With most games requiring this sort of timing an online multiplayer won't be possible not because of how to implement it, not thats pretty easy, but because of the delay every online game has, which is pretty crucial for a timing-based plattformer. I tried playing this game with a third-party software online, and it worked so far good, but my partner who connected to my game, had issues of timing because of the named latency and we played both with a fine internet connection, but it took miliseconds until my partners input was detected and received by my machine and then it was already too late. ![]() The smallest delay (and even with the best internet connection you will have a small delay) can cause to not dodge at the right moment and get a hit. ![]() Автор сообщения: KevonOnline Coop is impossible for games where every milisecond counts.
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