Melty Bread Forums
The Diaspora => NetPlay Community => : kyu December 10, 2007, 11:13:55 AM
When's Melty on Steam?
ahaha that's no--wait, what?
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is there a way to play these modes online? I've only been playing MB for like a month now, and have only been playing 1v1 versus.
:psyduck: :slowpoke: :psyduck:
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I wish there was a way. Since the current version does not support it, I hope for a integration at least of Tag Battles in the upcoming one. Though it's not going to be sure and to tell the truth it's just my wish so far XD
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Any play mode that involves more than two simultaneous players online is not happening imo.
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Any play mode that involves more than two simultaneous players online is not happening imo.
awwwwwwww.........but it would be nice.
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Tag mode, maaaybe, after all known bugs are fixed and all nice features I can think of have been added.
Team, not happening, ever. I don't feel like going into detail, but anything involving more than 2 people as players is much more challenging to implement and would require a complete overhaul of the entire networking model. As for '2 players + CPU' or whatever, I don't really feel it's worth the effort given the CPU level (and team mode being already iffy to begin with). But that would be less technically unreasonable -- someone else could possibly do it if there's enough demand (though I would certainly not count on it)
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Solidifying the netcode should always take priority over gimmicks. Let them do what they have to do first before they take care of the unnecessary things.
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Which part of the Caster still requires perfection?
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Desyncs are the only real issue left, IMO.
And don't look at me, I'm not implementing this, though I can't see it being too difficult to do, just requiring an extensive manipMenu overhaul and some flags to indicate what mode it's in.
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I say there's still one more issue left: Player naming. :V
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Well, I don't really know how you guys implemented your networking model, but limited team battles could be implemented, 2-players only (the other 2 being managed by the CPU). It's not exactly the same, but comes close. :P
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maybe i should have a try with tag and team battle to put at mbcaster give ne 6 months to exclude the work days
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..lol.
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And then MBAA comes out with implemented Netplay :V
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...which might end up being lackluster, haha.
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Has a doujin game ever been released with builtin networking that didn't blow? I mean, seriously, most of them don't work right outside of Japan. Akatsuki's is busted in hilarious ways. SWR's was almost right but shifted all of the input delay to the client and none to the host(Even the Japanese use the Caster I made for it, it's that bad!). AoSX is a joke beyond short distances. Monster didn't even understand input delay to my knowledge. Etc.
I wouldn't hold my breath.