About: Fishypants

Recent Posts by Fishypants

Monster Spawning Working Correctly Now

383876_307577849260134_2124729325_n Finally got monster spawning working correctly now. So we can set up "zones" that when a player walks into it, it will spawn the appropriate monsters associated with that zone. What's great is this is all done server side, so no one can hack it. Also, since it's server side, you can build 'lists' of monsters that should spawn based on certain conditions. So if you are in a low level version of the mission, it will maybe spawn a monster at spawn point 1 but not spawn point 2. If you are in a harder mission, it will spawn a monster at spawn points 1 and 2. Also whatever monster it spawns can be random from a certain list of monsters. This way we can pick and...

Super Bug – SQUASHED!

God so I ran into a bug when I was working on doing the Enemy Spawn Groups. So basically when someone enters a trigger, it will tell the server to spawn the monsters associated with the group and send a response back to the clients so they can update accordingly. WELL for some reason it was sending it 3 times, which in itself was not too bad, but it slowed the game down for a split second and I couldn't figure out why and it was bugging the crap out of me. Figured it out. It's fixed now. There was 1 line of code that had a '+' when it should have been '-'. *sigh* Anyways, now it works great and its solid. I guess it's good I am a bit OCD otherwise I probably would have...

Oh Snap! Lucky Find!

Oh and PS - I inadvertently found out how to cut the amount of data the server sends by half! HALF! So this is great news. The less data the server sends, the more responsive it will be, and the less laggy it will be. w00t w00t!
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Enemy Spawning – Continued

Got enemy spawning working pretty good now. So when you go on a mission the server creates a dynamic room and randomly generates what map layout you want and which monsters should spawn. It then creates room variables to store all this data on the server.Once a person connects to the mission room, if they are the party leader, it checks if the monsters are in the level or not. If not, then it makes them locally and places them at the corresponding spawn points. If they are not the leader, it makes the monsters but it sets their location based off the room variables. Since the party leader is the one who dictates the enemy logic, we don't need to receive updates about the enemies since the leader is the one who is controlling...

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