Not much has happaned... Last friday I did som testing and everybody seemed to enjoy themselves. Next week I will do some more testing and then I will publish some results from the testings here.
Som bad news is that my computer won't start anymore. I'm guessing it's something wrong with the graphics card. Luckily I got time left on my warranty.
Showing posts with label developer update. Show all posts
Showing posts with label developer update. Show all posts
23 September, 2009
11 September, 2009
working network play
I played my game over system link for the first time today. At first it didn't work so well, but after a few bugs were found and some optimization was done it worked very well. I used my computer and my Xbox 360 when testing the working copy, and i could even look at the computer screen when playing on the Xbox and control my character from there.
The position and velocity is sent 20 times per second, and then using a timespamp(explained in a previous post) the real position is calculated when received.
Some day soon I will make a video showing the game in network mode so you can see for yourself how good it works.
The position and velocity is sent 20 times per second, and then using a timespamp(explained in a previous post) the real position is calculated when received.
Some day soon I will make a video showing the game in network mode so you can see for yourself how good it works.
Etiketter:
developer update
10 September, 2009
timing is crucial
Today I have been figuring out how to make time to be same on each client in netplay. This is needed because when one client sends his position and moves at the same time, the position will be off when his position reaches everyone else. So instead this clients sends his position and a timestamp saying when he was at that position. And then when people receive this position, they can check the timestamp and calculate a more accurate position from this.
So I found my answer in the XNA forum, it's kind of easy actually:
So I found my answer in the XNA forum, it's kind of easy actually:
- Server starts a timer and sends a message to all clients to start their timer also
- When the clients receives this message they start their timers too and sends a message back telling the server they have started their timers
- When the server receives these messages it checks it's timer and calculates how long it took to get this responds. This time divided by two is the time it took for the first message to be sent, and also how much the clients timer needs to be adjusted.
- Server sends a new message to each client to adjust their timer by the time calculated above.
- Clients adjusts their timers
Etiketter:
developer update
09 September, 2009
share your maps
When you have created your own map, you will be able to play them against anyone over Xbox LIVE, system link or in a local game. Your map will automatically be transferred to all who doesn't have it.
This is what I have been working on today, I just got it working before going home from school. Next on my todo is to make it possible to see each other when the game has started.
This is what I have been working on today, I just got it working before going home from school. Next on my todo is to make it possible to see each other when the game has started.
Etiketter:
developer update
07 September, 2009
xna and netplay
As I have said before, I have started to implement network/internet support in Platform Jumper Party. This is how far i have gotten so far:
- Lobby where local players sign in
- You can choose to play local, by system link or over Xbox LIVE
- If you choose system link or Xbox LIVE you will be able to choose to host a game session or to join one
- When players have contacted each other you will see a screen where you can see which players are in your session.
- On this screen you choose your character and what map you want to play.
- Choose from maps you have created yourself
- Transfer maps to people who doesn't have them
- Be able to start a match
Etiketter:
developer update
02 September, 2009
changes to features
I have decided to work with this game in school and learn how to do network/internet support in games, therefore with Platform Jumper Party you will be able to play with your friends over Xbox LIVE. You will also be able to compete with them on your own maps.
I will keep you informed about further development...
I will keep you informed about further development...
Etiketter:
developer update,
features
31 August, 2009
no updates
I just haven't had the time to work on the game in the last few days. And school starts tomorrow, but don't worry, I will be back on track soon.
Btw, a logo for the game is being made. Can't wait to see it.
Btw, a logo for the game is being made. Can't wait to see it.
Etiketter:
developer update
26 August, 2009
coding is fun
The last few days I have been working with the saving/loading of custom maps, which is working quite well. As soon as I have integrated everything into the game menu, I will continue with the gameplay programming. Im looking forward to that. I have some ideas for power ups or maybe some kind of ninja rope, we shall see.
Etiketter:
developer update
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