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user92578
11:04 PM
Looks good
 
Sie
I need to stop forgetting to turn off OBS lol. I looked at task manager and it maxing out my CPU and I realized I had left it running.
 
lol no matter what I do my cpu doesn't go above 15% >:)
 
Sie
I have an i5 Skylake and it maxes it out. I think if you leave it recording for too long it starts to eat more processing power up.
 
11:27 PM
@Sie multiplayer survey. go
 
@Sie I somehow left mine recording and had a 1 file taking up like 80% of one of my disks for a month lmao
 
Pip
@ChrisMcFarland do you do physics with a Unity collider over your whole player or do you do it per body part?
 
Sie
@MickLH wut
 
I gave up, the chat keeps getting errors on 99% upload
 
@Sie are you gonna do it
 
11:35 PM
wait is that a new game? survey. go?
 
Sie
@MickLH Co-op probably.
 
Isn't wishing that airplanes in the night sky could be shooting stars a redundant wish? I mean if you already get the wish you don't need to wish for a wish.
 
Sie
I'm planning on doing a play test sometime this week.
 
@Sie How are you gonna do networking?
 
Sie
No flipping idea.
I kind of want to do something similar to Portal 2's co-op.
 
11:38 PM
I am tempted to push my library on you, but I think it would need Unity Pro
Will have to do a C# implementation
 
Sie
It may but I doubt it. Most of Unity is free now minus some of the analytics/ad stuff.
 
Unmanaged DLLs?
 
Sie
Not sure on that one.
 
Ooh cool I guess you can still P/Invoke without pro
 
Sie
Would I need to host all of this? I remember Call of Duty 4 (I think?) did this thing where it made the player the host.
It isn't great for games like CoD but it could work in just simple co-op I guess. I know pretty much nothing about networking though.
 
11:42 PM
The architecture is P2P with an optional masterserver
Neither player is "host" but both players get the so called "host benefit"
 
Sie
So basically the players "host" eachother?
 
Especially because if you're only using co-op you could turn off almost all the security and just give the other player the benefit of the doubt
But huge warning: It's untested code
 
Sie
Ya. I assume if players use co-op it will be with a friend and if the friends hacks... well time for new friends.
 
I haven't finished my game, lol you would be the first person to try it in a real game
There is all kinds of complicated shit, I'm sure something will break somewhere lol
 
Sie
Well currently I am finishing up a set of 5 levels (for play testing) and I'm going to release it out into the wild and see what people think. After that it will be even more motion control implementation.
 
11:48 PM
@Sie would you use player profiles or just have users direct IP to each other?
 
Sie
Maybe profiles so they can save their progress. Likely I'd just have a seperate multiplayer save file that will keep track of that.
ffs
These ai bots are so stupid.
 
@Sie Ok, if you're feeling brave, I've got a player account system that goes with the network library. You don't need a server but you're "supposed" to have one.
 
Sie
Well it's just for something like 2 player co-op I just don't think it needs a bunch of fancy features. Especially on my shoe string budget.
 
It's no coincidence I'm asking you specifically to try it :P
It should be a relatively simple case for networking
 
Sie
Link?
 
11:56 PM
Lol I'll clean out all my experimental shit and try to put only the good code online tonight so I'm not as embarrassed by the sloppy shit I write sometimes
 
Jon
Should I give a star for completion
 
Sie
Sounds good @Mick. I really wanted to get these levels done anyway.
cya later
 
Jon
1 star for completion 1 for par, and 1 optional for bonus
Hmmmmmm
 
Sie
A bonus sounds nice.
 
@Jon lol I'd share my take on it, but I'd say something stupid like give them extra ammo for 1 par, and upgrade their whole gun for the bonus
 

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