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Michael Grand

Member Since 22 Jan 2005
Offline Last Active Sep 07 2014 01:04 PM

Posts I've Made

In Topic: Haukr - Top-Down Vertical Scrolling SHMUP

24 April 2014 - 05:51 PM

 

Nice graphics and enemies. Some constructive criticism:

  • At least on Kongregate, the view is very small: on my screen, about 5 cm wide. The unusually tall aspect ratio has significant gameplay potential, and I don't suggest changing it; but you can host your game in a way that allows fullscreen display.
  • Tapping space to shoot is completely inappropriate for a basic "pea-shooter"; please implement automatic fire with the two benefits of preventing RSI and controlling the player's available firepower (as opposed to letting fast tappers shoot too intensely).
  • Low contrast between the light grey clouds and the light grey player airplane. Both look good individually, but (since the size of everything is too small) I'm unable to see the airplane well enough to dodge. Consider a recolor of the airplane.

 

Thank you for the feedback! smile.png  Sorry for taking so long to respond.

 

Regarding auto-fire: It was an intentional design decision to leave this out, as it supports the style we are going for. However, the fire key will be moved to the more easily pressed "Z" key and I will investigate the code to make sure that there is a limit to how fast you can fire your weapons.

 

I've put together a list of changes and created a Trello board for them.  I'll post them here as well though smile.png

  • Double the Game's Dimensions
  • Recolor your Warplane Blue
  • Change Attack Key to Z
  • Add "Press Z" Message to Game Over Screen
  • Plane-to-Plane Collision
  • Press Escape to Return to the Menu
  • Add a Version Number to the Menu
  • Add Music Credits

In Topic: Mmorpg in Visual Basic?

02 October 2012 - 10:12 AM

It's definitely possible; my first MMORPG was coded in Visual Basic 6.0. The problem is, certain bugs with the language and just the language itself didn't scale very well. That may be fixed in VB.NET though. I definitely prefer C++, and while I don't have much experience with the language, I would probably also recommend C#.

If you are going to make an MMORPG, regardless of the language, I wish you the best of luck :) It can be very fun.

In Topic: Central server multiplayer: Will this architecture work?

23 April 2011 - 10:07 PM


It's the way I created three MORPGs. I actually had no idea that some people actually considered storing everything in the database rather than in RAM until sometime after releasing the third game.


For FPS and RTS games where there is only the one game and its over it doesn't really matter (though keeping a record of games is a good idea). But for games with progressive stat tracking you want the stats to persist after the next server restart. Databases are much better setup to handle this kind of thing then continuously trying to read and write from the hard drive of the computer running the server. There is no way a MMO of WoW scale could get by without using a database.


Well yeah, a database is used, but I don't write to it rather than to RAM every time something changes (same goes for reading). I store everything which is needed in RAM and sync to the database whenever the character leaves the game or something important happens, such as a level up.

On a related note, a database is just that: A database. I'm not sure how it would be excluded from existing on a hard drive (that is in fact where it exists in most cases in my experience).

In Topic: Central server multiplayer: Will this architecture work?

21 April 2011 - 08:01 AM

It's the way I created three MORPGs. I actually had no idea that some people actually considered storing everything in the database rather than in RAM until sometime after releasing the third game.

In Topic: Multiplayer game randomness

13 April 2011 - 01:33 PM

Generating the number on a server and sending it to the clients involved would be the most secure method.

If you don't mind the potential exploits involved with this method, sending the random number generator seed to the clients would allow you to cut down on some network traffic (depending on how you handle timing), and not just for attacks. If the client has the seed, he can figure out for himself what loot drops, if he succeeds in mining ore, etc. Of course, the server would have the "real" state, but both the client and the server should stay in sync unless the client is compromised or another client gets involved in some way.

Another advantage with giving the client the seed is that you can avoid latency. The client would be able to predict actions a lot more reliably.

It pretty much depends on what you want.

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