Klawiatura v1.1.0 - Mario Forever with Multiplayer
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The bare minimum of the backend is now fully set up. Windows/Linux support is maxed out and crossplay is working. All that's left is to port the rest of the game mechanics.
There's now a basic UI for changing levels and gimmicks (and a lobby list!). It'll also boot you back there after exiting the game, but you can use the-levelcommand to skip all that and quickstart in singleplayer, useful for testing.Anyway, go forth my Funny Tanks:

Gameplay video coming soon if I could somehow lure out 3 more players for stress testing (3+ player desyncs are still there, just don't lose any packets or that happens...)
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Singleplayer footage of Hardcore World 1. All of the multiplayer features are disabled when playing alone, so restarting and going between levels is possible. There's still no level changing in multiplayer though, I'm still figuring out a stable way to do that.
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Hello? This is like, really cool?
Definitely will try this this eventually, just when I'm done with MFCE 2.0, which I haven't even begun to play

I am DEFINITELY curious on what is the possible limit to how many players there can be, if there can be more than 4.
Looking forward to this!
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L looper231 pinned this topic on
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Still a ways to go. And a lot has changed:
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The source code is being completely rewritten. The entire application now runs in a single loop, no more giant switch cases, objects have been decoupled from
K_gamefor clean game code, ... ... ... -
Console window is no longer visible, you will need to launch Klawiatura through the Command Prompt to see logs.
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Assets are no longer limited to 8-character file names.
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@nonk added IPv6 support.
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Lobbies are now either hosted or joined explicitly, there are no longer implicit lobby setups.
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3+ player desyncs are FINALLY FIXED, but it will take a while for the GekkoNet dev to merge the fix for a stable update.
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You can actually configure things for once (also a new menu system):

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Lobbies no longer autostart, you can configure game rules on the go. -
Since the application window can be resized now, you'll get widescreen borders around the game screen:

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Kevin is no longer a menu option. Figure out how else to summon him.
Most of the new stuff can be found GitHub on the
rewritebranch. -
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hm, tried the wip with a few friends, if i should let you know:
main issue, once extracted the game ends up in a completely broken resolution of the top left for some reason, so i have to play unextracted i guess? no idea
we couldnt figure out how to change controls, pressing the binds dont do anything it seems
this may also be bad connection but disconnects happen quite a lot and game lags really badly when someone dies, if game freezes and you disconnect you also cant host on the same id
if i could contact directly i would like to talk about it, but this is whats been with my session, let me know if i misunderstood anything and i hope this project becomes what its planned to be, good luck with it!! -
hm, tried the wip with a few friends, if i should let you know:
main issue, once extracted the game ends up in a completely broken resolution of the top left for some reason, so i have to play unextracted i guess? no idea
we couldnt figure out how to change controls, pressing the binds dont do anything it seems
this may also be bad connection but disconnects happen quite a lot and game lags really badly when someone dies, if game freezes and you disconnect you also cant host on the same id
if i could contact directly i would like to talk about it, but this is whats been with my session, let me know if i misunderstood anything and i hope this project becomes what its planned to be, good luck with it!!@miyameon
Binds aren't reconfigurable right now, the controls are only displayed just so you know which key does what.Nobody else seems to have the resolution problem though. I pinged you on Discord so we can discuss further.Sidenote,
rewritebranch is now onmaster, sodevbuilds are back to being alive now. -
Everything that has happened from October to November:
- The rewrite is now complete, 99% of the previous features are now available with some improvements:
- Players have coyote time and more responsive crouching.
- Items can be touched while sprouting from an item block.
- Added infinite lives to Kevin mode.
- Multiplayer kicks some more ass:
- 3+ player games are fully working! So is Windows/Linux crossplay!!!
- Added a note when entering Multiplayer for the first time, in case people are blindly opening up a stable/dev build.
- Raised the input prediction window so now you're able to play with fellow Argentinians without slow motion gameplay.
- Multiplayer input delay can be changed with the "Input Delay" option in Options.
- Level warping is now possible in multiplayer, no more awkward softlocks.
- Added a scoreboard for when you complete a scenario or lose all lives:

The only thing left is to figure out why most VPNs are messing up P2P connections. @nonk has been hard at work on refactoring the hell out of the backend and it shows, so hopefully the VPN issue will be resolved pretty soon.
- The rewrite is now complete, 99% of the previous features are now available with some improvements:
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Test recording on Funny Tanks with 4 players. Average ping was 300ms and rollback frames at 10 to reduce frequent pauses.
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Bumped to v1.1.0, changelog at https://github.com/toggins/Klawiatura/releases/tag/v1.1.0
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Bumped to v1.3.0, changelog at https://github.com/toggins/Klawiatura/releases/tag/v1.3.0