online

edited January 2008 in Games
excuse my possible naivity - would it be very dificult to make, say, exploding fist playable online in 2-player mode?
(via creating a feature in an emulator? or how? would it be necessary pehaps to make a pc remake of the game with the feature?)
Post edited by cichlasoma on

Comments

  • edited January 2008
    No Idea !

    But it's a cracking Idea, someone more technically minded will come up with an answer.
  • edited January 2008
    Target Renegade in online coop mode, now that would be cool.
  • edited January 2008
    cichlasoma wrote: »
    excuse my possible naivity - would it be very dificult to make, say, exploding fist playable online in 2-player mode?

    Hard. This has been discussed multiple times, and nobody's yet really come up with an idea of how to implement it.
  • edited January 2008
    btw, what speccy games would you love to play online? :)
  • edited January 2008
    cichlasoma wrote: »
    btw, what speccy games would you love to play online? :)
    TT Racer

    Since it already has a network play feature (via Interface One), it would be cool if Spectaculator, Fuse or Spin added a feature to transmit the signals and send them over the internet.

    What do you think, emulator authors?

    Necros.
  • edited January 2008
    Ahh, this reminds me of an old pic:

    http://img.photobucket.com/albums/v400/zxspectrum/ZxMultiPlayerOnline-1.jpg

    Impossible (for now), due to timing issues.

    Maybe Laser Squad wouldn't be so hard. After all, it's one player at a time. :)
    And when the Spectranet reaches the masses, we'll all be playing on real spectrums. :green:
  • edited January 2008
    Lol! a KailleraSpin :)

    Or a kailleraSpecEmu!

    Btw, (totally off-topic) how is specOS going I wonder.
  • edited January 2008
    One of the big problems with online multiplayer in emulation is desynch (or timing issues as Bruno said). I remember having a lot of trouble with this when playing console games online (Kaillera will probably ring a bell to some people). As soon as it desyncs, the game might take a different "turn" on the clients of the participating players. For example, I was playing a game from the Street Fighter series (SFA3), and after the point of desync, my opponent would appear just to mess around and it was very easy to beat him, yet for him, on his client, I had lost. This is a very common example.

    The main reason for this problem is that emulated games usually do not run in a "dedicated" environment. If you play a modern online game, every player has a client that connects to a server which runs the server software for this particular game - desync is not a big issue. But for emulated games the server software simply does not exist, the server only shifts the incoming/outgoing data to/from the participating players, and if there is any packet loss this can screw it up. Lag can also make the gameplay very choppy if the players have a crappy connection with high ping (or if they are downloading "adult movies").
  • edited January 2008
    Necros wrote: »
    What do you think, emulator authors?

    I'm sure I dealt with this about two posts above yours.
  • edited January 2008
    RealSpec has a network mode sort of thing, but I've no idea how well/badly it works. (I vaguely remember trying it once and it failing to do anything at all, but that was probably down to user error. At the other end, of course!)
  • edited January 2008
    Arda wrote: »
    Btw, (totally off-topic) how is specOS going I wonder.
    Ask Dunny...
    I wanna tell you a story 'bout a woman I know...
  • edited January 2008
    I'm sure I dealt with this about two posts above yours.
    Not really the same thing Philip. Exploding Fist doesn't already have a network play mode built in, whereas TT Racer does.
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