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axel

Crazy?

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24th October, 2006 at 11:23:19 -

Or you could let the other players choose if they want to drop him from the game, or just wait for him to return.

 
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Silveraura

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24th October, 2006 at 17:05:41 -

I found turn based systems are slightly more difficult to do in MooClick, because you need to concentrate on making sure all the players are perfectly in sync with who's turn it is. Otherwise you'll have people going at the same time.

It's much easier to do real-time with Moo, the tricky part is not so much making it, but avoiding lag when you do it. Real-time spurs up a lot of lag if you don't create nice dead reckoning.

 
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skatekid



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24th October, 2006 at 20:23:01 -

I dont see how turnbased would be very hard. Mighty Joe, Good Idea, that would solve the problem
So, Engine Issues aside, which style would you all prefer, Realtime or turnbased?

 
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axel

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25th October, 2006 at 05:38:06 -

Brandon: What? How exactly is it hard to keep players' turns in sync in a turn based game, and how exactly is that harder than making a real-time game?

In a turn based game, you just send a "next turn" message to all other players, and then it just picks the next player from a list that's the same on all computers (you could order it alphabetically or something, to make sure it's the same on all computers). In a turn based game, everything would be more exact, since lag won't really matter that much, it doesn't have to happen all 100% in sync with the others.

For a real-time game, you'd have to have all players in perfect sync with each other, or it will be shite. And eliminating lag is a bitch. In a turn based game, you don't need no dead reckoning anyway. It takes much more work, and time, to make a PLAYABLE real-time online game in MOO.

And why would you use MooClick when MooGame was made freeware?

 
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Joe.H

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25th October, 2006 at 05:56:24 -

Personally I prefer realtime as it offers much more freedom of movement whilst still limiting the characters so that they cant constantly just hack and slash (if you've played any Tales of... games you'll know what I mean)

 
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Flava



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25th October, 2006 at 07:28:36 -

In my opinion, turn based is far easier to do than real time - both have issues with keeping in sync, and in my opinion it's easier to solve those problems with a turn based engine, although a real time engine would be far more impressive and probably more fun.

Probably just me, but I get bored of turn based games very quickly.

 
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skatekid



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25th October, 2006 at 08:18:35 -

Mighty Joe: Dont get what you mean, ive never played tales of s.

 
Sticks and stones can break your bones,
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Joe.H

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25th October, 2006 at 08:27:18 -

http://youtube.com/watch?v=GulqDpRTc9s
Like that, you fight side on, controlling 1 player (the others are computer controlled, but you can open up a menu to use moves for them)
for online, instead of computer controlled, have each connected player control their character in the party (any ununsed party positions, you could look into creating AI characters, or just have a party of the number of connected players)

 
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skatekid



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26th October, 2006 at 08:19:17 -

Kinda get what you mean, but do mean that the characters could walk around?

 
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but words can get you shot.
   

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