Okay wait, I’m getting ahead of myself. Alright, so what I really wanted to do today was fix some stuff around saving off the user’s position. I noticed late last night that one of our characters was having their position saved appropriately, but the other one wasn’t. A large part of that was because there…
Which is a very poetic way of saying that the end result of today’s progress exactly the same as it was at the start … except different. I had 2 major checklist items left to be able to call my multiplayer implementation “finished.” I realized pretty quickly that I needed to insert another bullet point…
So what is one to do when one has a multiplayer server to connect to, but can only wiggle a little pixel man back and forth? One makes all the other directions work too. And then while I was working on it, I tripped and fell into a really great physics calculation for falling, and…
It’s finally done. It was a frustrating pain in the butt, but mostly the issues came from my own lack of understanding about how multiplayer works. Let’s get techy. When you connect to a server, you’re handed a unique id. Let’s call you 12345. When another player connects to the server, they’re handed a unique…
Since this game is intended to be multiplayer from the ground up – or at least support it – everything needs to be designed with multiplayer in mind. So today I set out to just get basic rudimentary server-client architecture working. All I wanted was a running server, which a player could connect to, and…
Step 1 was to bring some much-needed upgrades to my utilities package. I made a ton of upgrades to the utilities while working on Survivor Tower Defense. For the sake of posterity, just in case future me doesn’t remember what this is, it was Vampire Survivors plus Gem Craft tower defense. Step one was to…