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Thread: MooQuestion #2

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    MooQuestion #2

    ok this is sort of related to the first question. This is a way to make it not 'jump' when the user is moving. i dont know what this method is called (I think its dead reckoning) but it's supposed to make the movement of the user 'smoother' which will make it not jump and not lag.

    the movements predict where the player is going.if you repeatadly go in circles it will predict that you will continue going in circles. if your character is moving in a straight like it will predict that it will continue going into a straight line so it knows what to send to the subchannels. This decreases lag by an extreme amount.

    In MooQuestion #1 i posted an example of my game. This may be useful for allmy other questions so make sure you dont get rid of the example once you download it. Anyway in the example i placed a counter that shows all the Packets. Packets are the data (X,Y position of player,Direction etc). The packets go through a subchannel then sends a message to all the people who are playing. The message has the Position, direction etc and they are received.

    The counter shows how many packets are being received. The method makes it so if it predicts it stops sending the packets because it pedicts where the player is going. If your player turns around it will send 1 packet of data letting the users know that you turned around. The thing is I dont know how to put this method into the online game i'm making.What condition do i put? What are the events? I have no idea. I've read some topics about this but they're not really specific with the events i need and the conditions. Please helpme for this will answer my first question.

    For more reasons about this 'Method' Click this!

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    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Universal Windows Platform Export Module (Steam)

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    Re: MooQuestion #2

    dead reckoning is nothing to do with `jumping`, it takes guesses where the object will move to in order to reduce bandwidth usage

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    Re: MooQuestion #2

    yes but when it guesses it makes the movement more smoother which will not make it lag. In my game the user doesnt move propely. Instead it 'jumps' stepby step sort of like someone with little experience making a play-do movie using stop-motion.

  4. #4
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleSWF Export ModuleInstall Creator ProPatch Maker
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    Re: MooQuestion #2

    Your movement engine will need to be optimized in this area, so if a user is jumping, they can't move untill the toutch terra firma this way, you just need to recieve a jump command (hopefully all jumps are the same hight) when the other clients get the jump info the sprites will jump in x direction. and you don't need to worry as the game engine will calculate where they should land. Only send info you need to send, like jump and shoot, location should happen if a user presses the other direction and you just send speed and direction at this point.

    If you have coded a good engine you will be able to smooth out issues like this.

    Don't forget your server will have to be coded to compensate for lag as well.

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    Re: MooQuestion #2

    He doesn't mean jumping as in physically "jumping". He means jumping as in the characters move around in a choppy way. And as neatkliker said, you would have to make a dead-reckoning. The server and client would have to be programmed to understand certain commands. This is why dead-reckoning engines work so well, not because they send a lot of data, which they don't, its because of the way they send and receive data.

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    Re: MooQuestion #2

    http://www.fantasaar.com/files/Fantasaar%20II.zip
    this is the link to Pat's online game.I want mine to end up like that.

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    Re: MooQuestion #2

    Well, his system uses dead-reckoning I believe, so just start off very basic and work your way up. You might want at least a year or two experience under your belt before you start something big.

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    Re: MooQuestion #2

    yup ok. Everytime Patrick updates and adds extra features to his online test game (If you dont know what i'm talking about Patrick is making an online game but he created a test. I asked to to help.)i get info and experience with making an online game.

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    Forum Moderator Multimedia Fusion 2 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export Module
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    Re: MooQuestion #2

    Can we have the source of the fantasaar game? dead reckoning work very well !
    My effect library are available
    http://myetic-studio.fr/produits.php

    My Game
    Luor | Remedium | Sky Invader

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    Re: MooQuestion #2

    Patrick's testing app works pretty well indeed ! But I guess it's pretty simple (simple things often prove better), it's just something like sending Angle|Speed|Xposition|Yposition. For better positionning, use an alterable value for X and Y positions, this way you'll be able to use decimals.
    EDIT : Forgot to mention this is sent when speed or angle was modified. This way if you move in a straight direction, you won't send anything while moving, only when accelerating/decelerating.

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