Oh, nice, congratulations on releasing it on Steam ^^
For me, I decided to go (for now) with the lobby system (for “FPS” lofr), where lobby creator becomes the server. That will change if I ever get to get a dedicated server.
Anyway, I’ve tried to deal with networking by all clients sending the input messages to server, and server broadcasting inputs from each client (and himself) to everyone else, but… when testing it with 2 game instances and connecting via localhost, desync happens almost instantly.
Now I’m working on Settings screen while thinking about what combination of state + event messages would be fit… not to mention dozen other things (tanks falling through ground in certain circumstances, camera lagging on occassions, art being ugly). So much work for solo dev. X)
Yup. Sounds strange, I know. But for multiplayer coop I rely on the Steam-Networking libraries and their servers.
When creating a lobby for instance, you need a dedicated server to perform the NAT punchthrough for you.
So I’m stuck with their implementation until I write a wrapper or implement the other systems as well and separate the users of those platforms… well well… much to do
Hmm, how about just single player as frankly, not bothered about multiplayer I have an XBOX ONE X and never play online, what’s the use lol everyone is a 15 year old angry gamer who has way more time than you…
Casual Play for me… being blind and all.
But keep at it, you are doing something cool there!
I do have Steam, but refuse to spend anymore money on that platform now.
Hmmm. When are you planning to release?
Maybe I should implement the lobby first and host it. Aaaaaagh… I really wanted to finish the game though…
Never enough time… NEVER… just as you said.
If you’d like me to take a look at your code for de-sync causes, my discord is here:
Cool initiatve Mr. Valentine! if I’m still developing 3D in MG I would really love to join, but ATM I’m interested on a project to remove everything DirectX(SharpDX) and OpenGl(OpenTK) and support only Vulkan in MonoGame source
With that said, only Xbox platform will be left in the cold : ) but who knows if Xbox Scarlet will eventually support Vulkan like PS5 and Switch, Etc…
That kind of puts my concern int hw ind really, it makes no sense for MG to be DX free, so with what I have been hearing lately, I don’t know if spending time with MG would be time invested for me now.
My only interested markets are the XBOX and Windows 10, though I do now own a switch, still, I would rather support something functional such as xbox and Win10…
But thanks, it will be for a 3D engine…
Actually it will be something for us to build from and understand how to integrate everything with your own engine.
I tend to get very verbose with my explanation posts though, so, long, they will be haha…
Well, how is everyone doing, it would appear more people have time for coding and I feel compelled to finish some games off before going back into coding again, would need a refresher on C# too at this point,
Purchased a Switch, and got myself a true gem of a game, Star Ocean R, hoping they release the next game in the series, it reminded me why I wanted to make games way back in the day.
If you would like to help, I have posted a few times today asking about it. Basically, my game just takes too long to load levels… I think my XML stuff is correct, it just takes time to instantiate all the objects from the data… So now I might have to learn about multi-threading - Loading the next room, while player completes current room…
It’s either that, or some little loading animation at every door… I see this in other games, but I like the transition-free doors…
Have you ever done sneaky back-ground loading / instantiation?