT!m3r
08-06-2008, 08:57 AM
I wish i went to the dev lan it sounded awesome ! . I am using data write and read in gm . With a unique id for each player . It seems to be working . I have tested with 6 people and it worked fine . In theory it should allow up to 24 . I could post up my source code next week if anyone is interested.
here is the source codehttp://www.gamedev.za.net/filecloset/data/files/489/mplay_data.zip
01DT!m3r
09-06-2008, 04:16 PM
Another progress report . I have re built the game from the ground up .i wasnt happy with the previous coding . It is running much better now . By next week a demo should be up with 24 player (confirmed) play . Weapons . Score board . And . . . Ball mode ! . I would please like some feed back on the following question . What weapons would you want in this game ? thanks :)
Thaumaturge
09-06-2008, 04:32 PM
Again, I'm glad to hear of your progress. ^_^
As to weapons, I think that might depend on your game, specifically on the environments, look-and-feel and pace. Why not give us a small (perhaps single-player, unless you already have the multiplayer functionality up and running again) demo to look at, to give us an idea of how the game will look and play? It could have nothing more than a player avatar, player control, and a single test arena.
Offhand, however, I would imagine that a telekinetic weapon might be useful, something to help players defend themselves against opposing players with close-range weapons, and perhaps against ball-mode players (depending on whether you want at-all-effective defences against ball mode, of course). Think along the lines of "force push". ;)
Smiley
10-06-2008, 12:08 AM
24 players with gamemaker!?! Oh man was i wrong about GM!
Well, whatever weapons you pick, don't forget the shotgun!
*searches through nag dvd pile for gamemaker*
Bonezmann
10-06-2008, 09:19 AM
Hey O1DT!M3R, I went through that project file of yours last night and picked up quite a few coding tips there. I can't wait for this game :D
01DT!m3r
10-06-2008, 12:03 PM
here is the demo please give feedback and weapon ideas.:) thanks alot for the help so far , I would never have made those choices without your guidance:)demo1 (http://www.gamedev.za.net/filecloset/download.php?id=490)
thanks bonezman , but this new one is better I will get the source up ASAP.
Bonezmann
10-06-2008, 12:24 PM
I did have one little problem with your previous source, when testing the game, I couldn't create/Host. Nonetheless, I'll test this one on the network for you ;)
[edit]
The "Create" button on this one doesn't work either, am I doing something wrong?
01DT!m3r
10-06-2008, 12:30 PM
Greatly appreciated . Are you using the un-registered version of game maker ?
[edit]
I feel like an idiot ,I forgot to mention that the game uses an ipx connection ,sorry for not pointing it out earlier , to set -up ipx on your computer do this:
1)open up your LAN connection.
2)go to properties
3)click install
4)click the protocol menu item
5)select NWLink IPX/SPX/NETbios . . .etc
6)save the changes (click close)
7) restart network connection
Bonezmann
10-06-2008, 12:49 PM
Greatly appreciated . Are you using the un-registered version of game maker ?
Nope, GM7 Pro. I'll check that out and give some feedback :)
01DT!m3r
10-06-2008, 12:52 PM
I have edited the previous post please take a look see :) sorry about that.
Bonezmann
10-06-2008, 01:02 PM
The clients can create games, but I can't join. :)
[edit]
I have installed ipx connections and restarted the network connections :)
01DT!m3r
10-06-2008, 01:09 PM
Do both computers have ipx enabled?
Bonezmann
10-06-2008, 02:09 PM
Yip, they both have ipx enabled. I'll restart them later and try again. :)
01DT!m3r
10-06-2008, 03:52 PM
I have noticed a bug with shooting but it is already fixed for the next version.
Bonezmann
10-06-2008, 05:47 PM
Okay, so I run both games on the ipx-enabled computers which I restarted.
The Hosting goes well, but when I try to join, the game freezes for a while and then when finally joining I can't see the other player.
Beyond that the game looks good in terms of movement and firing. ;)
01DT!m3r
10-06-2008, 06:33 PM
Very strange . I will try my best to fix it . On my two computers it runs fine i will do a few checks . What ips do your computers have ?
01DT!m3r
11-06-2008, 12:27 PM
the latest stable versions source code feel free to use it in any of your games source (http://www.gamedev.za.net/filecloset/download.php?id=494)
Bonezmann
11-06-2008, 12:34 PM
It may be the I.P adresses, the one is 10.0.0.xx and not the normal 196.xx.xx.xxx
01DT!m3r
11-06-2008, 12:38 PM
It probably is it seems that your one computer is on automatic ip . While the other is on manual . They either must be both on normal or both on automatic :)
Bonezmann
11-06-2008, 01:58 PM
They both have static IP adresses :)
01DT!m3r
11-06-2008, 02:32 PM
My bad . Try setting them both to automatic ip .
Bonezmann
11-06-2008, 02:39 PM
That might be a problem, since I'm not allowed to. :)
01DT!m3r
11-06-2008, 03:13 PM
Admin . Or parents? :)
01DT!m3r
11-06-2008, 03:42 PM
Demo 2 is up , and it has ball mode for the first time , please enjoy ,give feedback and any problems or suggestions you have.demo2 (http://www.gamedev.za.net/filecloset/download.php?id=495)
Bonezmann
11-06-2008, 04:01 PM
Admin . Or parents? :)
Boss :)
01DT!m3r
11-06-2008, 04:11 PM
Boss :)
damn. :)
dislekcia
11-06-2008, 04:25 PM
It probably is it seems that your one computer is on automatic ip . While the other is on manual . They either must be both on normal or both on automatic :)
Does not make a difference in GM at all. Also, why are you using IPX to connect? You should be able to use TCPIP perfectly fine. All you need to do to connect to a TCPIP LAN is connect to your own IP and that will then discover sessions on the same subnet.
-D
01DT!m3r
11-06-2008, 04:36 PM
Does not make a difference in GM at all. Also, why are you using IPX to connect? You should be able to use TCPIP perfectly fine. All you need to do to connect to a TCPIP LAN is connect to your own IP and that will then discover sessions on the same subnet.
-D
thanks dis . I have changed to tcpip and it works . I will post the new version soon
Bonezmann
11-06-2008, 04:38 PM
thanks dis . I have changed to tcpip and it works . I will post the new version soon
Great, can't wait :)
01DT!m3r
11-06-2008, 06:40 PM
the 3rd demo , with new sprites ,menu ,cursors ,a few bugs have been fixed and it now uses TCPIP!:)demo3 (http://www.gamedev.za.net/filecloset/download.php?id=496)
01DT!m3r
16-06-2008, 07:37 PM
the first beta please have fun and post any problems you have thanksBeta1 (http://www.gamedev.za.net/filecloset/download.php?id=501)
Thaumaturge
16-06-2008, 08:05 PM
My testing was a little limited (I didn't have someone on hand at the time who was likely to want to play with me, and decided against running between upstairs and downstairs machines ^^; ), but I do have a few comments.
First of all, it looks like a good start. ^_^
It took me a moment to figure out what my character looked like (I was expecting a top-down perspective, I believe), but once I did it made sense. (That said, I do think that a top-down or angled perspective would be likely to work better.)
Three problems that I noticed:
- The font used for much of the text (the player name, for example) is a little difficult to read, I find.
- The walls are "sticky" - that is, if I press down and left while up against a vertical wall to my left, I don't slide along the wall.
- The rocket trails move horizontally, no matter what the rocket's trajectory. This can look a little odd when firing more than a little vertically.
I don't know how well the multiplayer elements work, but otherwise, I like what I'm seeing thus far. ^_^
Bonezmann
17-06-2008, 05:42 PM
I'll test it for you at the caf? tomorrow :)
Bonezmann
25-06-2008, 10:55 AM
It's still not working, could you put in a feature that enables you to insert a certain ip address and then connect? :)
01DT!m3r
25-06-2008, 05:14 PM
I will be more than happy to . But please dont eat me if i cant . I am sure it wont be much trouble though :)
Bonezmann
25-06-2008, 05:21 PM
Thanx, I don't know why it won't connect. It's really weird. :(
01DT!m3r
01-07-2008, 02:21 PM
Final Version Enjoy http://www.gamedev.za.net/filecloset/download.php?id=528
Thaumaturge
02-07-2008, 05:11 AM
Again, I haven't tested the multiplayer elements, including the combat, I'm afraid. That said, the rocket trail does look better, I believe, the fonts are reasonably legible (even if the player name black background doesn't size to longer names :P), and the character moves around reasonably well. ^_^
The only issues that I noticed that I feel worth noting are that the walls remain "sticky", the ball's rolling animation can take it through walls, and the "frag-count" could perhaps use a backdrop to make the text a little more legible.
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