Hello my fellow metal heads!
Sorry about that last Hot Fix and following little updates afterwards.
It broke Tap Out and Dodgy, but this hot fix remedies these issues!
TAP-OUT IS IMPOSSIBLE!
Not anymore.
This was because the testing I did in the early hours before releasing the update, were within the editor, which unfortunately shows VERY different results to the compiled version of the game, quite often it's like guess work.
Tap Out actually works now, I have tested on 2 different PC's of different performance, and even played on battery mode on a laptop to make sure it ran properly and it's ALL GOOD :D
Online, the client still appears a bit jerky, I'm not entirely sure of how to solve this just yet, but the main thing is it works without the client being launched into another dimension...or at least I think it does.
Testing these things on a local network isn't a great way to represent typical online play.
DODGY IS....SLOW
For the same reason as Tap Out being broken, Dodgy got broken too. WOOPS!
The balls were moving suuuuuper slow, but not anymore!
I adjusted their values so they aren't as fast as usual, as I want players to actually make it to the end of the mini-game without dying immediately.
Let me know if you guys think it's too hard.
If it's too easy, do the survival mode, the game will keep going until you're eliminated, and the ball spawning frequency ramps up to 1 ball every 0.75 seconds after 1min 30, so it gets really hectic!
Dodgy, at this stage, remains really buggy online, with lag causing the energy balls to teleport all over the place.
The way it works is the server tells clients whenevever there is a change in velocity on the balls, and then simulates that velocity on the client. The problem is when things get out of sync, things start getting real messy.
I will eventually try to resolve the lag on this mini-game. It is a huge technical challenge, but I think I will overcome it.
IN ONLINE MODE, PLAYERS APPEAR DEAD, BUT ARE ACTUALLY STILL ALIVE?
This was caused because on the client's side, if it LOOKED like they got hit by something lethal, the client would trigger a death sequence for the client's version of that player. However due to desync, the server's version of the hazard was in a different place, and the player never got hit at all, so they still exist on the server, and are perfectly healthy.
I put a blocker in front of all hazard death triggers so that they only happen on the server.
NO MORE INVISIBLE PLAYERS YAY!
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I also began to work on leaderboards this morning, but sadly, after hours of work, the scores just do not show up on the leaderboard in Steam.
This isn't a major priority right now, but I thought it would be fun for you guys to compete with one another's scores.
Thank you all again for your patience, and I apologize for breaking Tap Out and Dodgy in the last Hot Fix.
Let me know if you all run into any problems.
