my corner of cyberspace =Dan Roganti

Archive for the ‘network games’ Category

SpaceCommand – Wrap Around Missiles, Virtual World, 8x screens Wide —

Another quick update. The one glitch is fixed allowing the missile to fly around the entire virtual world in either direction now. There’s enough power in the missile parameter to let you launch a missile and fly across 8 screens and land back on your screen. You might get dizzy looking at the video as […]

SpaceCommand Update – linked sprite damage and explosion animation to the virtual world —

Here’s another update. I linked the sprite damage code and the explosion animation code together in the virtual world. So now whichever city your missile will hit on any of the player screens, the damage is shown for that city. This is done by coordinating between the missile code from the player’s attacker screen and […]

SpaceCommand – Multi-Screen feature added —

This is a new update [best viewed in 1080p] Hello, I promised some of you that I would give an update about this network game. The player screens are small cause the screenshot video extends over 2 monitors. I’ll have to make another video nex time with my tablet so I can zoom in closer. […]

SpaceCommand – new updates coming soon —

Just wanted to say that new updates are coming soon I’ve been really busy the past year working on this new game The game is about 90% complete. The network code was the biggest chunk of work, with some big bumps along the way It’s now running smoothly, with a more compact UDP communication scheme, eg. […]

Space Command update —

It’s been too long since  writing an update on Space Command. But I’m getting closer. I have all of the networking issues straightened out except for one. There is some game code which needs to get finished still. I’m converting the Server network code to use Broadcast packets. Because this is using a C64 with […]

SpaceCommand – code rewrite – Screenshot with 8 players connected – C64 Multiplayer Network Gaming, cont’d… —

It’s been along time since posting on here. This game has gone thru a complete rewrite of the code since last year. I took a cue from Leif’s 2nd network game made on the C64, NetRacer, after his 1st C64 network game Artillery Duel.  Also, I made it so it runs with a C64 Server […]

SpaceCommand – Screenshot with Sprites– C64 Multiplayer Network Gaming, cont’d… —

This is a screenshot with the player’s game screen updated with the various sprites. And also on the screen, it shows the updated status information at the bottom. This has 8 sprites being used for each player’s screen. There are 6 city sprites, one Command Center sprite, and the Missile sprite. the missile sprite is […]

SpaceCommand – C64 Multiplayer Network Gaming, cont’d… —

Tonight, I managed to get a test program running to check the functionality of the Multicolor Character mode. Using the export files from CharPad where I created the background screen, I was able to get the program to load these files properly and display the background screen perfectly. It took some extra work to finally convert […]

SpaceCommand – C64 Multiplayer Network Gaming, cont’d… —

While changing direction with the graphics mode options, – hopefully for the last time – I’m using the CharPad tool now together with the Timanthes tool to organize the background screen using Multicolor Character graphics mode. One of the things I found out this past week is that the Timanthes tool doesn’t properly convert that […]

SpaceCommand – C64 Multiplayer Network Gaming, cont’d… —

It’s been a while since my last post, These winter nights can be a drag without enough caffeine.  So it’s time for a “coming up for air” to write another update, so to speak, on this network gaming project with my crime-fighting cohort, Jeff Brace (Arkaxow). One of the refreshing attributes to programming on 30yr old computers is […]