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Archive for April, 2008

Bomberman

After KidIcarus test project I felt comfortable enough to use DirectDraw in my project in gymnasium (100 hours). This is in late 2002.

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Astroido

My first realtime game in C++, lots of fun and finished around 2001-2002. I used openGL to print graphics and an ortho projection matrix.

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So I made some games between 1998-2000 in VisualBasic. The exact date for each project is forgotten and due to a hdd crash I cannot recover the actual date. Anyway , here is a list of screenshots!
Astroido:

Batman clone:

Blackjack:

Cometbusters:

Dxball:

Pansar:

Pokemon clone:

Poker: ( Published in PC-Hemma 2001 – 07

Snake:

“Thelife”: (C++)

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I worked on this game in yr 2002 and it was supposed to be a clone of whole kidicarus game, pretty big project after all. I didnt finish it but I also never had the intention to since this game is to test DirectDraw and C++ together. I also made a pretty good mapeditor which [...]

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Finished!

After some gametesting with 4 players on each own computer in a lan enviroment I feel that for the task I am done. The task was to implement a working network gameplay in a new or old gameproject and the game was supposed to be in realtime for the highest grade.
My game is in high [...]

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So the communication is more or less final and left to tune is the actual gameplay experience. What should happend in a lagspike etc. When I designed the code at first I had no real intention or thought about network at all which sure doesnt help now. The movements are pretty smooth and the players [...]

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Weekend!

So much for the weekend. I spent whole day to implement a stable sync between clients and server. I just hadto improve syncstate message cuz I saw it was doable. Instead of a 9byte message it is now a shocking 8byte!
I compressed the inventory from 8bits to 4 bits and instead of a message type [...]

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Shorter day today

I woke up 11:00 GMT +1 and now 21:30 I decided to take some time off with a movie. I finished my syncstate on paper and the syncstate is 9bytes now with only 1 bit wasted.
What info did I put in the syncstate?
* Header (8bit) containing message id, playerid and signedinfo for position
* Position [...]

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Still having fun

I wrote down in my notes that my next task is the syncstate but in reality I did something different. I spent my time today on testing and adding more stability to the network code. I did some neat improvement with the client’s algoritm to send data to server. Before each packet could be 1-4 [...]

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Having fun

I am doing some network coding and have been doing so for a few days now. My target is TUM, The underwater mayhem and I got an already working network gameplay for two players. However, the game is for up to 4 players and I am currently optimizing and counting bits to make sure I [...]

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