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Steam News21 January 20179y ago

Early Access Update #46 – Multiplayer, Schedule & v0.2l

Hi everyone! Another short one this week. We have a quick update on multiplayer and a few little things to note. Let’s get to it. The latest build of Samphi (v0.

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  • Server
changedHi everyone! Another short one this week. We have a quick update on multiplayer and a few little things to note. Let’s get to it. The latest build of Samphi (v0.2l) has now been moved to the stable branch after a quick patch. There a few bugs that people identified, so many thanks for those reports. Check out last week’s update for a reminder of what v0.2l is bringing. Thanks to a member of the Steam Dev Forums I’ve finally found how to auto-subscribe to the discussions that are being created … it was a big button right on the main page. One of those cases where it right under your nose and you overlook it. So, from now on threads should see responses much faster! The bugs that players reported for v0.2l sat for around a week unread and I hate that! No longer! If you create a thread I will now be notified. :) Multiplayer! It’s going well, just slow. Since I’m now not working on GameMaker with this the development process is much slower. GameMaker does every for you. You want a button, just stick it in and hook up the correct events, want to read from the keyboard, it handles it for you. Not so with C++. My main area of work this week has been with input, so not a great deal to show there, keyboard typing isn’t exactly mind blowing. BUT! A huge part of the networking process has been cracked: https://www.youtube.com/watch?v=qj9uI17LQ0o That might look underwhelming, but that’s the heart of the networking done. What’s happening here is the window to the left is the server and waits for a connection from someone playing Samphi. When the Samphi game loads it connects to the server and receives the message “Hello World” that the server sent it. With the ability for Samphi and my C++ server to talk I can now start moving the networking logic over! A huge part of the puzzle is already solved. And it took no time at all thanks to SFML.* What’s going to take time is all the GUI stuff. I initially chose to create the server client in GameMaker as I wanted to create the most easy-to-use and accessible server client possible. I don’t want hosting servers to be a chore. I don’t want to let that slip, so will be taking time to ensure that the experience is just as nice with this new C++ client as the GM one was. *If you’re a programmer looking to make games etc. check it out. Super cool library with lots of functionality. Fridays. Fridays is normally update date, but starting this week I’ll be moving to Saturday mornings. I work and have Uni Fridays and as school gets busier I’m up later and later, sometime staying up until 4am to get them. At that time the work gets sloppy, mistakes creep in, and I feel like I’m rushing which is no good. By moving it to Saturday there’s no rush to get it out. Small change, but wanted to address why the upload date will be slightly different from this point forward. :) More multiplayer. This is a big job so will be taking most my time. Like I always say, I do have a big list of jobs that I’d like to get done and if I want a break from multiplayer I’ll likely sift through this list and see if

Samphi changes

changedHi everyone! Another short one this week. We have a quick update on multiplayer and a few little things to note. Let’s get to it. The latest build of Samphi (v0.2l) has now been moved to the stable branch after a quick patch. There a few bugs that people identified, so many thanks for those reports. Check out last week’s update for a reminder of what v0.2l is bringing. Thanks to a member of the Steam Dev Forums I’ve finally found how to auto-subscribe to the discussions that are being created … it was a big button right on the main page. One of those cases where it right under your nose and you overlook it. So, from now on threads should see responses much faster! The bugs that players reported for v0.2l sat for around a week unread and I hate that! No longer! If you create a thread I will now be notified. :) Multiplayer! It’s going well, just slow. Since I’m now not working on GameMaker with this the development process is much slower. GameMaker does every for you. You want a button, just stick it in and hook up the correct events, want to read from the keyboard, it handles it for you. Not so with C++. My main area of work this week has been with input, so not a great deal to show there, keyboard typing isn’t exactly mind blowing. BUT! A huge part of the networking process has been cracked: https://www.youtube.com/watch?v=qj9uI17LQ0o That might look underwhelming, but that’s the heart of the networking done. What’s happening here is the window to the left is the server and waits for a connection from someone playing Samphi. When the Samphi game loads it connects to the server and receives the message “Hello World” that the server sent it. With the ability for Samphi and my C++ server to talk I can now start moving the networking logic over! A huge part of the puzzle is already solved. And it took no time at all thanks to SFML.* What’s going to take time is all the GUI stuff. I initially chose to create the server client in GameMaker as I wanted to create the most easy-to-use and accessible server client possible. I don’t want hosting servers to be a chore. I don’t want to let that slip, so will be taking time to ensure that the experience is just as nice with this new C++ client as the GM one was. *If you’re a programmer looking to make games etc. check it out. Super cool library with lots of functionality. Fridays. Fridays is normally update date, but starting this week I’ll be moving to Saturday mornings. I work and have Uni Fridays and as school gets busier I’m up later and later, sometime staying up until 4am to get them. At that time the work gets sloppy, mistakes creep in, and I feel like I’m rushing which is no good. By moving it to Saturday there’s no rush to get it out. Small change, but wanted to address why the upload date will be slightly different from this point forward. :) More multiplayer. This is a big job so will be taking most my time. Like I always say, I do have a big list of jobs that I’d like to get done and if I want a break from multiplayer I’ll likely sift through this list and see if

Hi everyone! Another short one this week. We have a quick update on multiplayer and a few little things to note. Let’s get to it. The latest build of Samphi (v0.2l) has now been moved to the stable branch after a quick patch. There a few bugs that people identified, so many thanks for those reports. Check out last week’s update for a reminder of what v0.2l is bringing. Thanks to a member of the Steam Dev Forums I’ve finally found how to auto-subscribe to the discussions that are being created … it was a big button right on the main page. One of those cases where it right under your nose and you overlook it. So, from now on threads should see responses much faster! The bugs that players reported for v0.2l sat for around a week unread and I hate that! No longer! If you create a thread I will now be notified. :) Multiplayer! It’s going well, just slow. Since I’m now not working on GameMaker with this the development process is much slower. GameMaker does every for you. You want a button, just stick it in and hook up the correct events, want to read from the keyboard, it handles it for you. Not so with C++. My main area of work this week has been with input, so not a great deal to show there, keyboard typing isn’t exactly mind blowing. BUT! A huge part of the networking process has been cracked: https://www.youtube.com/watch?v=qj9uI17LQ0o That might look underwhelming, but that’s the heart of the networking done. What’s happening here is the window to the left is the server and waits for a connection from someone playing Samphi. When the Samphi game loads it connects to the server and receives the message “Hello World” that the server sent it. With the ability for Samphi and my C++ server to talk I can now start moving the networking logic over! A huge part of the puzzle is already solved. And it took no time at all thanks to SFML.* What’s going to take time is all the GUI stuff. I initially chose to create the server client in GameMaker as I wanted to create the most easy-to-use and accessible server client possible. I don’t want hosting servers to be a chore. I don’t want to let that slip, so will be taking time to ensure that the experience is just as nice with this new C++ client as the GM one was. *If you’re a programmer looking to make games etc. check it out. Super cool library with lots of functionality. Fridays. Fridays is normally update date, but starting this week I’ll be moving to Saturday mornings. I work and have Uni Fridays and as school gets busier I’m up later and later, sometime staying up until 4am to get them. At that time the work gets sloppy, mistakes creep in, and I feel like I’m rushing which is no good. By moving it to Saturday there’s no rush to get it out. Small change, but wanted to address why the upload date will be slightly different from this point forward. :) More multiplayer. This is a big job so will be taking most my time. Like I always say, I do have a big list of jobs that I’d like to get done and if I want a break from multiplayer I’ll likely sift through this list and see if

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Steam News / 21 January 2017

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