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Dr.EisDrachenJaeger said:
JoeTheBro said:
Dr.EisDrachenJaeger said:
JoeTheBro said:
Wii U. Miiverse is great and behind the scenes it's a lot better than 2004 tech. To the player though they are pretty similar.

Also what's this talk about online not working in platformers? Lag is only for player to player interaction, not player to world. Unless the platformer has you jumping off other players, the platforming mechanics aren't affected. Onlineplay is much simpler in a platformer than a shooter. The reason they don't do it is because the feature is unpopular, not because of technical issues.


Bullshit.

Its interface issues, which arent easily solved by technical application, you can only distort/manipulate the game engine in so many ways.

Try online in a platformer and come again

With a shooter, you shoot through walls remember? Its a lot of imprecise rendering that's redone to look precise. You should know this

What specifically are these issues? I'll take a day long ban if you can come up with some that are real problems unique to platformers.

 

I understand (I think) what your talking about with a shooter (although it's very easy to stop that from happening). Why can't the same happen with a platformer? If you're playing online with a friend, does it matter if they move a split second slow? On your local machine they'd still be moving and jumping just fine.


Read this and look into it http://www.gamasutra.com/view/news/186457/One_way_to_tackle_online_multiplayer_in_platforming_games.php


And? Nothing there is specific to platformers or unique. It's just very basic stuff dealing with network coding. Looking at your past comments though it seems like you thought their peer to peer solution wasn't normal. If physics were done server side then yes you'd be fully correct on everything you've said. Platformers do need exact response times and such a system would ruin it. However you'd be crazy to do it that way. Almost all multiplayer games run local player actions locally. Pressing the jump button jumps your character and then sends a message over the network that you jumped. They don't send the message and then wait for it to return before making you jump. As a result every player sees a slightly different game, but there are no input delays for the player. This is what makes coding online really really complex.

When it's done poorly, this type of thing can happen.

Both people start experiencing completely different versions of the game.

Here is another case of both people seeing different things.

In this case however it's actually working how it should. The lag is horrible but the game engine is working correctly. Without the killcam no one would suspect there was an issue. It's messy in most games, but man does it work better than giving every player an identical experience.

With a platformer things are even simpler. The local player's experience is hardly affected by what online players are doing. It really doesn't matter if everyone else is a split second slow.