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About spocchio

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  1. Economics engine

    As I understood the player will govern a very large ensemble of construction and prices of materials.. Unless in the case with very few constructions, what makes you think the final outcome will be different from a statistical one?
  2. Yeah, my first idea was to make a Facebook game, so: 1) you should solve it as fast as possible making less mistakes as possible in order to brag to your friend 2) everyone has to be able to solve a case in a reasonable time.   So, my idea is that, when a case is designed it should contains all the evidences of the murder, the weapon and the motive. so, when a player makes the wrong choice the system tells him an evidence which should fix a part of the solution. I'll give an example... let's think the user is playing in  the scene from "A study in scarlet" of Sherlock Holmes,  if he makes the wrong combinations about murder,motive and weapon the system says: "There is no blood of the body in the scene, so the weapon is poison" if the user makes a second wrond combination the system'll says: "There is a wedding-female ring in the floor, the mandatory is the gealosy (there aren't sufficent proofs about the woman's name)" if the user makes a third mistakes: "the telegram from Cleveland says that the dead man had requested protection from a rival in love that has followed him from America to Europe, his name is called Jeferson Hope, and he is the murder."   So you have 3 chance to solve the case since the 4th time the system has told you all the necessary information to solve the case (showing all the evidence). I think the score have to be related to the solving time but mainly to the mistakes made.
  3. As you may had noticed a new game called Crime Scene came to Facebook. When I was going to play it, I thought it would be amazing and I would had felt like a real detective in front of a scene of crime, I guessed it would be a Graphic Adventure game where you have complete freedom on going around the crime scene, collecting and mixing objects, having complex dialog with the suspected, collecting objects and finally, with the power of my intuition, to be able to reconstruct the story, figure out who the culprit is, the motive and the murder weapon.   Nothing of all happened, it is just a bunch of puzzle games where you have to mainly find some predetermined object..   So I've thought  about this kind of Graphic Adventure Crime Scene I had in mind:   - The case: As the good old Sherlock Holmes stories, the detective receive an account of the research done by the police, which, however, does not know how to go on, the player know a bit of background story and the suspected(s).   - The crime scene: I really like Graphic Adventures, and I think the player should have the complete freedom on going around the building of the crime, he could analyze almost everything, pick up some objects that may be futile as not and talk (choosing from pre-made questions that can be change if the player had or not analyzed some objects - e.g. "what do you know about the knife under the mattress??") If not the changing in the dialogues  there will be no more clues on the solution of the crime, there won't be external advices.   - Solving the case: The player should have a complete freedom in choosing who is the perpetrator, and how the crime happened, a complete freedom is not possible in that kind of game but the player could choose from a wide set of possibility: He/She had to choose, from a list of all the character involved in the crime, who is/are the guily of the crime, and have another list in he can choose the murder weapon from an enormous set of possbile objects in the  scene of crime, he have to choose the motive from a wide range of possible motives and, possibly have to tell additional information for certain motives (e.g. motive: betrayal, with: Mickey Mouse. )   Would you like a game play like that?  what would you change? where you will get inspiration about the crime stories?
  4. I made a multiplayer game and I wish to let it works in a smartphone. It is how it works now: At this time it is a web app and the - user choose an ID and a password, - then creates a new game, - the server returns the code of the new game created, - the other players join the game corresponding to that code. I don't know the logic I should use in a smartphone, e.g. : it seems rude to ask the user a ID and a password, it seems stupid to me to have such a complex way to manage the hosting/joining mechanism: whould be much simpler if the user just search the friends to invite in his phone-contact-list However, usually what should be the most convenient way to implement a multiplayer game in a smartphone, particularly for what concern the logging-in, the search of friends, the hosting and the joining? thanks!
  5. The project home is [url="http://plar.googlecode.com/"]http://plar.googlecode.com/[/url] The gameplay is in the way of the old arcade games, The characters move through a scrolling level, plus you can fight with other human players in the MULTIPLAYER way! ..the idea is to play in the 2D style against other humans! This is a beta version, future releases will have a level editor and a player editor,and a better gameplay feature, this is just a CONNECT'N'SHOOT version!
  6. Alley 13 - Too hard or too easy?

    I always forget the keys in the middle of the game, maybe you can show a little key-remember during the gameplay? and in the 3^ level (I suppose it's the 3) I suddenly die: a foot appair I die. and when a foot is going out from the screen I cannot see the foot color. I usually use just LEFT and RIGHT key, when I have to use UP and DOWN? have I to press them together?
  7. Quote:Original post by Anton Vatchenko 1. Some companies allow to play 3d games on server without any game client. They just capture input and send video to client. So 1.6 mb per minute is not big. Sometimes Quake Live sends 1 mb per second. very small consolation :~) Quote: 2. You need to find some logic in changes. If I want to move my character to position 5,5 from 0,0, I just send MOVE_TO_PACKET(5, 5) are you talking about interpolation? unluckly I don't find any useful documentation on the net! Quote:Original post by SimonForsman If your relative coordinates are restricted to 800x600 you can cut those down alot by using smaller integers: Yeah!! I changed my algorithm today! using only 10 bit per integer so I've compressed the 5 integers (x,y,width,height) in only 6 bytes! now I send 6 bytes in place of 4*4=16. plus I set the chatupdate every 5 seconds,. now I use 400kB per minutes, it's less than a floppy so it's OK! [Edited by - spocchio on August 21, 2010 2:53:23 PM]
  8. Hi, i'm making a platform multiplayer game. The levels are not tiled based and an element can have any shape (I use JBox2D) THE network traffics is about *1.6 MB* per minuite! TOO MUCH I SUPPOSE! The client/server system works like this: - every element in the level have a set of sprite - every sprite have a set of strings of the image path and the size - in the C/S system the SPRITES are sent ONLY ONE TIME in the gameplay and they are index(ized?) - for each screen update the SERVER send: --- the number of the NEW sprite that will be sent --- the number of the elements in the screen - for each element in the client screen (800x600) the server send 4 integers: --- relative X and Y and WIDTH and HEIGHT of the element --- the sprite ID - there are about 20 or 30 elements per screen - the screen is update every 40ms I think I have to compress the data! any suggestion for the algorithm? does Java supports it in a simple way? thax!
  9. The project home is http://plar.googlecode.com/ I have make a 2D platform arena in the style of old arcade games. It is a multi player game so you have to start the server and then the clients have to connect to it. Before you start: - This is an experimental version so the game is not very "nice" and I've made the sprites with paint :) - the GUI was coded really faster only to show you a demo! If someone will like it, I will continue! - is better you run the game by the command line so you can see when it get blocked (it happens...) to run the server: java -jar plarServer.jar to run the client java -jar plarClient.jar - The game is made in Java: you need jbox2d-2.0.1-library-only.jar ( you need this file: http://jbox2d.googlecode.com/svn/trunk/jbox2d/old/jbox2d-2.0.1-library-only.jar )
  10. 2D platform multiplayer

    Hi, I'm here to show my little game It is a MULTIPLAYER shooting arena in 2d! This is a trailer version, i'm searching co~developers! You can see the graph is horrible(i've make the sprites in paint!! :-) I've written in java, coming soon i'll use JBox2D, when i learn how it works :) The project page is http://plar.googlecode.com/ How 2 Play: run plarServer.jar to start the server in the localhost run plarClient.jar to play in a server, leave the nameserver blank to connect to your own computer! Instructions: You can select from 3 players: Queen,Kitty and Squeak When you play you have 100 points of life Go throught the guns to get ammo so aim and fire with your mouse! To change the gun use 1,2,3 number key 1: you choose the normal gun 2: you choose the the laser gun, you can kill someone with one shoot! 3: you choose the mines after you have selected a weapon you have to collect ammo to charge it!
  11. speed management in platform game

    Quote:Original post by Storyyeller One question is, do you want the player to accelerate or travel at constant speed? when running constant speed, when jumping it would be nice if it do a parabola :) but i can strike a balance!
  12. Hi! I'm not new in programming but I'm new in game developing so i think i have to write here my problems :) I'm writing a platform game in Java, it's NOT tile based, a level is composed by rectangles of any (not fixed) dimension and speed. the problem is to manage the players speed (it would be a multi-player game! so all I have to do should be a general algorithm) I've done my alorithm but it is too messy! does exist any (maybe math-oriented) algorithm that is usually used for manage speed object? I really don't like to add stuff just to cover bugs! there is any pre-made algorithm? here mine! to simulate gravity a thread check if there is no element under the player so its Yspeed is incresead (it's called gravity accelleration, so the speed has to be increased!) when the jump key is pressed the player speed is decreased one time! in a first moment the player jump but gravity start adding his speed to the jump speed until the gravity part is greater than the jump speed and the player start falling down! and when left and right keys are pressed the player X speed are also changed the problem come with the collision handler! for example when a playr stop running his speed is DECREASED to stop him, but if it had a collision his speed was already stopped!, so the player start running in the opposite direction! :( whit some work around it don't create problems in simple levels, but when i add elevators, or other moving element it dont well! for example when a player jump on a moving element(a sort of horizontal elevator?), they player should be move with it, so it have to change player speed, and in condition of other collision it usually don't work! oh BTW i'm writing a sort of multiplayer commander keen game! any one is welcome!