Another update!

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Here I am again with yet another update on the whole networking thing!

First off, screenshot!

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So far what’s new is:

  • Maps!
  • Camera! Finally we can no longer walk off the screen with the camera staying in place
  • People can now move around! (w/sync across clients)
Multiple clients can now connect to the server and see each other move around. Basically when I (jAuriya) press left, that key press is sent to the server, then sent to all the clients, making me move left on all of their screens. When I let go of the left key, it will do that very same thing. Send it to the server, which will send that through to everyone connected, making me stop on their screen.

But what the server also does when a key is pressed is send my current location to everyone, so if there has been a de-sync anywhere, it will sync my position right back to where it actually is!

With the camera in place we can now finally move around in the world, I should probably start working on Tiled support next so we can work on making some interesting places to walk/test around.

I will probably add Windows support next. A very early version of the client was compiled on Windows before and worked just fine, so it shouldn’t be much of a hassle to compile everything on Windows (and eventually Linux if wanted, thank you SFML for being cross platform!)

Right after that (or before that,) I will also be putting together a Game Design Document. So far everything I’ve done has gone pretty much undocumented (except for various comments here and there.) It’s because the project actually started as a learning-thing only, but now I’ve actually gotten it to a point where I can make a (small, but still a) game with it.

That’s it for now!

I’ll post an update soon again, first, I have a very late night to catch today at work.

Update

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First of all: Ha, finally a post that’s not months too late!

Secondly, server<->client communication’s going great!

 

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[Click the image to open a larger version in a new window]

In the image above I have 2 clients open, and 2 separate accounts, as displayed, it works great!

Clients can now connect to the server and server and will register on other people’s clients that are already logged in. Of course people that log in later will still receive the updated list of people around them. That means that so far the basics are there, clients can connect to the server and see eachother.

Next I’ll be working on allowing movement, where clients can move around the screen and the movements will be registered and seen on other clients that are connected.

Great progress so far!

 

Networking!

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Whoop.

For some reason about two weeks back I had an urge to start messing with SFML’s Networking side. And I must say, I’m very impressed.
Impressed by how easy it makes networking (at least with what I have been poking at so far.)

Secondly, I have never done networking before. I have tried, but miserably failed, over, and over. I’ve always wanted to understand and implement networking/multiplayer into my games. But I never imagined it would suddenly click out of nowhere.

So here I find myself with a small project that I’m working on.
It started off as a small networked Pokemon project, but I’d rather not get a Cease&Desist somewhere along the road because I’m just having fun building something.

So it will become a whole other project than I first intended it to be (borrowing elements from various games that have inspired me, but more on that later!)

So far working:
Client:

  • Logging In
  • Selecting Character

Server:

  • Receiving/Sending all responses/answers from/to the client
  • Working with MySQL
  • Grabs the character data depending on the incoming login and sends back the character data

Tomorrow I will hopefully implement character creation in one go as well as integrating Tiled support so it makes creating maps much easier than re-inventing the wheel and creating my own.

Hopefully if I can get those two things done tomorrow, I can start working on actual in-game stuff across clients! This is very interesting as well as exciting stuff for me.

No screenshots so far, but hopefully I will be able to show something by Monday if not Friday next week.

Kooper

Quick Update

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Huah!

I’ve accepted a small challenge that I have challenged myself to!
A simple platformer game within 2 months!

Within 2 days (with very limited free time due to work) I was able to put the following together.

Kooper

  • Map loading (will make a map editor later!)
  • Basic collision, Nothing falls or walks through solid tiles
  • Entity class which all enemies in the game will use
  • Hero class which, obviously will handle all of the hero’s actions

I’m really happy with the result so far. Now the object->object collision that I’ve done before in an earlier project and I can really kick things into gear!

Lets see whether I make my own little deadline or not. ;]

Here I am again!

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Wow, it’s been March since I posted last..I have to admit, I’m not getting to update things as fast as I want, not at all.

However, things have been looking up lately. I have made great progress in my work with Html/Css/MySQL/PHP/Javascript, and I have some more free time lately. Guess what I will be doing in that free time?

Yup! Game development!

Recently me and my fiance have gotten a 4th generation iPod Touch, granted, it was bought to be available at work more with. But why not make more use of it?

We have a few projects we’re pondering about, and working out.
Throwing around ideas, seeing what is possible with our current skillset and or what we need to learn more for it.

But I have to say. From the past 3 years, I have recently made more progress than ever. Having little free time really does make one appreciate it when you do find free time, thus pumping more productivity into those times.

I have parted with SDL about two months back. Simply because it was lacking the power I needed without resorting to it’s GL extension. Right now I’m working with the SFML library in my games, and I have to say, it’s the cleanest thing I have worked with so far. I haven’t really looked into how it works, but having ported a few stressy game projects (that I’m not done with) to SFML I’m happy to see that the cpu usage is barely 4~10% rather than SDL’s 50~70% with it’s software surfaces. (Last time I tried and or read about Hardware surfaces, there were a lot of problems with it.)

So the games we will be developing for the Desktop(s) in our free time will likely make use of SFML and the handheld games will likely be for the iPod Touch and iPhone.

In any case. It’s great to be back with some game development. My work is keeping me busy often, but I still do find free time to do what my heart loves most.
I’m going to try and make it a habit of posting at least something in 2 weeks. I’ll ask @Shi_Ro_I to help me remember!

Wind_Map_Editor-thumb.jpg

Quick update~

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(Right-click the image and select ‘open image in a new tab/window’ for full size.)

Whey, finally had some time to work a tiny bit on my C++ skills! And it’s gone AWESOME!

I actually put together a map editor in a total of 9 hours for a project me and my fiance are working on.
Last time I made a Map Editor it took me about 30 hours and it didn’t have half of what this thing can do. ;D

The project itself is still a big secret, mostly also because we haven’t gotten everything on rails yet.

In any case, things are moving great, still doing PHP but now also C++ with any free time I get off. ;]

Things are looking up!


Woosh.

Bitty further

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Woosh.

Woosh.

Little update!

Since I had a bit of free time on my hand I’ve been working further on my wrapper, it seems to work great now and I implemented a frame based animation to start off with.

So far as I’m going to be limiting my 2d games to 30fps, I figured a frame based animation module wouldn’t do bad. But ofcourse I’m going to give time-based animation a try too, but first things first. Since this was a bit easier to implement without much research I went with this to start with.

The graphical representation of the tree and flying airship above are relevant to the project that’ll be coming with the wrappers first version. (A 2d game)
But as that’s still in the planning I’ll be leaving details about it for later posts.

But no, to answer one thing directly; it won’t be a fly-while-avoiding-objects game. q:

- Art above by my fiance. ;]

Progress!

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Bah, I’m having less and less time to post on here!

I don’t want to make a Twitter of this blog so I really only post updates and progress’ here.

Anyway! As I posted before on my blog, I had to start doing some PHP programming for various people to get some money together, and luckily enough I’m getting closer and closer to my goal.

I’m not including my #1 priority for personal reasons, but my 2nd priority of getting a better development machine is pretty close! So soon I can stop doing PHP programming and start doing fulltime C++ again!

Ofcourse in the time I’ve been doing PHP I have done some C++ as well, but nothing notable just yet. I am rewriting my wrapper though with every little free time I get off of PHP, so by the time I get back on C++ I’ll be working with a better wrapper as well than my previous mini solution.

The current Wrapper I use and slapped together does basic image drawing, audio, event handling and time/FPS capping, so pretty basic things, and any test project that requires more needs additional programming.
So hopefully the new Wrapper will help me out in various ways and reduce my extra work on projects tremendiously!

I hate not posting here as often as I’d like, but as I said, without updates I don’t have much to post about and I really do not want to make a Twitter of this blog.

I’ll be posting more soon! ;]

Little update!

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Hey hey hey!

Been doing PHP lately for a client, he has another PHP project lined up for me so I’ll be busy with that for a few weeks longer.

However, no, I have not become a PHP developer at all. As I said in my previous posts I need to make some money quick to get some stuff out of the way regarding school. Next to doing PHP I actually have a Game Project running. Recently my friend L and I started an Online Game project which we’re at the planning stage of right now. Things are progressing nice and smooth, and hopefully this game will be †awesome!

I can’t release any information about the project since we decided to keep the project and its content closed to the public for now. So please be patient and I’ll reveal more information later when we start opening up a bit. (:

I’m also looking into iPhone/Touch development little by little since I so badly want to make use of the iPod Touch Jens has lend me, which I’m still incredibly grateful for! (Thanks man!)

So hopefully if things go according to plans this blog will be populated with more posts sooner rather than later.

ALSO: If anyone sells Phantasy Star Online Episode 1&2 (PAL/EU version please) or a Gamecube Broadband Adapter for less than $25 or 200SEK, please contact me at: jonathan[dot]auriya[at]gmail.com
Related: Ahhh, good old times. ;p I miss the gameplay, and since there are public private servers out now I’d be very glad to be able to gain some more inspiration towards the 3d world.

MintLeafDX goes 3D!

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Here I am again!
And I’m glad to say I finished the 2D part of MintLeafDX, It’s working way more safe than my older DirectX wrapper.

However I have to say, I still like SDL more though. Except that it didn’t support realtime rotation, but that was the only downside for me really.
With DirectX I feel so bound to the Windows/Xbox platform, but that’s what we have OpenGL for, which hopefully I’ll start working in within 4~6 months.

Anyway, right now I’m implementing 3D, which so far has been easier than I originally thought. So hopefully I’ll have a go at a small 3D project after I finish this.

I’ll post some screenshots soon.
(I know I’ve been saying I would a lot, but haven’t had the time nor progress to get to it yet, sorry!)

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