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Thread: Online Co Op Question

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
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    Online Co Op Question

    I'm planning to create a side scrolling shooter game and would love to implement online co-op. I know the basics of Lacewing and creating a two player deathmatch style game but I'm a little confused how this would work for co-op

    Specifically, how would I handle enemies/powerups? I know that the host would have to send all of the data to clients so would this mean to add a flag saying IF the player is host then let the enemies act like normal. IF the player is a client then have the enemies receive positions/animations/stats from host? Also would Lacewing be a reliable system to use if your game ended up on Steam? I didn't see any options to use steam's matchmaking system anywhere.

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export Module
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    You pretty much have the idea in the second paragraph. One player would act as a host, or "server" if you want, and send the game data which involves the enemies movement etc to the client. A lot of thought needs to be put into reducing latency however, since the client player would be receiving both their partners data AND the enemies/powerups/etc. I think there was an extension called Dead Reckoning that helped with reducing the choppiness that comes with latency by smoothing out the movement of objects in between any data updates.

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