Jump to content

Vulcan

Members
  • Posts

    92
  • Joined

  • Last visited

Everything posted by Vulcan

  1. I have shared the game here if anyone are interested. It is not much yet.
  2. The server is dependant on RakNet but I use Leadwerks to handle game engine stuff.
  3. Yes I use C++ with RakNet as network lib handling the nitty-gritty stuff. In my game the host is solo player (server is internal) and other players are able to join/leave anytime they wish. I have not implemented player account yet but it would be strait forward. Do anyone know if Lua (in LE) could load a DLL? If so could try to create it.
  4. I am using RakNet and found it to be easier than going the pure-raw socket route. Tried that one before with beej's tutorials and got things to work except for congestion control. At that time I could not figure out why my 2d tank (aka RA2 style) did go smooth for about 5 sec than got sluggish. After some on-off reading on reddit /r/gamedev I came across an article on how to do MMO network and explained about UDP congestion. And people were recommending RakNet or Enet but I was too stubborn with sockets. Don't do that. I recommend (note: it uses LE2 so there are some minor changes).
  5. Hello I have been tinkering on my game. It is going to be a coop-survival game were the players have to fight of zombies till sun rises again. So far I managed to get networking up and go + a simple menu. Players can run around the map/level but physics like gravity and collisions needs implementation. But first I want to have TP-camera so I could start with level design. I must say Leadwerks is an amazing thing, only wished I knew about 5 years ago
  6. I did discover something useful. Instead of deleting the txt-file I did just change value from 480 to -1, and the game starts immediately without steam notification. But I really don't know what that value is related to but I guess standard error value (i.e. game not found) or something like that.
  7. Thanks that works but lags about 3-5 sec (white window) before continuing. I guess that it is "waiting" for the txt-file, would suggesting to rewrite it so it does just prints out a warning then run ASAP. But how could I avoid this console to spawn? #define __LEADWERKS_NO_CONSOLE__ perhaps?
  8. I would also suggest to add install option of desktop shortcut (at least on windows). Also there is no uninstall (Control Panel->Uninstall a program).
  9. My friends are telling me that I am playing "Spacewar" all the time, and it is quite annoying for them. It did take some time before I realised that it was my Leadwerks C++ project I was developing on that was the cause of it. I wish there was a way to disable Steam notifications, because I am constanly iterating compile-run-compile. I would suggest something like #define __STEAM_DISABLE__ at the top of App.h Also would like to know how I could disable the console as end-users could get distracted. At least when publishing a game.
  10. A quick fix is to go into Steam and "opt out of Beta", that did the trick for me.
  11. I second encryption, just to keep out copycats. But doesn't ZIP format support this by default? Password protection as I recall it. Don't know if it is good enough either.
  12. I have been testing how well a C++ project does deploy to end-users. In Leadwerks->Project manager I created an installer (publish). The installer which are created for the game is OK, except it does not include redist files: vcredist and OpenAL runtime. My suggestion is to include a folder "Redist" within the game folder and have it installed while installing the game. If I were to publish a game on Steam, how should I do it? (Let us say I created a C++ project with Leadwerks) Thanks!
  13. Sure you could use sockets but then you need to have implement stuff like congestion control, handle network thread, occasional ping, etc. Why try reinventing the (tcp-)wheel when you could use RakNet which has an indie friendly license, zero royalty if game has less than 100K revenue. I think it is possible to create a RakNet wrapper for lua, but personally find it just best to digg in with C++ (more control). If anyone are interested in a good RakNet tutorial (C++ based):
  14. Ahh found it on leadwerks.com/... I for some reason thought it was in the Steam launcher. But don't I need to be in the beta?
  15. Could someone explain what this Steam workshop is?
  16. Thank you! Now I got it working like a charm. Just swapped out the TBody with Entity and TMesh with Model. I also found a neat implementation of StateManager while digging through this site. Now that I got it implemented I really see the benefit of having game states.
  17. I have been watching this tutorial "RakNet in Leadwerks Tutorial" but I have difficulties in translating it from LE2 to LE3. This video should be updated to LE3. What should following keywords be changed to? EntityPosition() and EntityRotation() GetBodyVelocity() and GetBodyOmega() CreateController() UpdateController() classes: TBody, TMesh, TController ??? PositionEntity() and RotationEntity() How many players would this kinda server be able handle in real time? (10, 100, 1000 players?)
×
×
  • Create New...