Showing posts with label Progress. Show all posts
Showing posts with label Progress. Show all posts

Thursday, May 26, 2011

Shoot a Nuke Down a Bug Hole, You Got a Lot of Dead Bugs

Bugs, bugs, bugs... I am very slowly fixing up the code, but there are just so many bugs and when you fix one, a million more crop up. The game is mostly playable, but player 2 begins to lag quickly and the server needs to wait on them. Reset isn't quite working. And sometimes the client doesn't always get the packets it needs.

Also, I am trying to keep local and retro working. Both work with the exception of resetting the ships. This is going to take a few more days still. At least it's fun...

Saturday, May 21, 2011

The Internet, The Final Frontier

So, I have made a ton of progress and can guess my game is really close to complete. There's a lot of bugs, but if I work all day tomorrow and have someone to help me test, I think I can get this done. It might even be done! Due to the nature of the testing, I might be introducing bugs that won't exist in the real version. I have to queue up the list and then destroy it and read it back, but I am not doing it in a perfect order so sometimes things get messed up if I clear the list in different places. I hope the online version works. I still need to fix the asteroids though, they don't bounce when they collide. There's also a problem with the weapon select where the annoying thing doesn't flash anymore, but I like to think it's a feature.

If Con Is The Opposite Of Pro, Does That Make Congress The Opposite of Progress?

Through some trickery which wasn't as hard as I thought, I have been able to send myself packets. So I was finally able to do some testing. This technique should allow me to test the game fairly well, but not well enough. At least I can get 90% accuracy or so. I am pretty confident my ship select works now, I did have errors like I thought, now I hope to test it whenever someone will comes on.
I hope I'm allowed to develop in the common folder because that is where I am doing it. I want people to be able to help whenever they can since everyone will be so busy, I'll need a lot of partners.

Thursday, May 19, 2011

Fire Ze Missiles!

Well, that was easier than I thought. I am rapidly converting everything to events without problems. Now bullet creation is done by events. I also gave every bullet a unique identifier so I can figure out which bullet it is.

I have been using a lot of static recently. I hope it's for the best. I moved the EventList out of any screen and made it an entire static class.

I still have a lot left and have to get the networking working more. But I suppose progress is smooth at least.