Looking sweet! ;)
Does anyone know what the song streaming in the video is? :)
Cool.
[QUOTE=garry;45901814]Obviously our arcade isn’t the prettiest thing in the world at the moment, which isn’t that surprising since only programmers have laid their hands on it. Not for long! Petur has crafted a beautiful cabinet model, which you’ll hopefully see in the arcade soon:[/QUOTE]
Hopefully we'd be able to use our own models as well. Nothing says "Pssst. Kid, what's the harm in one or two quarters missing?" better than a pedestal cab like Gauntlet Legends's. Everything looking the same besides change in marquee and side art just doesn't sound entertaining.
[QUOTE=Stonecycle;45901905]Hopefully we'd be able to use our own models as well. Nothing says "Pssst. Kid, what's the harm in one or two quarters missing?" better than a pedestal cab like Gauntlet Legends's. Everything looking the same besides change in marquee and side art just doesn't sound entertaining.[/QUOTE]
Imagine having one of those sit-down cabinets like Out Run or Sinistar that you could actually sit in to play.
[quote]Currently each game instance runs locally on the client that is controlling it, with information about sounds being played and things happening on-screen streamed to other players in the arcade.[/quote]
Why.
[editline]6th September 2014[/editline]
:suicide:
Why are we networking things in a multiplayer game? Well it wouldn't be much of a multiplayer game otherwise.
The frame rate looks nice
Looking good! The fake brands seem like something you'd see in a 2010s arcade rebirth, though. All flat and minimal. Some of them remind me more of Sega during their dreamcast/saturn days than the "classical" typography or "wood grain" aesthetic of western arcade manufacturers (Williams) or round, bright, high-contrast stuff Japan was well known for in the 80s.
[QUOTE=FunnyStarRunner;45902004]Imagine having one of those sit-down cabinets like Out Run or Sinistar that you could actually sit in to play.[/QUOTE]
An [URL="http://www.gameroomrepair.com/R360_1_for_sale/pictures/fullfrnt.jpg"]R360[/URL] would be heaven and hell for Oculus users
[QUOTE=layla;45902634]Why are we networking things in a multiplayer game? Well it wouldn't be much of a multiplayer game otherwise.[/QUOTE]
Serialize game, stream to clients, run there and synchronize input instead of wasting bandwidth on streaming the visuals? Or can't this be done?
That light gun game looks fucking awesome. I hope we have more games like that.
[QUOTE=FacepunchAd;45901857]Looking sweet! ;)
Does anyone know what the song streaming in the video is? :)[/QUOTE]
[url]https://play.google.com/store/apps/details?id=com.melodis.midomiMusicIdentifier.freemium[/url]
[url]https://play.google.com/store/apps/details?id=com.shazam.android[/url]
(I can't be arsed to cough up iTunes links for iOS, it's that painful to get)
[QUOTE=FacepunchAd;45901857]Looking sweet! ;)
Does anyone know what the song streaming in the video is? :)[/QUOTE]
Words by Missing Persons according to Shazam
We're currently only using ~250 bytes per frame streaming graphics, with the guarantee that it will never diverge for some clients if the game happens to use something non-deterministic we couldn't anticipate. Also game state serialization is currently only supported for games that describe how to serialize themselves, and as doing so is relatively difficult we don't want every game to need to.
I've wanted to make an arcade sim like this, I'm an artist though so I was thinking of just making the assets and selling them on Unity asset store or buying code from there.
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