Bit Raiders (multiplayer) by Hexicube
A simple battle-arena with a non-moving screen so that the entire game is on the screen at any given time.
Important note:
The master server is subject to not being up 24/7, when it is down nobody will be able to play. You can go into settings and edit your binds and if predictors show up, but the client will fail to connect. I'm usually up at 2pm-2am GMT+0 (weird sleep pattern). If you're unable to connect at 6pm-12am GMT+0, leave a note as it's either a bug or I forgot to put the server up.
Additionally, if the game crashes a lot, put this batch file (windows only) into the same place and run it through that:
https://dl.dropboxusercontent.com/u/13281778/LD31.bat
When it crashes you can provide the error so that I can pinpoint the cause and fix it.
Controls:
- WASD to move around and jump (rebindable, down does nothing)
- Left mouse to fire (hold to charge, peaks at 0.5s then drops to 80%)
- Right mouse to launch (same mechanics as firing)
- Click anywhere when dead to respawn at that location
Tips:
- Damage dealt is based on the velocity of the shot fired, shoot downwards for more damage
- The velocity of the shot fired ignores your own velocity when you get hit, try to dodge entirely instead of reducing damage
- Headshots deal double damage, aim for the face
- Fired shots (and the predictor) take your own speed into account, move towards your target when firing for more damage
- Launch upwards and jump at the same time for a super jump
- Launch upwards in mid-air to get higher
- Shots pierce, try to line up as many enemies as you can
Known issues:
- The game doesn't start because it can't find the main class, no idea how to fix that
- Client refuses to connect, either the master server is down (more likely) or there's something wrong your end (less likely)
- Bumping your head removes all lateral velocity, not a major issue
- Launching down through a platform you're standing on makes you go through it, not removing as it's useful and fun
- When falling and near the ground (about 5px), you instantly drop down the remaining distance, leaving it as fixing it could remove going through platforms
- Players float 1px above the ground, not fixing, artifact of the collision code
- Game crashes a few seconds after starting a game, no idea what the cause is, start the game with the batch file linked at the top so you can give an error for it
Notes:
- The entry is multiplayer only, which means I have to run a master server to manage everything
- Matchmaking is automatic, you should be able to press "Start Game" and be dropped directly into a match once the indicator at the bottom states you are connected to a server
- Matchmaking takes your option for shot prediction into account, matching you against opponents with the same setting (if you have prediction off nobody else you fight has it, unless they hacked their client to do so)
- No goals, just shoot your opponents and feel good about it
- All matches have a cap of 10 players in that match, I have yet to test what happens when two matches are running at once so expect a couple bugs here and there
I used another one of my in-progress games as a starting point for some of the client code (the entire gui package, the key handler, the font holder/char, parts of the game class, and the desktop starter class, as well as all the images that are in sub-folders). You can find that code at github:
https://github.com/Hexicube/RTRL
I'm pretty sure this is allowed, since that's open source, but if not I'll have to enter the jam instead.
Note that the server code connects to the hard-coded master server like the client does. You can compile and run that server and clients will connect to your server as well, once my server fills up (set to 10 players just in case there's bugs with multiple matches at once) people will be directed to yours instead.
Version history:
- Proto 7: Initial version
- Proto 8: Attempted to fix crashing issue based on suspected cause, also fixed minor aiming bug
- Proto 9: Fixed a crash relating to arrows moving off-screen (shouldn't happen normally)
- Proto 10: Attempted to fix a bug that caused maps to be shifted 1 block to the left for some players (which caused the arrow crash), older clients will be broken now
Important note:
The master server is subject to not being up 24/7, when it is down nobody will be able to play. You can go into settings and edit your binds and if predictors show up, but the client will fail to connect. I'm usually up at 2pm-2am GMT+0 (weird sleep pattern). If you're unable to connect at 6pm-12am GMT+0, leave a note as it's either a bug or I forgot to put the server up.
Additionally, if the game crashes a lot, put this batch file (windows only) into the same place and run it through that:
https://dl.dropboxusercontent.com/u/13281778/LD31.bat
When it crashes you can provide the error so that I can pinpoint the cause and fix it.
Controls:
- WASD to move around and jump (rebindable, down does nothing)
- Left mouse to fire (hold to charge, peaks at 0.5s then drops to 80%)
- Right mouse to launch (same mechanics as firing)
- Click anywhere when dead to respawn at that location
Tips:
- Damage dealt is based on the velocity of the shot fired, shoot downwards for more damage
- The velocity of the shot fired ignores your own velocity when you get hit, try to dodge entirely instead of reducing damage
- Headshots deal double damage, aim for the face
- Fired shots (and the predictor) take your own speed into account, move towards your target when firing for more damage
- Launch upwards and jump at the same time for a super jump
- Launch upwards in mid-air to get higher
- Shots pierce, try to line up as many enemies as you can
Known issues:
- The game doesn't start because it can't find the main class, no idea how to fix that
- Client refuses to connect, either the master server is down (more likely) or there's something wrong your end (less likely)
- Bumping your head removes all lateral velocity, not a major issue
- Launching down through a platform you're standing on makes you go through it, not removing as it's useful and fun
- When falling and near the ground (about 5px), you instantly drop down the remaining distance, leaving it as fixing it could remove going through platforms
- Players float 1px above the ground, not fixing, artifact of the collision code
- Game crashes a few seconds after starting a game, no idea what the cause is, start the game with the batch file linked at the top so you can give an error for it
Notes:
- The entry is multiplayer only, which means I have to run a master server to manage everything
- Matchmaking is automatic, you should be able to press "Start Game" and be dropped directly into a match once the indicator at the bottom states you are connected to a server
- Matchmaking takes your option for shot prediction into account, matching you against opponents with the same setting (if you have prediction off nobody else you fight has it, unless they hacked their client to do so)
- No goals, just shoot your opponents and feel good about it
- All matches have a cap of 10 players in that match, I have yet to test what happens when two matches are running at once so expect a couple bugs here and there
I used another one of my in-progress games as a starting point for some of the client code (the entire gui package, the key handler, the font holder/char, parts of the game class, and the desktop starter class, as well as all the images that are in sub-folders). You can find that code at github:
https://github.com/Hexicube/RTRL
I'm pretty sure this is allowed, since that's open source, but if not I'll have to enter the jam instead.
Note that the server code connects to the hard-coded master server like the client does. You can compile and run that server and clients will connect to your server as well, once my server fills up (set to 10 players just in case there's bugs with multiple matches at once) people will be directed to yours instead.
Version history:
- Proto 7: Initial version
- Proto 8: Attempted to fix crashing issue based on suspected cause, also fixed minor aiming bug
- Proto 9: Fixed a crash relating to arrows moving off-screen (shouldn't happen normally)
- Proto 10: Attempted to fix a bug that caused maps to be shifted 1 block to the left for some players (which caused the arrow crash), older clients will be broken now
| Multi-Platform Jar | https://dl.dropboxusercontent.com/u/13281778/LD31.jar |
| Client Source (needs libGDX import) | https://dl.dropboxusercontent.com/u/13281778/LD31%20Images/Client%20Source.zip |
| Server Source | https://dl.dropboxusercontent.com/u/13281778/LD31%20Images/Server%20Source.zip |
| Master Server Source | https://dl.dropboxusercontent.com/u/13281778/LD31%20Images/Master%20Server%20Source.zip |
| Original URL | https://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=27352 |
Ratings
| Coolness | 35% | 1856 |
| Overall | 3.35 | 393 |
| Fun | 3.48 | 223 |
| Graphics | 2.18 | 1086 |
| Innovation | 3.09 | 585 |
| Theme | 3.60 | 557 |
Now this is a great concept executed well, fun/10
https://dl.dropboxusercontent.com/u/13281778/LD31.bat
That should make it give an error I can use to fix the issue(s).
Error is actually caused by an ArrayIndexOutOfBounds exception :
java.lang.ArrayIndexOutOfBoundsException: -1 at org.tilegames.hexicube.LD31.entities.Arrow.tick(Arrow.java:43)
at org.tilegames.hexicube.LD31.map.Map.tick(Map.java:42)
at org.tilegames.hexicube.LD31.Game.tick(Game.java:355)
at org.tilegames.hexicube.LD31.Game.render(Game.java:132)
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Hope that helps you out mate, game is pretty good fun otherwise :) Gratz on all the multiplayer stuff!
Will watch and rate if you manage to get this sorted out! Or leave a comment on my page when its fixed that I'll spot to get me to head over here :)
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(Stack Trace cont:)
at com.badlogic.gdx.backends.jglfw.JglfwApplication.render(JglfwApplication.java:254)
at com.badlogic.gdx.backends.jglfw.JglfwApplication.frame(JglfwApplication.java:222)
at com.badlogic.gdx.backends.jglfw.JglfwApplication.start(JglfwApplication.java:197)
at com.badlogic.gdx.backends.jglfw.JglfwApplication.initialize(JglfwApplication.java:177)
at com.badlogic.gdx.backends.jglfw.JglfwApplication$1.run(JglfwApplication.java:87)
at java.lang.Thread.run(Unknown Source)
Also, does the map wall have gaps in it for you? Seems like it might based on the error.
My favorite shot was the double thrust upwards, over the platform and boom! downwards headshot! Was about the only time I hit you though I think :P
That double-thrust one was the drop shot I think, just completely owned, at least until I started going for the spree! :3
$ java -jar LD31.jar
libGL error: failed to load driver: swrast
X Error of failed request: 255
Major opcode of failed request: 155 (GLX)
Minor opcode of failed request: 17 (X_GLXVendorPrivateWithReply)
Serial number of failed request: 83
Current serial number in output stream: 86
One thing though, not relating to the game. You said this in a rather sour post on the blog:
"After looking through the game list a couple times, I really can鈥檛 find any that interest me. I don鈥檛 want to vote because of bias against them"
This is extremely rude and uncalled for! The current system is set up so that you get as many ratings as you give out (to a point) and it's set up that way for a reason. You can't just say "everyone's games are terrible I won't bother"... There are literally 2500 of them! I've only played around 30 and I've already absolutely loved a few.
I'm by no means stating that some of them are terrible, I simply judged by the appearance and text post for the games that they simply didn't seem like the kind of game I would be able to give a fair vote on.
I wouldn't go around saying point-and-click adventure games all suck because RPG FPS games are so much better, that IS rude and IS uncalled for. Instead, it's more "I want to avoid giving an opinion that is unfair to the author because I don't like that genre".
Before making that post I really tried to find games that seemed to me like I would find them interesting. If I recall correctly, about 30 of them looked interesting, but I've only voted on 12 because a number of the other ones weren't for windows (one was even android only, not sure how that expects to get many votes). However, maybe I should reconsider my approach to that, after all I mind find an unexpected gem hiding in the pile that I really enjoy.
As for the feedback, I can respond with the following:
- I wanted to include health bars on people, but was for some reason fixated on the idea of uncertainty
- The damage system is 100% based on velocity, which follows a (slightly) quadratic curve and encourages skilled charge shots that go really fast
- Jumps don't line up because the predictor doesn't account for horizontal drag, you can use left/right movement to counter-act it though
BTW, +1000 for the key rebinding options. Us soutpaws really, really appreciate that. :)