After KidIcarus test project I felt comfortable enough to use DirectDraw in my project in gymnasium (100 hours). This is in late 2002.
Archive for April, 2008
Bomberman
Posted in Smaller or old projects on April 16, 2008 | Leave a Comment »
Astroido
Posted in Smaller or old projects on April 16, 2008 | Leave a Comment »
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.
Lots of old stuff with VisualBasic
Posted in Smaller or old projects on April 16, 2008 | Leave a Comment »
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++)
Kidicarus Clone
Posted in Smaller or old projects on April 16, 2008 | Leave a Comment »
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 [...]
Finished!
Posted in Development log on April 15, 2008 | Leave a Comment »
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 [...]
Fixing the gameplay
Posted in Development log on April 13, 2008 | Leave a Comment »
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 [...]
Weekend!
Posted in Development log on April 12, 2008 | Leave a Comment »
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 [...]
Shorter day today
Posted in Development log on April 11, 2008 | Leave a Comment »
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 [...]
Still having fun
Posted in Development log on April 11, 2008 | Leave a Comment »
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 [...]
Having fun
Posted in Development log on April 9, 2008 | Leave a Comment »
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 [...]