RobinsonX (Game ChangeLogs)
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While testing my game, I accidentally ran into somebody being in the game! ๐ฑ
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Hi, can you also do local wifi hotspot multiplayer mode for this? I really hope it is possible to do local multiplayer games in hyperpad similar to what you can play in nintendo switch especially in the context of classroom based educational games where I can see hyperpad thriving in the hands of 21st century teachers. Thanks for your response in advance sir.
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Local hotspot...? Like hosting via device? I mean, it kinda already does that.
When you join the server, it sees if there are any available servers available. If there is a server available (a player hosting or playing), it will automatically force the user to join it. Otherwise, it will create a server and wake the server up.
This is why it takes a while to connect to the server when nobody else was online for a while. :3
Unless you meant hosting a game on your device, I can do that. I would call these "rooms" and every user can only create and host 1 room. There can be a password on your room so only people who know the password can join.
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Local hotspot, only lets you join others connected to the same wifi, connection is not via a server so that local wifi multiplayer would still work even if the network isn't even connected to the internet. As far as I know, hyperPad only lets you connect to servers, and does not have local wifi/hotspot/Bluetooth multiplayer.
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Oh, you mean that...
Yeah, it's not possible... (yet?) -
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Oh my gosh, my mind is blown by how much I can learn from this... ๐จ
The HTTP Request behavior will be a game changer. I can fix all the glitches with the <null> accounts in my game, learned how to create new urls... This stuff can get very dynamic, I don't have to keep using the same urls.
This means that I can actually manage storage in a way that each account has it's own pathway and identification rather than sharing the same pathway with one another. This fixes many of the weird <null> bugs players can see in-game.
To sum it all up, game is getting an another maintence update that will fix many bugs and open up a huge variety of possibilities. ๐๐ฌ
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Custom Avatars are coming!
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This is what our BotPixel servers look like right now. (We use
Google Firebase
to store content online)You can already see awesome new features that are coming along. :)
Once we release a new update, content will be flooding like crazy. Don't worry, none of this costs any money. ;)
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Unfortunately, the accounts of existing users would have to be cleared out because the servers are going to be using a new format and structure. (This is to fix the <null> bugs you would usually see on anyone's profile.)
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The server of BotPixel Games has been
moved
, so the project is not playable until an update fixes it.And here's an another peice of cake from the update:
ยป Every player will have their own ID key. Even if they change their username and password, they will still be the same player they are.This is so the servers can track which player is who, and so your data is not affected.
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I'm fixing up the UI, will finally apply some UI settings very soon.
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Going out with this new idea. ๐ฌ
Users will be able to create
custom maps
. For map submissions, activities, or maybe just for fun. ๐คThis will take a while to implement though...
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I changed many things of the map editor. Maps will now be block based, this also brings up a method of
chunking
, maps will load chunk by chunk similarly to the games of Minecraft and Terraria, this just reduces lag and uses less memory. -
Unfortunately, loading block by block (chunking) is too laggy. I might have to abandon the idea of having a block-to-block customization. However, I will still leave the map editor as it is, I will not remove the current map editing we have, but I will append a brand new editor specifically for creating
actual maps
instead of creations. I can simplify a lot of stuff in this case.For example, instead of using so many blocks just for making the ground, we can use a terrain object instead. Placing one single object rather than a 25 by 25 block is much more conservative. ๐
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@robinsonx So it's laggy to have all the blocks loaded? What if you tried making a system where any block outside the screen gets unloaded (Destroyed)? And as you move camera around it loads other blocks in. Maybe that would be too laggy as well anyway though.
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That's exactly what I did... Besides, constantly spawning objects and destroying them bends the performance a lot..
I tried using Enable & Disable objects, hide & show objects, but it still lags when it loads in...
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It doesn't lag when all the blocks are loaded, it's just the loading process itself... It takes
unloaded
existing objects outside the map. Once the blocks are too far away from the screen, they are unloaded and hidden instead of being destroyed. -
Besides, I already have setup the method of using larger objects instead of block-to-block customization. I feel like having custom landscape and structure objects looks a lot better! ๐
(And yes, that image is real, hype!) -
I am revamping the ENTIRE project. Everything will look different, having slicker design. Working from the ground up,
performance
anddesign
will be top priority.So far, the new login screen is looking and feelin' sleek. ๐