|
Dev - Sort these by name
|
lanarts multiplayer RPG still kicking
Posted on July 30, 2012 at 10:55
Still working on this damned game for whoever cares.
Dev blog post: http://adam-dev-blog.blogspot.com/2012/07/lanarts-update-july-28th-2012.html Recent Screenshots: ![]() ![]() Source is located at http://github.com/ludamad/lanarts Anyone welcome to contribute to development! Recent Download (as of 2 days ago): https://github.com/downloads/ludamad/lanarts/lanarts_v0r3.zip Recent changes: Fighter with berserk spell Hardcore mode = no respawn Class select screen Controls are yuiop for spells on the action bar (once to select, will use if already selected), h to melee, j/space to use selected action. WASD to move. Stop on stairs to use them. Stop on items to pick them up. You may also manually target your attacks with left mouse, and scroll through them with mouse wheel. LAN play can be set up with one person choosing Server on the menu, another choosing Client. The Client must set up the server's ip in res/settings.yaml
+0
Dev - Er, any ideas how to make this work?
Related Posts Dev - Warning Dev - After editing rating, make rating display change Dev - When editing, update "edited" column Dev - Restore deleted comments Dev - Display deleted comments if mod (hidden, then with dropdown) Dev - After deletion or during edit, make rating dropdown appear again Dev - Stricter rating rules. Prevent user from rating again Dev - Pages Dev - Reporting
C++. Classes are a tool. You can use a good amount of the same techniques in C without too much work. Though it does go a bit against the grain of C.
I do use OOP to represent the game objects. Here still there would be an easy way to achieve what I do with C. While I have a GameInst object, then PlayerInst, EnemyInst, etc, it would be easy in C to have a bunch of different structs with a common base (GameInst data), and different callbacks for each struct. Otherwise yes I use classes often, but more as collections of data + operations on this data rather than anything overly OOP-tastic.
Doh. Go into res/settings.yaml. Have both players set network_debug_mode: no.
I need to remember never to have that on when set for releases. That will only be a laaarge improvement to latency, but it will probably still not be completely bearable. Another 2x improvement can be eeked out by halving the frame rate (something I'll allow for next release). |





That is a real challenge, haha.... I couldn't stand programming without my classes. :(
Edit: WOW, game is insanely better then the old version I played! Kudos! It looks like it's coming along quite well! :D