Spelunky 2 input delay
The best I've found did somewhat work when testing locally (hinting that it could work on local networks), but would completely glitch out when attempting to test over internet.Īnd, of course, it did include a small but most important flaw that became a stumbling stone in my own work.Īs I have already mentioned, the original game is single-player. Over the years of game's existence there were multiple attempts. To take a pause here, this isn't the first time that someone tries to add multi-player support into Spelunky Classic. What I did not consider, was that socket and packet wizardry is not the only obstacle for a game transitioning from strictly single-player to online multi-player. Perhaps a surprise, but online multi-player was smallest amount of work to do, taking about 5 days (along with the most basic tweaks to have the game running in GameMaker: Studio). Least did I know what that "over the weekend" will turn into. With it being late Friday night, I've said that I'll look if I could plug in some basic support over the weekend. Later it was noted that original Spelunky Classic is open-source, and how some of my approaches to online multi-player could work for it too. Precisely, even average (200ms) round-trip times result in having almost half of second input latency, which, basically, means that you are not going to play any real-time games efficiently. Not to say a lot, but that doesn't work if participants are located in different countries. One of which is `Color Ninjas`, that I'm making with Max ( one of discussions, we recalled about several of our attempts to play local multi-player games (including Spelunky HD) over TeamViewer. This involves several solo and collaborative projects, Since the late 2013 I am experimenting with small online multi-player games.
#Spelunky 2 input delay for free
You can get it now for free (and it doesn't take a lot to get running).Īs silly as it sounds, this project has started somewhat. It also adds a bunch of things that weren't there. If you don't feel like reading through this somewhat lengthy post about my experiences, here's a brief summary: Today, I am proud to announce the first public release of this project.Īnd this is a blog post about my experiences. It is a pretty broad project, implementing a number of fixes and improvements to the original game, and, most importantly, adding a 2-player cooperative online game mode. If you've been following me on the social networks, you may already know, that for the past three months I was working on a Spelunky Classic modification called Spelunky SD.