64 lines
3.7 KiB
Plaintext
64 lines
3.7 KiB
Plaintext
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[video member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Basic Multiplayer Support" vod_platform=youtube id=BU5xBpUMdPA annotator=schme annotator=Miblo annotator=effect0r annotator=theinternetftw]
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[0:00:00][Intro and welcome]
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[0:01:25][Where we were..]
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[0:01:50][Addressing a bug that was found by the forums]
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[0:04:30][Thinking about how to handle imput]
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[0:06:24][Which controller maps to which character?]
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[0:09:04][How we're going to handle this problem]
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[0:10:36][Maping a controller to a character]
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[0:11:36][Pulling player info into the 'entity' structure to support multiple players]
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[0:12:50][Modifying game_input to allow for multiple players]
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[0:14:31][Changing his mind about how to handle this]
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[0:18:59][CameraFollowingEntityIndex]
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[0:19:11][Making the camera follow a certain player]
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[0:22:07][Drawing all of the players]
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[0:24:38][Fixing HeroFacingDirection]
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[0:28:21][AboluteValue intrinsic]
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[0:29:31][Adding an entity to the game]
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[0:31:23][Initializing a player]
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[0:33:40][Crash!]
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[0:36:24][MovePlayer()]
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[0:39:24][Moving player width/height into InitializePlayer()]
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[0:42:15][Calling the movement code]
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[0:43:24][Debugging the movement code]
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[0:47:08][Some days, you just have to fire yourself.][quote 2]
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[0:49:06][Fixing facing direction, again]
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[0:50:42][Retuning movement constants]
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[0:52:09][What we're going to do tomorrow]
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[0:53:00][BRB, controller!]
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[0:53:59][Demo of mult-player support]
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[0:54:30][Q&A]
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[0:55:08][On split-screen what kind of resolution were you thinking for each?]
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[0:56:15][You once said visualizing problems is never a wasted effort. Should we use it for collision detection?]
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[0:56:52][Are entities just for players or all game objects?]
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[0:57:23][How input be handled when both players trigger an action at the same time?]
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[0:57:46][Who is the camera following with multiple players? \[code change\]]
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[1:00:44][When you decided to have multiple players you decided to call them entities. Why?]
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[1:01:56][How do you make the characters not run through the trees?]
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[1:03:50][Why are we doing physical based movement?]
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[1:04:37][Will we be doing any image manipulation with code?]
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[1:04:47][Any reason to catch failing to load art assets? \[code change\]]
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[1:06:54][Is the notion of having all entities in a single array something that'll stay for long?]
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[1:07:22][Why do you not use an auto-compiler?]
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[1:07:51][How would disconnected controllers mid-game gracefully handled?]
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[1:08:53][When comparing a float to zero shouldn't we be checking withing a tolerance instead?]
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[1:09:26][Will there be diagonal movement sprites to the hero?]
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[1:10:29][Since small velocities were brought up, will we account for small inputs i.e. deadzones?]
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[1:12:01][About storing entities in an array. If there's massive operations on many of them, can this be exploited?]
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[1:13:03][Why didn't we use the bitmap masks directly?]
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[1:15:22][Are there any games that you've personally developed that are available to the public?]
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[1:17:39][Why do you use the function call macros?]
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[1:18:33][Will you wait for Jon to finish his presentation tomorrow?]
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[1:18:54][Can you explain what you mean by 'deadzone on the controller'?]
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[1:22:54][Do controllers have an outside deadzone?]
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[1:23:58][Addition to bitmap loading question: 'You && with a 32bit value and use what you get']
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[1:26:31][Can you ever talk about the code you made that shipped 2000+ times?]
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[1:28:00][Will we be using a component system?]
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[1:28:20][Any estimation where GUIs will appear?]
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[1:28:55][Chat says: there are rotation instructions ]
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[1:33:05][\[code change: Using rotation instructions\]]
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[1:39:45][Rotate will work but it's microcoded, so don't use them if you want performance]
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[1:40:16][Doesn't the rotate mess with the XP compatibility?]
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[1:40:54][Pondering about microcode speed]
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[/video]
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