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Thread: Glance at my upcoming multiplayer game

  1. #1
    Senior Member
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    Glance at my upcoming multiplayer game

    Been working a long time with my new multiplayer game. Years have gone since previous version was released. Its easy to give up when a project become too big. I rewrote everything from scratch and it was before Flash 9 but hopefully I could put out most of AS2.

    Some of the features:
    * Multiplayer with individual play/team play/capture the flag
    * Serverside schedule system handling moving and hit detections of objects
    * Dynamic light/shadows on surfaces with polygons and bevels
    * Destructable buildings
    * Efficient scrolling/updates with bitmap data
    * Map editing with snapping objects

    http://www.youtube.com/watch?v=mt7_xLIpQcI
    http://www.youtube.com/watch?v=OVqm38eLlj8

    kind regards
    Tomas
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    Last edited by erixon; 07-20-2007 at 08:30 AM.

  2. #2
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    All I can say is Wow! That looks incredible - what's the performance like on a 'standard' (2 - 3 Ghz) PC?

  3. #3
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    Its adjustable flash size and often you stay in one view and not scroll all the time and then its only small region updates. But scrolling with mouse or arrow keys in 800x600 with bitmapdata-scroll goes very smooth on my about 2ghz laptop. Light source position are not updated during game-play so only when a object is affected the object shadow is updated.

  4. #4
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    I see - because it's 'turn-based' the lighting (and other physical calculations) are only calculated per-tick? Good way to pass off some of the processing, otherwise there'd be hell to pay! Looks very good, lots of work involved I'm sure

  5. #5
    Wait- what now? tidenburg's Avatar
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    Sorry to sound stupid. Is it online or offline?
    "I'd only told them the truth. Was that so selfish? Our integrity sells for so little, but it is all we really have. It is the very last inch of us, but within that inch, we are free."

  6. #6
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    The game is not turn-based. Everything is in realtime except that all actions are followed by a varying delay for that user so he have to wait before he can do something else. Just to make it more strategy and calmer play instead of clicking like a maniac. A lot in game is dynamic but only affected things are updated so therefor I can keep the update regions small in general and not too CPU intensive.

    Its online because the game logic is server based. Though the server is written as a windows program so I can distribute it easily in the future.

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