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I'm glad I found this web board.
I have decided to let the cat out of the bag and tell everyone that I have started the ill-fated multiplayer EV project.
At the moment I am just trying to get a build up to EVO solo player standard. It currently is one ship(a helian) flying around a planet and landing. Extra ships will be added soon.(ie support for buying)
What I need is a few contacts I can talk too about game programming principles, in particular multiplayer games.
I'm writing it in RealBasic, as I think this is the best environment for sprites and sockets. So if you have Realbasic experience that would rock.
Also keep the concepts talk going as things such as talking to people, planet/system distribution/ownership etc are really interesting to read.
Something which I think needs discussion is the multiplayer system. By this I mean whether the game will be handled like a MUD where everyone plays the one game which is handled by a server, like myth where bungie.net handles individual games or where one user starts the server and clients connect to them ie private match like avara.
Well that's about all I can think of.
Nick
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Originally posted by Tycho: **
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RealBasic?? I haven't thought about it, but.. how far can you go with RealBasic??
------------------ [ J_Ace21@hotmail.com ](mailto: J_Ace21@hotmail.com "E-mail Link")
Well there is comprehensive spritesurface support and also socket support, so all that needs to be done can be done.
It's a pretty powerful language that can handle almost anything including applescript and Apple Events which could be handy if I need to use the gamesprockets in particular netsprocket.
No 'fence, but I really hope your code is better than your grammar.
-Skunks
------------------ Enginners can actually hear machines talk to them. The rattle in the car's engine teases softly, "I'll bet you can't find me." The computer hums an approving tune when the enginner writes an expecially briliant peice of computer code. The toaster says "Not yet, not yet, not yet." untill the toast pops out. An enginner who is surrounded by machines is never lonly and never judged by apperance. These are friends.
Do you have Ambrosia's approval?
If not you're really screwed...
------------------ "You can make something idiot proof, but someone else can make a better idiot"
AIM/AOL-Nador26
Yahoo Messenger-OctoberFost
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(url="http://"http://www.geocities.com/octoberfost/chatroom.html")Unoffical EV/O Chatroom!(/url)
What's wrong with my grammar?
Anyway, I won't publicly release anything which breaches any copyright laws. When I'm ready I will contact Ambrosia and ask them if I can use there material. If not I will make my own or ask someone else to do it for me.
If there's enough interest I will make a webpage with all the details, otherwise I'll just make it and play against my brother.
You should try to hook up w/ kberg, as he already has a working engine out.
------------------ From Left Hand Phoenix of the AWL (url="http://"http://www.awl.cjb.net/")http://www.awl.cjb.net/(/url) Halo, Homeworld, and Diablo II.
I don't really know much about kberg's project ie. language, status.
But I think it would be really good to share code examples and ideas.
Language: Very strongly object oriented C++ with some C and assembler components (for blitters and gamma ramps).
Status: Framework done, working on engine details right now. I've asked Blackhole for his help with SpriteWorld. I'm working on interface details right now, and finishing off the rest of the gameplay objects.
If you're well versed in C/C++ let me know...
You can download public binaries of my project from my website here: (url="http://"http://www.sfu.ca/~kberg")www.sfu.ca/~kberg(/url)
(This message has been edited by kberg (edited 05-27-2000).)
Hey kberg. My C goes as far as "Hello Forld". So, so much for that idea.
But the thing is basic formulas such as acceleration and sprite handling should be the same in c as in realbasic.
I've had a quick glance at your calculating velocities post and find it quite interesting. I'm trying to get my version as close to EVO as possible so I'm going for non-realistic acceleration. (ie when you go up then directly left, you end up going at a 45 degree angle in between up and left. I hope that made sense.)
I did have it like that but then decided to get it more real which was a mistake. Now I can't remember how I did it the classic way. Any ideas?
I'm also interested in what you have planned for your network protocols. I will have access to a slightly dedicated server for testing the multiplayer part. I was planning a separate server program that would handle all the clients and pilot files instead of a marathon-esque server/client in one deal. How were you going to do this?
That's 'bout it. Thanks.
Keep seperate x and y speeds. When adding a new vector to it, add the acceleration * cos (direction your ship is facing) to the x coord and so on...
About the networking, I posted a big thing on that in the standard EVO page under a topic called "why isn't multiplayer possible" or something similar.