multiplayer

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Matt Barton's picture

Dev Diary 027: Online Multiplayer with Smartfox and Unity C#

I'm a little apprehensive about putting this out, because although it seems to be working fine on my end--who knows what'll happen when people actually try to connect to my humble little PC. At any rate, I'm curious enough to try it out. Assuming you're able to connect, the game is controlled by the keyboard as follows:

A/D - rotate left and right
W - thrust
+/- - adjust power
space - fire

I've disabled the other ship models and weapons here--if all goes well, I can always put them back in. After I catch up on my book project, I'll polish this thing up (assuming it's not a turd. Although Mythbusters proved that you CAN polish a turd; but I digress). Have fun!!!

There is currently only one game room available. In theory, you should be able to enter your name and be put in when it comes available, but I've not tested this yet. I'm not expecting a huge load here, but if it did become an issue, I could add more rooms (and hopefully find some way to have this thing hosted for real).

At any rate, enjoy, and let me know (gently) about all the bugs and glitches you find.

Matt Barton's picture

Dev Diary 026: Learning SmartFoxServer

There's two problems with the current Outlaws game. One is that it requires joystick support, which while great if this were an Xbox 360 indie title--and, who knows, maybe one day it will be!--most PC gamers don't have a gamepad connected to their machine like I do. Secondly, even if they did, they don't have anyone locally around willing to play the game with them. Adding keyboard support as an option is relatively trivial from a coding perspective, so I decided to tackle the far greater problem first--online multiplayer.

Matt Barton's picture

Dev Diary 024: Two Player Dog Fight

Two Player!Two Player!This has been a rough day for me! I finally got my space duel game working with two players. That is, it worked fine in the EDITOR. However, when I made a build of it, the fire buttons wouldn't work! I spent hours looking into the input functions to no avail. Finally, I discovered the problem had something to do with the update speed of the editor vs. the build. I'm still not exactly sure what the problem was, but it had something to do with the way I instantiated and positioned the bullets. I figured I'd check to see which fire button was pressed, then check to see where the corresponding ship was located. The big complication here is that I need to impart an initial velocity (set by each player) to their bullets. But how to get the right variable to the bullet? I'll spare you the details, which I don't really understand, but the short of it I managed to kludge through it.

At any rate, I think there's enough here for you to finally see my vision for the gameplay. You've got a two-player dog fight, ships orbiting the planets. Each time you fire, there's a cooldown period before you can fire again. You have to hit the enemy ship head-on to blow it up, and, yes, you can blow yourself up if you're not careful.

The keys are below:

Chris Kennedy's picture

Copilot and Backseat Driver Gaming

Many games throughout history have offered great multiplayer. I played a Pong arcade machine with a friend of mine here in Houston last November, and it was an absolute blast. The friend or stranger standing next to you adds to the gaming experience. Is multiplayer limited to traditional co-op or versus modes? Not at all.

Matt Barton's picture

Fairness and Gaming

Mark Newheiser has a new article up called Playing Fair: A Look at Competition in Gaming. Mark does a great job of breaking down the issue of fairness in gaming and showing how different kinds of people bring different expectations and conflicts to games.

Bill Loguidice's picture

GameTap Announces its first "Myst Online: Uru Live" Podcast and Official Companion Website

In the world of videogames, there are few times when something that failed has been given a second chance at success. GameTap has certainly done its part with not only bringing officially licensed emulation to PC users in the US, but also by taking on classic properties cast-off by their original publishers, such as "Sam & Max" and "Myst Online: Uru Live". It's the latter for which we have the latest press release, direct from GameTap. While I have the original game sent by a friend who used to work at Ubisoft, I never did get a chance to try it. I'm certainly not the biggest Myst fan out there, but I do have countless conversions of the original that started it all and this massively multiplayer version does seem intriguing and takes some of the best elements from the later games. As a GameTap subscriber myself, I'll definitely try to check this re-launch out.

The full press release follows:

Bill Loguidice's picture

GameTap Updated - Classic Gaming Multiplayer and More

GameTap for PCGameTap for PCI keep reporting on these guys like some type of corporate shill, but I think it's hard to argue with the monthly value and the service's focus on classic gaming, now taking small steps towards mulitplayer goodness. Really, when my time permits, I simply must give this a try. I'd like to implement on my regular PC and my arcade machine, so hopefully there's a way without me having to choose one system over another (I'd be using only one at a time and there's no way I'd pay twice).

Anyway, here's the press release:

Matt Barton's picture

Free Multiplayer Asteroids Online!

Asteroids--Well, SortaAsteroids--Well, SortaHoly Asteroids! Head over to cogames right now to play Multiplayer Asteroids! Yes! It's about time folks starting exploiting the multiplayer potential of Flash games (Perhaps I will set my sights on this kind of niche soon). I couldn't manage to survive more than a few minutes with this game, but thankfully, respawning is fast and easy.

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