bitplane wrote:I agree, the black on white is really harsh on the eyes.
Hmm, I suppose I just got used to it
![Razz :P](./images/smilies/icon_razz.gif)
I'm working on a feature that lets the user control the brightness of the terrain.
bitplane wrote:Can we expect arrow mesh trees, rolling spheres and flying pyramid air units?
I hadn't thought about trees, but that sounds like a good idea. As for the units, what I had in mind is that the more faces a figure had the more powerful it would be, with triangular pyramids or perhaps 2d polygons being the weakest and spheres the strongest.
Dorth wrote:Bwahah at making the units go in vibration mode and unable to recreate a formation
Haha, yeah, I'm using a collision and pathfinding system made by me that has a few quirks in it (it's the same one from my RTS entry in the irrlicht inmotion contest). I'm a bit hesitant to work on it though seeing as its in at least somewhat working condition and working on it isn't quite as fun as making a game.
BlindSide wrote:Port 45000, eh? Sounds familiar. Is this just a coincidence?
EDIT: Ah nevermind you mentioned it in your post. Oh an you posted a question in the irrNetLite thread which I haven't gotten back to yet
![Embarassed :oops:](./images/smilies/icon_redface.gif)
Did everything work out in the end?
Haha, yep, it uses irrNetLite
Yeah, my issue regarding getting packets early has been somewhat resolved, I think. I set it up to ignore packets that were causing problems, and then I was having trouble reproducing the error. Either way, its not a problem at this point
BlindSide wrote:I think if I implement IP network broadcast it would be very useful for this type of game.
And indeed, net broadcast would be quite useful. A method to find out the ip address of the host would be useful as well
BlindSide wrote:Errr so about the game itself, this is designed to be an expandable framework for RTS/maybe other genres games? Cool. Kind of like "Make a game not a game engine" kinda thing?
Yeah, that sounds about right. I'm just breaking up a lot of my code into separate classes in separate solutions and libraries to make it as reusable as possible. Plus, I'm keeping a high standard of code so that in the future I could just copy/replace parts of the code to make a new game. I'm also designing it from the ground up with networking in mind which is something I didn't do in my first project, which made it pretty much a dead end.
Right now I'm working on a better lobby system so that players can choose their color and the map/players can be controlled by the host. As soon as I have that working I'll post a new demo.