How it looks like now

Well, FINALLY I got to write this. At last. Whew. Sorry for the delay, tons of things seem to happen now.

WELL. First point. I am working on Tunnelers multi-player, but it;s been DAMN harder that I thought. All those little complications that just show up and then hit you in the face. Sometimes I spend a week in debugging.

To make it clearer what I’m doing, I’m gonna write it all here.

So, second point. I wanted to the ship the first multi-player release with CTF. Why?

  1. It’s the best mode.
  2. It’s awesome.
  3. It would be boring to just run around a simple map with a tank with nothing to do.

But, this also created some major complications, listing

  • The game needed a game manager, that would sync the scores of the team and the players between the server and the client.
  • The game also needed actual flags that work with the network system fluently.

And, that’s all. It doesn’t look like much, but imagine you have to write down EVERY DAMN game event as a method in the server script, together with how it changes the scores, etc., and the write down all of the game events as methods AGAIN in the client script, AND THEN make the execute of the client method from the server method with an RPC call, and make sure every parameter can be RPC-ed, and if not, convert it to something that can be, and then convert it back in the client script.

Ugh. (breathes heavily, calms down a bit). Well, that’s over, and let’s go to something more positive.

Third point. The WORLD. Ya, the world. Actually it’s quite a small world with some cubes and stuff. Here it is:

ss (2014-02-04 at 04.51.56)

Say, “Hello, World”. Well, it’s not called “World”, but “test_scene”. Okay, it’s not called that, but it will. right now it’s called “c_sharp_network_test”. I didn’t have time to rename it. But I will.

Continue reading How it looks like now

Registration enabled.

Well, after some time the registration is definitely ENABLED.

The problem with spammers is also solved (at least I hope). I’m testing a anti-spam plugin (it’s like an anti-virus but it’s anti-spam), and it seems to be working. I had 200+ users before it, but now it has deleted about 200 users and left me with 8. My host reported my database writable with 0.5 MB on it. It has a limitation of 30 MB and it was full. Again, because of this database problem, cause the database will not last forever, I might change the hosting to wordpress.com. Maybe.

Also: this site now has an alias on vacuumwithstyle.6f.sk . Technically, it’s the same site, but with a different name. I like it more so I might change it permanently if there won’t be any issues.

You might see this post on Facebook and Twitter too. I’m testing the auto-poster, so you can follow this page there too. No Google+ I’m afraid. It hasn’t got an read/write API, so it’s not easy to auto-post there. There are ways, but they’re a bit difficult.

Be careful while registering please. There’s a security question. As you might have guessed, the answer is no, but it reports correct/wrong answers 0/1865.

Oh, and enjoy the new generated avatars.

Registration disabled.

Registration on this site is disabled because of the TONS and TONS of spam users. Until I fix it, it will be like this.

But, if you really really really want an account, you can send a message, I’ll add you manually. Send only your username, I’ll email you your password which you can edit later.

Also: just found out that I’ve got 824 spam comments, all in this month (thank you Akismet for blocking them!).

If you know how to block spam effectively, PLEASE contact me.

Sorry for the inconvenience.

PS: still working on Tunnelers, got the main menu almost ready now.

Tunnelers Alpha 2.0 is out.

As promised, the new version is out. With ROCKETS.

Go get it here.

Main changes:

  • ROCKETS!
  • optimized digging system for better FPS
  • outer walls of the map

Full changelog.

From now on, I’m working on getting Tunnelers MULTI-PLAYER. Wish me good luck.

I’m open to any bug reports.

PS: This is probably one of the last versions with the current digging system, cause I caught a glimpse of run-time terrain modification. If I get it running, get ready for digging with smooth edges.