
Originally Posted by
s-p-n
Hey that's a very good start. I tested it with two clients open. One issue is that when I move a player in one window, it doesn't do anything to the other window until I click on it. So you need to make it do that work in the background so it's more like real time. The issue is that players aren't really where they appear to be on every client. That needs to be set & the same for every client.
Say it's a fighting game. If someone attacks me, and I move out of the way, they might see they hit me, while I might see they missed. Since the battleground is relative to each player, we might see two different scenarios. Obviously one of us will get an unexpected result; a glitch occurs. The server should have fail-safe techniques to deal with client-side scripting as well. Right now everybody can freeze the battleground. Freezing the screen is client-side, not very harmful. However, if it gets frozen, none of the players will move from their position until it's unfrozen. That means that when we unfreeze, the players will start moving along the path they were supposed to. So now we have unresponsive ducks up for hunting. Easy pickings!
A fix for that is when it gets unfrozen, rather then starting the figures movement where it left off, it should automatically place the figures in they're real placements, according to the server's data. That will fix similar, possibly future issues associated with lag as well.
It's really cool though. Get a backdrop for it, the background needs some adventure! :P