KS online with OINC - Source Code Avaible

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Offline LPChip

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Re: KS online with OINC
« Reply #90 on: October 19, 2009, 12:25:22 »
Since 1.1.3 seems to work fine, I think it has something to do with this particular build.
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Offline hugobros3

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Re: KS online with OINC
« Reply #91 on: October 19, 2009, 14:26:47 »
this version has a huge problem:



that's a debug option that I forget to remove,sorry  :/
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Offline Yoeri

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Re: KS online with OINC
« Reply #92 on: October 19, 2009, 15:44:05 »
there's nothing wrong with the server, else that would happen on v 1.1.3 to but it doesn't


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Offline Razzorman

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Re: KS online with OINC
« Reply #93 on: October 19, 2009, 21:49:56 »
I'm going to stick to 1.3 until the chat is fixed. Until then, I see no reason to update, aside from getting a flashier main menu.
Warning!!!
 :sick: NOT Go to a channel if the players number is>1 beaucause the game crashes if there ware 3 or more playrs in one channel.

These beug will be removed in version1.1.4.  :sick:
Is that a good enough reason?

No. That never happens in ASD anyways, which is where I'm usually at. :P
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Offline hugobros3

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Re: KS online with OINC
« Reply #94 on: October 20, 2009, 19:36:59 »
The problems not from the server...  :oops:
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Offline LPChip

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Re: KS online with OINC
« Reply #95 on: October 20, 2009, 20:42:05 »
Hugobros3, just release a new version and all problems are gone.

Name it 1.1.4.02 if you have to :P
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Offline hugobros3

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Offline LPChip

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Re: KS online with OINC
« Reply #97 on: October 20, 2009, 23:54:40 »
You might as well also up date the first post X)
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Re: KS online with OINC
« Reply #98 on: October 22, 2009, 13:12:33 »
okay, 1.1.4.2 doesn't have that bug anymore =)

I have some suggestions though:

1. The pressing button (the one that opens door when pressed for long enough) should open door for all players on screen.

2. Save spots: If you decided to make it so that each player could follow different paths, you might want to consider that a player should respawn to the last save spot he/her last activated and not to one that was last activated by anyone. (maybe a selectable option: common save spots/individual save spots)

3. Power ups: It should be decided whether players should get their own powerups or that they're common... Or maybe there should be an option for it. Because on some adventures it could be so that different players on their different paths get different powerups and when they come together they'd have to use their united skills to solve puzzles

 (for example player A with the eye could go through an invisible path to get a key and open a lock for a player B who has the long jump, so that he can jump up to a button that opens a door for both of them)

Re: KS online with OINC
« Reply #99 on: October 22, 2009, 14:46:06 »
Oops, on the suggestions 2. and 3. they seem already to work as I want it to work... I had tried running it double on the same client so the both players saves of course went to same place and of course then it didn't... Sorry for those :S

...but the suggestion 1.  is still viable. The pressing button should be fixed.

Thanks for making this multiplayer mod! =)
« Last Edit: October 22, 2009, 14:48:03 by tomssuli »

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Offline hugobros3

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Re: KS online with OINC
« Reply #100 on: October 22, 2009, 15:32:43 »
Thanks for making this multiplayer mod! =)
Thanks. :^^:

For sugestion one ,I will see what I can do.

EDIT
http://www.youtube.com/watch?v=IEpcYNuYFLc

A video.
« Last Edit: October 22, 2009, 17:08:34 by hugobros3 »
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Offline LPChip

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Re: KS online with OINC
« Reply #101 on: October 22, 2009, 23:01:21 »
it would be cool if players could jump up each other.  That way, you could make a puzzle where you have to jump up each other and get to a button to open a door etc...

Or perhaps, have certain multiplayer powerups so you can make a co-op puzzle level.
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Re: KS online with OINC
« Reply #102 on: October 23, 2009, 01:08:24 »
That could get pretty buggy.
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Offline Pick Yer Poison

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Re: KS online with OINC
« Reply #103 on: October 23, 2009, 03:18:58 »
That could get pretty buggy.
Yeah. You could end up trapping someone if there were enough other players on.

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Offline Lizzaroro

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Re: KS online with OINC
« Reply #104 on: October 23, 2009, 07:19:19 »
it would be cool if players could jump up each other.  That way, you could make a puzzle where you have to jump up each other and get to a button to open a door etc...

Or perhaps, have certain multiplayer powerups so you can make a co-op puzzle level.

It can lead to Wallswims, and Voids.

EDIT: I'm curious if this even works. My suggestion, make it [actually] online, or let Dynamite make it only. It's not even LAN, but how did they make it online? Multitasking.

I was an idiot to say that dynamite should cancell his version, I mean this version right here does not even work. Prove to me it is online and I will keep downloading the newer versions. In the meantime, the smarter idea would be to resort to Dynamite's version, his video didn't use multitask.
« Last Edit: October 23, 2009, 11:40:06 by Lizzaroro »
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