Posts Tagged ‘platforming’

Failure!

Posted by (twitter: @carlgraves)
Sunday, April 27th, 2014 6:35 pm

Well at least I tried, but with less than an hour to go i seriously doubt i’ll have a game finished.

No game, but what i do have is a platforming engine with a multiplayer backend. So you can parkour with your friends. Right now there’s only 1 server so if it’s full i have no idea what happens (probably a crash). There’s not really any interpolation or extrapolation so crappy connections will look terrible.

Playable version here: https://www.dropbox.com/s/eac3y5ng41kvqpe/LudumDare29_release.swf (just drag and drop into your internet browser, depending on connection speeds it can take a while to join the game)

If you want to test out the multiplayer just boot up two copies of the game, or find some friends.

Well i tried.

Well i tried.

Post Mortem:

– Don’t make a multiplayer game unless you’ve done it before.

– Actually have a rough idea what the game will be or at least spend a little bit of time figuring it out.

– Art is important, leaving it to the last day never leaves you with enough time to create anything good.

 

It wasn’t a complete loss, I can definitely use the multiplayer experience in my actual projects. Which I had been shying away from because it sounded hard. The good news is, multiplayer stuff is tricky, but once you sort of ‘get’ it, you can make a semi functioning game fairly easily. Well regardless it was fun, and i learned a bunch of stuff I wouldn’t have tried in a normal day.

In the future, when i do another Ludum Dare, i’ll just make a flappy bird clone and call it a day.

epacse

Posted by
Saturday, August 20th, 2011 9:34 am

First screenshot. Ignore the tearing, that’s printscreen hating v-sync.

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