Madgunner
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Thanks for the feedback. Which font in particular was it that bugged you, the one on the scoreboard? I'll admit the art in this game leaves a bit to be desired. Unfortunately I am not very good at art and don't really have the time to work on it too much. I'm hoping to hire a graphics artist soon and have them improve upon my work since it takes 6+ months to really get good at Blender. There's also plans for a pixel art setting too. And as promised, here is the link to the discord channel https://discord.gg/3AUt5kt6Rw everyone is welcome to join!
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Thank you so much for the kind words. I must admit I'm not aware of those styles of games, I guess I missed out. Yes, there are going to be balance adjustments, I've already made some such as increasing stomping damage, limiting the flight duration of rockets, and of course removing that blue energy ball that got PerrondoN 10 kills in a row from stomp arena, lol. As I play the game more often, I will get a feel for this, and more changes will be made. Admittedly, I've only played the game a handful of times with others. Sorry I probably messed up, there's probably a way to embed YouTube here. I'm a noob at the forum software. Thank you too for the kind words. One of you two is going to have to tell me what these flash games are, haha. I remember playing some in the 2000s, but I can't recall any of them being multiplayer. The game I based this on is some obscure Mario-like game from the early 2000s that I used to play with my friends in the computer lab over LAN. It was a lot of fun but the game has fallen into complete obscurity. If anybody would like to follow the development of this game, I will be opening a Discord channel tomorrow and organizing weekly play sessions. Who knows maybe we'll even run some tournaments too. I'll post the link here tomorrow.
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So I figured I'd share with everyone what I've been working on in my spare time. This is a 2d multiplayer sidescroller video game I've made in Unity. The best way to describe it (I think) is as Mario, meets Fortnite, meets a bunch of other random games I've played. The past couple of months I've been working on getting proper client/server support and I finally reached a point where the netcode feels pretty darn good. The game is not 100% finished (as stickdude will attest to), but at this point I'd say the alpha is roughly 90% complete and that the rest of the stuff to finish should be more trivial compared to what I've been working on. I just started testing it online last week, and today we ran a ctf match with four players in addition to a couple of other gamemodes. Got some bugs to squash from playtesting today (I think the biggest one is players sometimes not dying in stomp arena lol), but I'm thrilled that the netcode is handling pretty well even at high ping. I'm in the process of acquiring dedicated servers for the game and I'm hoping to do weekly tests. I plan on making a discord channel for the game in the coming days so people can keep up with the development and be alerted to play sessions. Anyways with all that said, here's two videos of our play session today, let me know what you think. https://www.youtube.com/watch?v=p0zG6BR7pRc (Stomp Arena) https://www.youtube.com/watch?v=8fTs9ZWfXc0 (Capture The Flag)
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Helion - C# (0.9.3.0 6/24 - Goodbye BSP tree rendering)
Madgunner replied to hobomaster22's topic in Source Ports
Yes you're right it was Sunlust map30. Yeah it's a pretty decent card for the price, paid about $10 for it and so far I'm happy. I'm going to go back there soon and see what other graphics cards they have for sale. I have another computer that can use an upgrade -
Helion - C# (0.9.3.0 6/24 - Goodbye BSP tree rendering)
Madgunner replied to hobomaster22's topic in Source Ports
Okay took me a little longer than expected but here are the results: crazy maze 280 fps planisphere 330 fps planisphere2 220 fps sunder map 30 160 fps This is insanely impressive considering that this computer is over a decade old. For reference it has an Intel i5-2500 quad core and an Nvidia GeForce GT 730 for the graphics card. -
Helion - C# (0.9.3.0 6/24 - Goodbye BSP tree rendering)
Madgunner replied to hobomaster22's topic in Source Ports
I'm going to test this again tomorrow. I borrowed a computer from a friend so I can have a lan party for my game in the coming week, but found out it had an even worse integrated card than the one on my normal computer and it was so bad that I was averaging about 40 fps on my 2d game. I ended up getting a used GTX 730 today from a local store. It's by no means good, but now I'm averaging about 250 fps on my game (Apparently it's a little better than my Quadro P400). I figure while I'm at it another Helion potato test should be interesting. -
Helion - C# (0.9.3.0 6/24 - Goodbye BSP tree rendering)
Madgunner replied to hobomaster22's topic in Source Ports
Well I was hoping to test Helion with my GTX 570 HD, but unfortunately, it looks like my card is bad and I was unable to test with it since the screen resolution was locked at 800x600 and the graphics driver didn't work. I'm going to try installing this card in another computer to see if it by some minuscule chance it happens to be something else that's causing the issue, but the fact that this computer runs perfectly with a different card and that the graphics are garbled, makes me strongly suspect that the card is the issue. It's too bad it would have likely gotten some really good fps with Helion. -
Helion - C# (0.9.3.0 6/24 - Goodbye BSP tree rendering)
Madgunner replied to hobomaster22's topic in Source Ports
I gotta admit I'm actually surprised that p2p would work for Helion. Admittedly it works decent in vanilla doom assuming you're using a lan and the map isn't too intensive, but on more advanced ports such as zdoom/gzdoom its definitely another story and performs rather poorly to the point where its near unplayable even over lan. I would have thought that having a large monster count on some of the resource intensive maps would cripple a p2p solution. Would there be a reason why it would be preferable to c/s for netcode? I actually have seen some people in Unity who use p2p for multiplayer, however I'm not sure how well it works since I ended up going with regular c/s using the Mirror library since Unity's netcode is next to non-existent. Edit: NVM I'm wrong on this. I did a little reading before bedtime and apparently p2p actually uses less bandwidth than c/s. I naively assumed it uses more since all connections communicate with each other. -
Helion - C# (0.9.3.0 6/24 - Goodbye BSP tree rendering)
Madgunner replied to hobomaster22's topic in Source Ports
Wow I don't how on earth that slipped my brain especially considering that my video game is the exact same way with the fps being capped at 60 when I enable vysnc. It is a GTX 570HD, but unfortunately it may be broken. Now that I upgraded that computer to win10 I'm going to try it one last time to see if it works, but when I had it on Windows 7, I got a message saying something was faulty with the card and windows was unable to recognize it. I'll re-test those maps tonight on the p400 card and see what I get, my guess is it'll get somewhere between 100-300 fps, as it's a fairly standard card. Edit: So here's what I averaged: 230 fps crazymaze 250 fps planisphere 210 fps phanisphere2 140 fps sunlust map30 -
Helion - C# (0.9.3.0 6/24 - Goodbye BSP tree rendering)
Madgunner replied to hobomaster22's topic in Source Ports
So sorry for the long delay, I've been knee deep in netcode programming the past couple months for my video game and I just finished it all within the last week. Anyways I finally got around to testing this on my other computer. It has a Nvidia P400 card in it which is a pretty dated card and wasn't even all that great when it first came out. I retested all four maps (Crazymaze, Planisphere 1 + 2, and Sunlust map 30), and I got a constant 60 fps which is absolutely amazing. This is some impressive stuff! I'm assuming there's some command I haven't enabled that removes the 60 fps cap. I have a GTX card also and if I can get it working I'll try that out too. I really can't wait to see where this port goes, because it definitely is groundbreaking for sure. -
Helion - C# (0.9.3.0 6/24 - Goodbye BSP tree rendering)
Madgunner replied to hobomaster22's topic in Source Ports
I'll give this another spin in a few days. I finally got my other computer up and running, it's got a Quadro P400 card in it, by no means a top of the line card, but hopefully it can get decent fps. On the game I am programming I was receiving 130 fps on the computer with the integrated card in it, and I tested it on this rig and I'm now getting 230 fps (I could potentially get more with some optimization, but I don't feel like torturing myself with Unity's physics anymore at least until I get the alpha out). Definitely a much better fps for sure! Hopefully it'll be the same for Helion. -
Helion - C# (0.9.3.0 6/24 - Goodbye BSP tree rendering)
Madgunner replied to hobomaster22's topic in Source Ports
Yeah I figured it's a pretty crappy card haha. I have another computer with a slightly better card in it, but I have to reinstall windows on it. I'll do it within the next couple of weeks and test it again and see what my fps is. Quick question, are you guys currently accepting patches for this? I'm going to be busy for at least another few months finishing my Unity game, but after that I'd like to give my hand a try at coding for this. I'm definitely not as good as you guys are, but I'm definitely willing to listen and learn. I'll probably have to brush up on my linear algebra some more too, but luckily there's now great resources for that online. -
Helion - C# (0.9.3.0 6/24 - Goodbye BSP tree rendering)
Madgunner replied to hobomaster22's topic in Source Ports
Okay so I tested a couple of wads out to see what I get. It looks like my computer is definitely on the lower end as I get below 60 fps on all four wads. The specs of my computer are: Intel core i5-4570 cpu @ 3.20hgz (quad-core) 32gb ram Intel hd graphics 4600 2gb of graphics ram (shared) And here is the average fps I got on each wad I tested. The best fps seemed to be on crazymaze and the worst was Sunlust map30. (Average fps) 45 fps crazymaze 40 fps planisphere 30 fps planisphere 2 20 fps sunlust map30 -
Helion - C# (0.9.3.0 6/24 - Goodbye BSP tree rendering)
Madgunner replied to hobomaster22's topic in Source Ports
Sorry for the delay, I've been busy coding. I've kind of realized that I'm bad at estimating how long it takes for me to code stuff, heh. Anyways I will run the test tomorrow and let you know what fps I get. The graphics I have on this machine is an Intel HD Graphics 4600. -
Helion - C# (0.9.3.0 6/24 - Goodbye BSP tree rendering)
Madgunner replied to hobomaster22's topic in Source Ports
Wow this is some absolutely insane specs in the new version. I'm completely floored that you guys are able to achieve such high FPS using C#. I'll definitely give this a try in a couple of days after I finish up some coding. It'll be interesting to see what I can get on my potato of a computer.