This is a long? blog about how I'm engineering DoubleFire. So if you don't care(Don't lie to yourself, you'll make Jesus cry), go read the random ending
So after taking a nap I was able to get UDP working after deciding to rewrite DoubleFireCoordinates, the main thing I need to be streamed, are sent with this framework. If you have any suggestions, do tellNo TCPEvery frame, a byte is sent with keyboard inputs. Right now I have 3 free boolsEvery eight frames, or when a keyboard arrow is pressed, XY is sent. Right now the XY messages take 3 IDs and made me finally find a method on where to use ^^. Basically(well, actually, entirely), I have Xchange, Ychange and XYchange messagesI'm actually using sprites this time around. I like the sprited look. I'm using about 12x12 sprites for the 3ships, which are:Shell=Can absorb bullets. Dies when hit by 2 at the same time. Fires when absorbingNull=No shield, but always firesOption=Player has options trailing, and they can use them to absorb shotsAnyways, off to make the playscreen shake(And just for those interested, I have a hate for random() and thus the shaking effect is actually done with modulos instead. And just to get the computations down even more, I use & to optimize)Oh, and also, this duck came up to me today in this duck suit and said"I'm a duck!!"
I didn't know ducks could talk. O_o
ooh, df is online?
Remind me, what is DF again?A game where the concept that sparked it is the idea of a danmaku where you have to get struck by two bullets at the same time to die
Oh, I see. Woo, I might not die!
So to kill an enemy you have to have two bullets hit them at the same time?
No