In response to Fugsnarf
Fugsnarf wrote:
I would, but I'm trying to make this game work as well as it possibly can over a network. Originally it was 30 fps, but I lowered it to 25. I then lowered it to 20 to see the difference and noticed that the difference actually was pretty significant without losing too much game-play-wise.

You can always write code that lowers the FPS when additional clients connect. At least have faster FPS for local play.
Yes, but then the game would feel like the FPS has been lowered, which isn't good unless everything is tailored to that. For example, when I lowered the FPS to 20, I had to change a lot of velocity values to make it still run as smoothly as possible. If I didn't do that, the game actually felt slowed down.
In response to Fugsnarf
Fugsnarf wrote:
Yes, but then the game would feel like the FPS has been lowered, which isn't good unless everything is tailored to that. For example, when I lowered the FPS to 20, I had to change a lot of velocity values to make it still run as smoothly as possible. If I didn't do that, the game actually felt slowed down.

Everything can still operate at the same speed, there's just less "frames of movement" in between updates if programmed properly. For example, AAA titles are programmed so that game logic isn't effected by frame rate. So in the case of a slower computer, things are still calculated and moving the same as they would on a faster computer, but the faster computer looks better.

I am a huge megaman fan, but from playing the demo I was instantly turned off by the FPS. That alone would just kill it for me, no matter how awesome your content was.
Point taken. 25 fps was more than suitable to me. I can bring it back to that and see what you think.

EDIT

Also, changing the FPS changes the tick_lag. This doesn't just smooth out the frame-rate but also increases the speed, naturally. Thus, everything needs adjusting.
FPS is much better, although I'd love to see 60 (standard AAA 2d game).

With the jumping: I think the problem is that at the crest of the jump your velocity doesn't change. When I look at this footage, it seems as if the speed of moving upwards is slowed slightly just before the crest and then sped up again on the way down just after the crest.

http://www.youtube.com/ watch?feature=player_detailpage&v=NvFd8sJfwsg#t=90s
60 is not happening for an online game. I've found 30 to be the maximum for online game on BYOND.
In response to Fugsnarf
Fugsnarf wrote:
60 is not happening for an online game. I've found 30 to be the maximum for online game on BYOND.

Depends on the bandwidth / server / clients. We're doing 60 fps and requiring broadband, but we're not really targeting the byond community who have low screen resolutions and band internet connections. I can switch the code to 30 fps and the game operates exactly the same just with less transitional frames in between updates.

At any rate, you should offer 60 FPS for local then on network, switch to 30 FPS. Just my opinion, don't have to take it.
I like your idea of lowering the FPS when a certain amount of players get on. I'm going to test how it handles with different amounts of players at 30 FPS and see when it would be beneficial to lower it. I'm going to raise it to 30 and stick to that though. The difference in speed between 30 and 60 FPS is too great.
I've updated it to 30 FPS and dramatically changed the physics. I think you'll all like it a lot more now. I took a look at a lot of documentation on the actual Megaman physics and mimicked it. It plays more or less just like Megaman now. It's not exact, but it's darn close.

http://files.byondhome.com/Fugsnarf/ Megaman%20Files%20Sexy.zip
In response to Fugsnarf
Fugsnarf wrote:
I've updated it to 30 FPS and dramatically changed the physics. I think you'll all like it a lot more now. I took a look at a lot of documentation on the actual Megaman physics and mimicked it. It plays more or less just like Megaman now. It's not exact, but it's darn close.

http://files.byondhome.com/Fugsnarf/ Megaman%20Files%20Sexy.zip

Its great now! If this ever becomes a thing, let me know. And please include the ability to have WASD movement and space action key, etc. I actually have to put my left hand on the arrow keys and my right hand on F and S to play this because I'm way too used to SNES controller.
This looks pretty damn close to the actual Mega Man physics engine now. Nice job on the update.
How does it run on multiplayer with 2-3 people?
I haven't hosted it yet. Theoretically it shouldn't be much different. Before I updated it, it ran great online. I managed to get 10 people on at once shooting, running, and jumping around with absolutely no difference to the server. I'll have to try with the update. The only difference now is the raised FPS, but I figure I'll check to see when the game starts to lag and lower the FPS when there's a certain amount of players.
In response to Fugsnarf
Fugsnarf wrote:
I haven't hosted it yet. Theoretically it shouldn't be much different. Before I updated it, it ran great online. I managed to get 10 people on at once shooting, running, and jumping around with absolutely no difference to the server. I'll have to try with the update. The only difference now is the raised FPS, but I figure I'll check to see when the game starts to lag and lower the FPS when there's a certain amount of players.

Even at 60 FPS the server has 16 ms to do all of its processing per cycle. This is more than plenty, as long as you don't have graphic processing being done in the code. You would then need to offload the resource hosting to another computer, and any other big-time-consumers should be handled appropriately. Unless your host machine is a dinosaur, this is more than enough!
A and D allow you to strafe, but pressing D and Right arrow (Or A and left arrow) allow you to move 2x faster. Also W makes you do a karate stance? I love them all but I think they're bugs or old test remnants.

PS. I understand it's not supposed to be a finished game, but I thought to point it out. (I do think the karate stance must stay in.)
Are you sure you're playing my game? There are no such macros and I can't make what you're saying happen.
Here, it's possible that you had pre-set macros which were interfering with the game. I can't imagine what you had set to make the character do a karate stance; I'm not even sure I believe you.

Still, I used control_freak to disable macros, so maybe that will help: http://files.byondhome.com/Fugsnarf/ Megaman%20Files%20No%20Macros%20Allowed.zip
I've noticed that playing two games back to back on BYOND will sometimes give you the skin sizes from the last game in the second game. I haven't quite figured out how to override this or how to force the skins. Sometimes the control freak setting can lock in window sizes that are impossible to use and there's nothing the user can do.
You should be able to choose a perfectly scaled x1 or x2 size in the Window tab at the top. On top of that, you should also be able to maximize, fullscreen, and manually resize the window. I've never been one for forcing a specific window size on my players; I like to give as much flexibility as possible. Are you saying the window gets stuck and you can't change the size?
Page: 1 2 3