Submissions by BilbyCoder tagged networking

We've just hit the working week and suddenly the time I have available to code goes right down!

An offline options have been added to the game. This will allow single player and local multiplayer matches to be played offline either on one keyboard or with one or more controllers (controller support yet to be added).

Coming up tomorrow: I start to implement the actual game play.

So as my last brief entries highlighted I've been busy learning Game networking using the Photon Cloud solution for the competitive puzzle game that we are developing. Today I integrated the first bit of actual code, and have the player movement synced between the two players. Even better, I was able to build it and look at it on my Vita (I'm using unity and the PSM Sony development program).

The screenshot below is taken from the Unity editor, but the pink board is for a player networking from my Vita.

The creatures in the board are render to textures (something else I learned how to implement this weekend) and will act as cheer squad for the players. There isn't a texture ready for them yet so I just dumped one of the included particle textures on them to give them some form.

This week will see the implementation of actual game-play as well as investigation about how I can include local game in offline mode but still reuse code that I wrote for the networked version.

A day learning about RPC calls and player management in the Photon Cloud networking environment.

Perhaps tomorrow some networked game-play