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Post by Santa Melty on Oct 11, 2012 19:28:57 GMT -5
So here's a small, (relatively) quick multiplayer game I put together in order to test the robustness of some networking code I've been working on. I've been trying to make that sound less clinical. But this really did come about mostly because I wanted a (relatively) quick project I could put together to test code I've been working on elsewhere. With any luck, I'm thinking I might be able to transplant this code over to some more interesting projects in the future. So feedback and bug sightings (especially those related to the networking) are very much appreciated. Not sure how I'd classify this. Something like a cooperative tower-defense bullet hell platformer. But harder. Players take the role of Servbots, who must defend the Gesellschaft from an aerial ambush by the regional police force while the rest of the Bonne family is away. The police of this region are astoundingly well-funded, and have an endless supply of officers and weaponry at their disposal. You are broke due to some ill-advised loan shark dealings, and have nothing on hand but a stockpile of slingshots. Slingshots, and many, many rocks. Against all odds, can you defend your home until your family returns? The answer is no. No, you can't. But maybe you can do a decent amount of damage before going down in flames. The game takes place on the Gesellschaft's deck. The goal is to endure through as many waves of attack as you can. You have two things you need to defend: yourself, and the Gesellschaft. Players will be incapacitated after taking too many hits, and the Gesellschaft is damaged whenever any enemy projectiles hit the platforms that make up the stage. The player team loses when either all players are incapacitated at the same time, or if the Gesellschaft itself runs out of health. Between waves, the players and Gesellschaft are healed slightly, and any incapacitated players are revived. Any players who might be waiting to play are also brought into the game between waves. And of course, the waves get stronger and larger with each round that passes. Enemies also drop powerups that can be used to upgrade your slingshot. At first this is merely a convenience, but eventually enemies will become strong enough that your attacks will not be able to damage them at all without sufficient upgrades. And just to make things worse, you lose all upgrades you've collected each time you're incapacitated. I haven't had much chance to test this on machines other than my own, so let me know if you guys have any problems getting it running. I'll see what I can do. There are also a few extra notes on the controls in the readme file. I might go back in and balance a few things or add a bit more polish based on feedback, but save for some major issues, I think I'm mostly ready to call this done. Also, the visuals aren't much, but if anyone wants to use any of the sprites, feel free. They're readily available in the zip.
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Post by Loken on Oct 11, 2012 19:47:44 GMT -5
It says MSVCR100.dll is missing on my computer. What's up with that?
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Post by Santa Melty on Oct 11, 2012 20:44:28 GMT -5
You're missing the C runtime. Try the redistributable package : ( x86, x64).
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Post by Loken on Oct 11, 2012 22:24:38 GMT -5
Is that something I should have already had?
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Post by Mikéy on Oct 11, 2012 23:08:48 GMT -5
Uh oh. It can't create the window! MLT! What am I doing wroonnnnnng? -Crash Report- Error. Unable to create window/context (windowed). OpenGL v.3.1 possibly not supported. Error Value: 1
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Post by Loken on Oct 11, 2012 23:14:50 GMT -5
Yeah it's still not working for me lol when I run it nothing happens.
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Post by Mikéy on Oct 11, 2012 23:18:17 GMT -5
You'll probably want to check the CrashReport.txt in the folder (provided it's there) and relay any useful information it might have to here so MLT can make some sense of our problems, eh.
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Post by Santa Melty on Oct 12, 2012 0:23:43 GMT -5
Ah yes! The fun begins. Nah, not if you never used any programs that needed it. But yeah, sorry about sending you off to download libraries instead of just including something with the program. Still learning these ropes. Generally speaking, a well-behaved piece of software would probably have detected the missing dependency and downloaded it for you or something, without any hassle. Those're the proper kinds of software, with installers and logos and such. My stuff isn't quite there yet. I'm still just handing out zip files in brown paper bags. Probably not, actually. OpenGL support is a hardware thing; you've either got it or you don't. Maybe if you're lucky there's some updated driver for your graphics hardware out there that'll get you there, but I wouldn't bet on it. Which reminds me, I mentioned it in the readme, but I probably ought to have said it here as well, since an alarming number of people don't seem to have OpenGL 3.1 or higher. You need OpenGL 3.1 or higher. :09: I was pretty sure your computer would be able to run this, though. Could you not run any of those test programs I occasionally passed around on iScribble? They all had that same 3.1 requirement. I could have sworn you were one of the guys who DID have it. If you want to check what OpenGL version your computer supports, you can try these version checkers I stole from GLEW. Run either of the executables, and it should output a report that'll tell you what version you have somewhere near the top. Like Mikey said, if the game fails to load for some known reason, it may output CrashReport.txt in the same directory as the exe. That may give some clue as to what's wrong. If you have that file and can post or send me what it says, I might be able to help.
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Post by Loken on Oct 12, 2012 0:32:42 GMT -5
Ah yes, I think I'm having the Open GL problem too sorry! I'll see if I can fix it.
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Post by Mikéy on Oct 12, 2012 0:46:10 GMT -5
I happen to remember what you're talking about, MLT. I didn't have the right Open GL version then, and I most certainly don't have it now. I was hoping you were working on a fix to that problem. Not being able to run a game that looks so simple because of a hardware component is hard for me to wrap my mind around. :22:
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Post by Santa Melty on Oct 14, 2012 21:13:40 GMT -5
I was sort of hoping you guys'd just get new computers. Too much to ask? Oh fine, if you insist. New download available over here.For those who were having trouble playing that first version that was running on terrible OpenGL 3.1, I spent a couple of evenings hacking together a second version that can run on glorious OpenGL 1.3. It was a pretty quick patch-up, so there may be some minor drawing artifacts here and there, but it should run. And it only uses the 1.3 implementation as a fallback, so people who could run the first version should still get the same experience in this one. Many thanks to Mikey for helping me test this out. I've also packaged the game in a quick Windows installer, which should look up Windows dependencies for you, such as the one Loken was missing. Hopefully. As a side effect, the whole thing looks slightly more professional than I'd like, but I made up for it by using ugly generic icons. Finally, at Mikey's suggestion, added WASD movement controls. Also, it looks like this has problems running on Windows 8, though I'm not sure why just yet. But once again, if you guys have any problems, let me know. I'll see what I can do.
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Post by Santa Melty on Oct 15, 2012 18:25:41 GMT -5
Yet another new version. I thought I said this was a finished project. :24:- I THINK I've fixed all the remaining visual anomalies for people using the fallback rendering system. Unfortunately, it looks like there's still something in there that's causing an occasionally crash. Still trying to figure that one out. - Made some improvements to the way movement and knockback are handled. It should be slightly less spastic at higher latencies now. - The installer was apparently rendering the game unplayable for some people, go figure. So nixed that and went back to loose files for now. - Gameplay-wise, adjusted the difficulty ramp a bit.
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Post by Loken on Oct 15, 2012 19:01:56 GMT -5
YAY! It works now! wanna set up a big game soon?
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Post by Mikéy on Oct 15, 2012 19:20:42 GMT -5
I thought I said this was a finished project. :24: Well, game projects are usually never finished until after they undergo the testing phase. I think it's safe to say that your testing phase is now over, and any editing after this is simply content related, rather than molding to fit on peoples' machines. So your project can be considered 'finished' in that regard. With any luck, that occasional crash is just a fluke. I'm used to my computer hiccuping like that every once in a while when it's faced with something new, and I wouldn't make a huge deal about it. The next part probably is getting a session together with more than just 2-3 people. 5-6 sounds like an appropriate number for the next attempt, but for the love of god, let's try to avoid using Hamachi. :12:
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Post by Santa Melty on Oct 16, 2012 0:53:28 GMT -5
Unfortunately, this probably isn't the case. Been testing it out on a crummy XP VM, and I get the occasional crash as well. Definitely seems to be linked to the 1.3 drawing. But yeah, a slightly larger game would be nice to get together. It'd be helpful to see how the game handles the stress. And I'd prefer not to use Hamachi either, but hey, it works. Raggum fraggum routers.Alright, here's one more. Just fixed a dumb mistake I made in that last one that would summon powerful enemies far too early. I'm going to need to figure out an actual version numbering scheme at some point, the way this is going.
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