Zelda III Arena (now with netcode)

Hello,

My uni buddy and I are working on a simple zelda deathmatch clone… Ultimately the main aim is to create a reusable netcode library which we can use for university but the game is kinda playable :stuck_out_tongue:

At the moment if you hit the other player the attacker gets teleported :S I blame a mixup of IDs

You can test the collision between players and map etc…

http://www.mediafire.com/?wgrylgbbyj1

Please let me know any faults! If you come across an occasional segfault when using two clients on the same machine, I am working on that! I believe it is something to do with the recv thread an mutex of send thread fucking up so it just gets spammed with the other clients info :stuck_out_tongue:

ps. The .ini file is very reliant on line endings… it uses LF (due to uni workstations) so please respect its wishes!

… guess I could try lol. Should I OllyDbg the 2.3.1 graal client to use ipv6 too while im at it? :stuck_out_tongue:

I must admit, I don’t really know too much about the new RFC…

if its was simply a case of replacing the AF_INET with AF_INET6 then it should be easy (for graal 2.3.1 too :p)

Ah OK, I see your point.

I’ll look into that then…

Do you know of any sys/sockets ipv6 tutorials. Hopefully the msdn one will suffice.

I might need to find a sys/sockets example because I mainly work with unix sockets and just resort to cygwin when compiling for win32 (as the big ol’ cygwin1.dll shows in the binaries above :p)

I guess once you get past the winsock WSA crap, it’s pretty similar

Cheers,

[QUOTE=kpedersen;7219]
Hello,

My uni buddy and I are working on a simple zelda deathmatch clone… Ultimately the main aim is to create a reusable netcode library which we can use for university but the game is kinda playable :stuck_out_tongue:

[/QUOTE]

thats awesome!!!
=D

All this Zelda and Graal is remaining me of Classic Zelda, and by that I mean this (link below).

http://zeldaclassic.armageddongames.net/