Backwards reconciliation (lag compensation). And showing off some features from previous episodes, working in the graphing tool.
A very quick episode this week where I talk about replicated events (like explosions).
Today I show off the now-working “slow prediction” that I originally described last episode. Also, for the first time, two players running around at the same time!
This week I take a look at the initial work on predicting projectiles on the client.
Quick episode this week. I’ve re-done the player physics stuff, turning the player from a diamond into a hovering rectangle.
Do I sound tired this week? I discuss Indie Game: The Movie and revisit Steam Greenlight. Then I show off some visualisation tools and rendering technology I’ve been working on – instead of the game itself, because I’m tired.
In this week’s episode I talk about Steam Greenlight, more about my productivity, why my old wall-jumping code feels better, and getting prediction working in the physics engine.
Someone has asked me to transcribe these DevLogs, so I’m going to be doing that this week. I’ve been working on my physics engine platforming stuff and I’ve been working on is my line-rendering code.
In this week’s DevLog, I take a look at my 2009 game Dark, from which I’ll be stealing the platformer-on-a-physics-engine mechanics, and eventually the level editor, for Stick Ninjas.