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Thread: flash & lacewing = smashbros?

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    flash & lacewing = smashbros?

    would a smash bros style game with online multiplayer be way too laggy to be playable / fun ?

    or do you think if it was kept relatively simple, it could be done?

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    Re: flash & lacewing = smashbros?

    It could easily be done. You'd have to make sure your design gave enough "signal" time before attacks to cover the latency, so that the other player gets a chance to see that the attack is coming and block it before they are killed. The powerful attacks in most fighting games do this anyway, as a kind of balancing.

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    Re: flash & lacewing = smashbros?

    hmm..is that so...!

    you know these group funding sites like kickstarter.com... i would definitely chip in towards a online flash fighting engine for us all to use

    edit:
    or if that IS possible then a custom street fighter 2 style engine would also be awesome. i bet we could create stuff to rival those insane mugen videos if we worked together!

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    Re: flash & lacewing = smashbros?

    Personally, I think this would be a bit too slow without UDP.

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    Re: flash & lacewing = smashbros?

    Have you actually measured the speed difference between UDP and TCP? It's pretty much unmeasurable.

    Keep in mind that UDP isn't reliable, and for a fighting game, you need some messages (like the fighting moves) to arrive, and fixing that is very hard. Using TCP just works.

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