Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

I absolutely love to see someone else do networking!

I had fun racing my friend around to collect the barrels and whatnot. I do wish that games would wait for people to join before starting, as I lost my first match since I missed about 10 seconds from the start.

Very cool. I did notice some teleporting, but that's to be expected.

Hey, nice to hear you had some fun, I saw you were using kcp-go for UDP network, did not knew about this library, will look on it. This is my first game so there is room form improvement, probably there are some bugs around :).

Thanks for the feedback.

Let me know in the discord about any networking discoveries or disappointments -- I've been thinking of writing a network library and covering all the basic stuff like player joining/leaving/messaging but in a way that's more palatable to Ebitengine's design.

So I did write/use a network library for all the network stuff, and I have just implemented support for KCP-GO/UDP implementing this change on the game will only require one line change, ujuuu. Only issue I have right now is, I'm not sure that if I upgrade the server it will be backwards compatible with what is running right now, so I'll probably update after the jam is over. And will upload the change here on itch.io. Nice thing is that you'll be able to use either UDP or WebSocket and clients can coexist between each others. This is the library last commit is the UDP support, tested with small cmd chat client.

Awesome, I'll check it out! And yeah, save updates until jam is done. :)