Roger vs Roger: DEMO available

Started by SSH, Thu 15/09/2005 16:33:02

Previous topic - Next topic

SSH

Well, welcome to another GiP thread. This one is for an incredible 2-player adventure game. Yes, thats right, through the wonder fo the interweb you can recreate the old Spectrum/C64/GB/etc game Spy vs Spy.

This is still very much a work in progress, but its quite hard to test a multiplayer game by myself, so I'd really appreciate anyone who wants to beta this DEMO and help me develop the final game.

To play, you need to know your IP, and that of the person you wish to play with. You can get it at: http://www.whatismyip.com/. Click on the RogvRog logo and enter the IP to connect.

Oh yeah, you prob need to enable a firewall exception for port 28166 too

Eventually, I hope to eliminate IPs by some nice front end and server, but that might be hard! Anyone with ideas on that is most welcome, especially if they have used a-v-o's TCP/IP plugin.

The game will eventually be to get the briefcase and fill it with secret papers, passport, money and key to get out of the "Embassy". However, just now you can just go around collecting things and setting traps. Final version will have a fight engine, too. Now THAT will be tricky to do.

If you left-click on things, it will search them for hidden objects. If you right click on doors, it will open/close them. If you click on your traps (bomb, bucket, spring, etc) then the cursor becomes X and you can click on a closed door or object to booby-trap them. Each trap has an antidote, so for example you can disarm a trapped door by using the umbrella then right-clicking on a trapped door. Only doors can be trapped with the bucket and only non-doors can be trapped with the bomb and spring. The time bomb is not implemented yet. The animations aren't all done yet, either, so you've just got the umbrella/water bucket ones.

If you get killed by a trap you are frozen for 10 seconds.

Um, and that's it, I think. Please report lots of bugs or suggestions for improvement, or volunteer to improve the anims, etc. Thanks so far to those on #ags who have tested it a bit already and Progz for a winning anim (not seen yet) and a-v-o for the TCP/IP plugin. And of course CJ for his awesome AGS.

Screenshots:

Use the umbrella to stop the water:

When both players in same room, split-screen disappears (and eventually fight engine comes into play)


DOWNLOAD the demo/beta here: http://www.lumpcity.co.uk/~ssh/RogvRog.zip

For those of you interested, here's my todo list:

// timebombs: room only, and implement timer on room enter/bomb set
// need to add code for sending these: use obj, but special case
// weapon pickup?
// simple rog anims
// set up map
// rog2 blue: do with tints
// Exit door and win sequence
// Game start sequence: set rog colours/tint?
// chat interface
// fight engine?
// trap doors: only go down, can open/close(RIGHTCLICK)
// ladder: can raise (RIGHTCLICK)when down or lower when up, up/down
// map screen: plan view, *color* sqaures/cirlces show
// essential items, colours of spies show their locations
// another colour shows traps (except time bombs)
// When 2 rogs in room, held item gets hidden somewhere in room
// Animations required:
// Whole room exploding (time bomb)
// Rog getting exploded (bomb)
// rog getting sprung (spring)
// rog using water on bomb
// rog using wirecutters on spring
// rog victory dance
// rog rummaging (3 directions)
// rog punching
// rog stabbing


12

Hammerite

i used to be indeceisive but now im not so sure!

edmundito

#2
An Idea I had for multiplayer stuff was the way Battle.net works I believe, where basically you connect to this server with everyone in it, but when you start a game you do a direct connection to the person's IP address and leave that server.

combined by darth (Edit: who do you think you are?! :=)

Petteri and I tested it, and it crashed. When he and I connected to the other, on my side the Petteri's Roger disappeared, and after like a minute or two, the game crashed.

In another instance, it only worked if it was on a certain room (basically, I could see petteri moving on the screen), but petteri's room was completely black, for a weird reason. He confirmed that what he saw on his screen was a black room, too. Then petteri's game crashed, and I kept walking and found where his character was before he crashed.

Weird, isn't it?

Edit:
Quote---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occured in ACWIN.EXE at EIP = 0x01D20FA4 ; program pointer is +9902, ACI version 2.71.880, gtags (1,1)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and notify CJ on the Tech forum.

Also, on another try:

Petteri connect to me. he dissapears from my screen. I walk to the left door, and that's petteri's original room and he's there walking around. So, I found petteri's room (the blue room where the game starts), except that Petteri is still at the bottom of the screen, like he was in a different room. Then I walk back to the first room, and the game crashes with the message above.

Maybe it's a varibable not being set right or something.
The Tween Module now supports AGS 3.6.0!

SSH

Hmmm, I've disabled some stuff in the version in http://www.lumpcity.co.uk/~ssh/rogvrog2.rar but it still seems to crash sometimes. Its very hard to deug, as there's no readable error message comes up. It might be the plugin, I suppose, and even if it isn't I'd love to see some diagnostics in the plugin? a-v-o? ANy volunteers?

*sigh*
12

SMF spam blocked by CleanTalk