Results for "Author: olav jordan"
Ok so my game is probably not "massive" multi player but after looking for examples of online games on psc i found there were none that support more than 2 people having the server and the client play each other. In my WarBotz game the players connect to one server that only maintains and sends information and is not involved in the game (just like a real server). As long as there are ports to connect to there can be as many players (server probably will not be able to handle so many). To game its self uses a lot of win32 api including bitblt to make the game run faster/nicer. The code is fully commented i hope you enjoy my game and if u like it or not please vote something and/or leave comments I want to know how i could improve on it or what people think of it thanks =)
Although this is the 3rd post of the same type of thing i would like to submit this anyway. John G. posted a better way of using doevents that does speed up the loop by about 100% and JohnB entered a class to do this based on John G.'s article. I have desided to give alternatives to using doevents all together or a slightely faster way of using doevents with an example showing the speed of each that is included in the zip. I ask that you DON'T vote for my code but comments are welcome.
Although this is the 3rd post of the same type of thing i would like to submit this anyway. John G. posted a better way of using doevents that does speed up the loop by about 100% and JohnB entered a class to do this based on John G.'s article. I have desided to give alternatives to using doevents all together or a slightely faster way of using doevents with an example showing the speed of each that is included in the zip. I ask that you DON'T vote for my code but comments are welcome.
Ok so my game is probably not "massive" multi player but after looking for examples of online games on psc i found there were none that support more than 2 people having the server and the client play each other. In my WarBotz game the players connect to one server that only maintains and sends information and is not involved in the game (just like a real server). As long as there are ports to connect to there can be as many players (server probably will not be able to handle so many). To game its self uses a lot of win32 api including bitblt to make the game run faster/nicer. The code is fully commented i hope you enjoy my game and if u like it or not please vote something and/or leave comments I want to know how i could improve on it or what people think of it thanks =)
Ok so my game is probably not "massive" multi player but after looking for examples of online games on psc i found there were none that support more than 2 people having the server and the client play each other. In my WarBotz game the players connect to one server that only maintains and sends information and is not involved in the game (just like a real server). As long as there are ports to connect to there can be as many players (server probably will not be able to handle so many). To game its self uses a lot of win32 api including bitblt to make the game run faster/nicer. The code is fully commented i hope you enjoy my game and if u like it or not please vote something and/or leave comments I want to know how i could improve on it or what people think of it thanks =)
Although this is the 3rd post of the same type of thing i would like to submit this anyway. John G. posted a better way of using doevents that does speed up the loop by about 100% and JohnB entered a class to do this based on John G.'s article. I have desided to give alternatives to using doevents all together or a slightely faster way of using doevents with an example showing the speed of each that is included in the zip. I ask that you DON'T vote for my code but comments are welcome.
Ok so my game is probably not "massive" multi player but after looking for examples of online games on psc i found there were none that support more than 2 people having the server and the client play each other. In my WarBotz game the players connect to one server that only maintains and sends information and is not involved in the game (just like a real server). As long as there are ports to connect to there can be as many players (server probably will not be able to handle so many). To game its self uses a lot of win32 api including bitblt to make the game run faster/nicer. The code is fully commented i hope you enjoy my game and if u like it or not please vote something and/or leave comments I want to know how i could improve on it or what people think of it thanks =)
Although this is the 3rd post of the same type of thing i would like to submit this anyway. John G. posted a better way of using doevents that does speed up the loop by about 100% and JohnB entered a class to do this based on John G.'s article. I have desided to give alternatives to using doevents all together or a slightely faster way of using doevents with an example showing the speed of each that is included in the zip. I ask that you DON'T vote for my code but comments are welcome.
Ok so my game is probably not "massive" multi player but after looking for examples of online games on psc i found there were none that support more than 2 people having the server and the client play each other. In my WarBotz game the players connect to one server that only maintains and sends information and is not involved in the game (just like a real server). As long as there are ports to connect to there can be as many players (server probably will not be able to handle so many). To game its self uses a lot of win32 api including bitblt to make the game run faster/nicer. The code is fully commented i hope you enjoy my game and if u like it or not please vote something and/or leave comments I want to know how i could improve on it or what people think of it thanks =)
Although this is the 3rd post of the same type of thing i would like to submit this anyway. John G. posted a better way of using doevents that does speed up the loop by about 100% and JohnB entered a class to do this based on John G.'s article. I have desided to give alternatives to using doevents all together or a slightely faster way of using doevents with an example showing the speed of each that is included in the zip. I ask that you DON'T vote for my code but comments are welcome.
Ok so my game is probably not "massive" multi player but after looking for examples of online games on psc i found there were none that support more than 2 people having the server and the client play each other. In my WarBotz game the players connect to one server that only maintains and sends information and is not involved in the game (just like a real server). As long as there are ports to connect to there can be as many players (server probably will not be able to handle so many). To game its self uses a lot of win32 api including bitblt to make the game run faster/nicer. The code is fully commented i hope you enjoy my game and if u like it or not please vote something and/or leave comments I want to know how i could improve on it or what people think of it thanks =)
Although this is the 3rd post of the same type of thing i would like to submit this anyway. John G. posted a better way of using doevents that does speed up the loop by about 100% and JohnB entered a class to do this based on John G.'s article. I have desided to give alternatives to using doevents all together or a slightely faster way of using doevents with an example showing the speed of each that is included in the zip. I ask that you DON'T vote for my code but comments are welcome.
Although this is the 3rd post of the same type of thing i would like to submit this anyway. John G. posted a better way of using doevents that does speed up the loop by about 100% and JohnB entered a class to do this based on John G.'s article. I have desided to give alternatives to using doevents all together or a slightely faster way of using doevents with an example showing the speed of each that is included in the zip. I ask that you DON'T vote for my code but comments are welcome.
Ok so my game is probably not "massive" multi player but after looking for examples of online games on psc i found there were none that support more than 2 people having the server and the client play each other. In my WarBotz game the players connect to one server that only maintains and sends information and is not involved in the game (just like a real server). As long as there are ports to connect to there can be as many players (server probably will not be able to handle so many). To game its self uses a lot of win32 api including bitblt to make the game run faster/nicer. The code is fully commented i hope you enjoy my game and if u like it or not please vote something and/or leave comments I want to know how i could improve on it or what people think of it thanks =)
Although this is the 3rd post of the same type of thing i would like to submit this anyway. John G. posted a better way of using doevents that does speed up the loop by about 100% and JohnB entered a class to do this based on John G.'s article. I have desided to give alternatives to using doevents all together or a slightely faster way of using doevents with an example showing the speed of each that is included in the zip. I ask that you DON'T vote for my code but comments are welcome.
Ok so my game is probably not "massive" multi player but after looking for examples of online games on psc i found there were none that support more than 2 people having the server and the client play each other. In my WarBotz game the players connect to one server that only maintains and sends information and is not involved in the game (just like a real server). As long as there are ports to connect to there can be as many players (server probably will not be able to handle so many). To game its self uses a lot of win32 api including bitblt to make the game run faster/nicer. The code is fully commented i hope you enjoy my game and if u like it or not please vote something and/or leave comments I want to know how i could improve on it or what people think of it thanks =)
Although this is the 3rd post of the same type of thing i would like to submit this anyway. John G. posted a better way of using doevents that does speed up the loop by about 100% and JohnB entered a class to do this based on John G.'s article. I have desided to give alternatives to using doevents all together or a slightely faster way of using doevents with an example showing the speed of each that is included in the zip. I ask that you DON'T vote for my code but comments are welcome.
Ok so my game is probably not "massive" multi player but after looking for examples of online games on psc i found there were none that support more than 2 people having the server and the client play each other. In my WarBotz game the players connect to one server that only maintains and sends information and is not involved in the game (just like a real server). As long as there are ports to connect to there can be as many players (server probably will not be able to handle so many). To game its self uses a lot of win32 api including bitblt to make the game run faster/nicer. The code is fully commented i hope you enjoy my game and if u like it or not please vote something and/or leave comments I want to know how i could improve on it or what people think of it thanks =)
Although this is the 3rd post of the same type of thing i would like to submit this anyway. John G. posted a better way of using doevents that does speed up the loop by about 100% and JohnB entered a class to do this based on John G.'s article. I have desided to give alternatives to using doevents all together or a slightely faster way of using doevents with an example showing the speed of each that is included in the zip. I ask that you DON'T vote for my code but comments are welcome.
Ok so my game is probably not "massive" multi player but after looking for examples of online games on psc i found there were none that support more than 2 people having the server and the client play each other. In my WarBotz game the players connect to one server that only maintains and sends information and is not involved in the game (just like a real server). As long as there are ports to connect to there can be as many players (server probably will not be able to handle so many). To game its self uses a lot of win32 api including bitblt to make the game run faster/nicer. The code is fully commented i hope you enjoy my game and if u like it or not please vote something and/or leave comments I want to know how i could improve on it or what people think of it thanks =)