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Multiplayer zombie game

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#61
Dog

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Just played it and it's coming along nicely.


When can we be expecting tanks, grenades and stuff? :>
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#62
Ansceniiiic

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reminds me of the old GTA games.
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#63
.el Rix~

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Arrow key controls would be highly appreciated as an option next to the standard WASD. The Belgian keyboard has an AZERTY layout as well, I can switch my keyboard around to QWERTY in Windows but it's still a bit impractical to do this every time.

And you'll be using TCP as your main streaming protocol? That sounds totally stupid. :evilgrin:
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#64
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Arrow key controls would be highly appreciated as an option next to the standard WASD. The Belgian keyboard has an AZERTY layout as well, I can switch my keyboard around to QWERTY in Windows but it's still a bit impractical to do this every time.

And you'll be using TCP as your main streaming protocol? That sounds totally stupid. :evilgrin:

Will do!

Actionscript's UDP protocol is buggy as fuck >:
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#65
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Support @ auto reload,

Keep up the good work!
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#66
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I have good news and bad news so let me start with the bad news:

The browser-version is a no-go. This is because flash is being a pain in the ass when it comes to browser connections to external servers. So you'll have to download an .exe file or an .app file.

Good news is, it's kinda working though it's very laggy and some other minor bugs
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#67
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No problem about the browser version, since it's only 10mb or something?
It will be worth downloading it. ;)
Great that it's working on multiplayer (I guess it's multiplayer?)!
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#68
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No problem about the browser version, since it's only 10mb or something?
It will be worth downloading it. ;)
Great that it's working on multiplayer (I guess it's multiplayer?)!

Yeah it'll be :dave:
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#69
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Not much of an update, but I'd like to share an idea :dave:

On normal games, a map is saved within the game (client) which I planned to do until now.
My idea is rather simple; you just download the map from the server.

That means that you can have infinite new maps, custom maps, everything with the only downside that you have to download the map first which at this point is less than 1 MB :dave:


DO WANT?
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#70
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ja
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#71
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Yes it would be a good idea :dave:
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#72
Redy

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Would be a good idea :)
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#73
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Me like idea :3
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#74
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I HATE THIS IDEA ITS CRAP!!!!

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#75
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okay, I've got an update!

I'm still trying to release the alpha this week! That's a fully playable (somewhat buggy) game, server included. That means that anyone can run a server and anyone can connect. You have to insert an address (ip:port) to join a server. So if anyone can set up a server so we can join anytime, that would be cool.


The servers are customisable at this point, though there are only two setting that are not ignored; the port and startlevel (difficulty the server starts at). I havent spend time work on the lobby, so when you connect you're in-game, possibly in the middle of a big horde. Though, you can't die anyway :dave:

As proposed, maps are downloaded on connect. That makes maps very customisable and there's no such thing as versions. The map is downloaded, period. I've decided to make maps accessible by URL. That means you have host the files on a webserver or upload them on a third image hosting party which usually have a bad-ass download speed so there's nothing but profit. A map consists of different images. At this point it's only a map (terrain) and overlay. In a later stage you will be able to create collision maps. That means I'm planning to add collision though it'll be on a late stage because it's pretty complex.
Because a map is created using multiple images, there's a single plain text file on the server, the .map file. This is where you assign different URL's to specific layers.


map  = http://i.imgur.com/QQ5v6.jpg
overlay = http://i.imgur.com/6Jw3v.png

That means you can use any image you want wherever it's hosted.

map = http://earthobservatory.nasa.gov/Features/BlueMarble/images_bmng/8km/world.200408.3x5400x2700.jpg

So any idiot can google a top-down image and use it as map. The map is shown on a full scale so the map size depends on the image size. I might add an extra map that allows users to define certain area's where bots spawn.
Because having different maps is cool and awesome, I've also added a map-rotation which isn't functional at this alpha release, because nobody can die.


Also, I've modified the synchronisation process (even though you haven't noticed how it was before). It makes the bots coming for you not lag at all, though the bots chasing other people are still pretty laggy.





Until alpha release:
- Bot spawn
- Player spawn
- Make client download map

Alpha release features:
- Connect to any server
- MULTIPLAYER :>
- Bots
- Shooting
- Infinite ammo (because there are no power-ups)

That's about it :dave: Don't expect too much, because:
- You can't die
- There are no rounds yet :dave:

So it's more like just randomly shooting zombies and disconnect like a bau5.
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#76
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I guess we can have competition on who can stay in-game the longest :dave:
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#77
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Can't wait to test it! :D
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#78
Bravo7

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So I just played the pre-alpha, and its pretty good. Full of potential awesomeness. I'm trying to convince him to add some ideas I have, and some of them are being considered, and some are already on hes to-do list :dave:. So be sure to check back here, to stay up-to-date :D. I'll make sure he finishes this project as I talk to him everyday 8==>
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Hi!

#79
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pre-alpha footage with a random map
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#80
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dat other dude:

3 is machine gun, ja, preeeeeenngg piewpiewpiewpiew, jeeh

great english btw :dave:
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