Monthly Archives: November 2010

sickness

I’ve spent this weekend mostly being ill and made poor progress on the project. It did how ever give me some time to think about my multiplayer design and that was probably good. I was on my way to implement … Continue reading

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synched

I didn’t have a lot of time to code this weekend. Focus was multiplayer of course, and I got my level synchronization mechanism in place. This means that you now can play a round with 2 or more players. It … Continue reading

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multiplayer progress

Multiplayer without enemies is coming along pretty good, but it’s complex to get multiplayer in a highly destructible environment tight. Some problems have been caused by my complicated setup with flash+alchemy and stuff (I want to handle the data inside … Continue reading

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multiplayer started!

Well, coding at least..! I’ve spent some time during this weekend to get going with one of the the multiplayer modes in the game. The mode is called death row, and it going to be the quickest and easiest way … Continue reading

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things left, VHP

Found my “crashbug”. Was really an infinite loop, should be present in the java version too, but for reasons I wont go in to, it was not as common. I’ve built some protection against infinite loops in my machine code … Continue reading

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