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Darthmarshie
Member Since 08 Jan 2007Offline Last Active Nov 07 2011 01:56 PM
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- Group New Member
- Active Posts 44
- Profile Views 850
- Member Title GMC Member
- Age 21 years old
- Birthday May 7, 1992
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In Topic: Multiplayer Platform Level Design
18 September 2010 - 07:18 PM
In Topic: Multiplayer Platform Level Design
18 September 2010 - 07:15 PM
I think Yal has the right idea. Do note, though, that some may prefer co-operative PvE instead of PvP. Maybe offer both?
Yep. I'd like to add PvP and PvE i.e. quests etc. It's a Pirate based game and my idea is to add both types of gameplay. I'd like to do it like this:

Just a representation. I made that in like 2 seconds in PSP, please don't take it seriously lol.
Have 2 factions (e.g. Blue and Red - I have no idea what I'll call them at the moment) with one being based on the right hand island and another being based on the left hand island. Then I thought I'd add a third island in the middle which is solely for PvP. e.g. the centre island can be controlled by either faction and can be taken over by either faction. Both islands on the side will be reserved for PvE, social, shops etc. I thought I'd have ships travelling between the islands constantly, allowing the amount of players on the PvP island to be more regulated and balanced out.
Does that sound like an idea that could work? It caters to PvP players, PvE players and social players.
In Topic: Interesting Sword Combat
17 September 2010 - 09:37 AM
Swords and guns? Instantly made me think about Devil May Cry 1. Try to find some footage of that game, look how combat works (it was revolutionary back in the days), and try to make something like that in the number of dimensions you're using. Animation-wise, I figure you'd only need a jump-back, fall-back, a few sword swings, and a stationary guns-blazing animations. I estimate 8 combat animations per character.
To make different types of combat available, I'd advise you to have several types of guns (gun - average, shotgun - close/high damage, long-range musket - faraway/long reload), and several types of swords (knife - fast/close, sabre - average, longsword - slow/double damage). As well, the ability to pick up and hurl barrels/cannonballs could spice up combat a bit.
That sounds very good actually. I especially like the idea of being able to throw cannonballs and barrels. I'll do some research on pirate weapons etc. too.
I'll also look up Devil May Cry combat, could be very helpful. Thanks!
In Topic: Last Stop For Multiplayer Learning
13 September 2010 - 03:03 PM
I appear to have a problem. I followed this tutorial to the letter and everything sends data across the network fine, but, when the server opens, after about 5 seconds or so, it starts spawning random ghost clients. This makes it lag quite a lot as it sends the data from all the phantom clients to the real clients as well. Has anyone else had this problem and what is the cause?
Darth
In Topic: 39dll V2.5
11 September 2010 - 11:01 AM
to test over the internet the client on another computer must use your external IP address.
to test locally you use 127.0.0.1 or you local ip address.
you cannot use your external IP address to connect to your own computer from your own computer.
so for a friend to connect
socket = tcpconnect(external_ip,port,1);
for you to test on your computer
socket = tcpconnect("127.0.0.1",port,1);
for someone on your network to connect
socket = tcpconnect(local_ip,port,1);
get it?
Okay, awesome. Thank you so much I know what I need to do now.
Thanks. Darth.
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