This app will require no server code, so I start by creating a new, empty Web page project in Visual Studio. I add an empty CSS file to the project called style.
Ping has essentially the same rules as Pong, except that either player grabs the ball when it comes to them and can then fire the ball back either directly or at an angle up or down.
For this game, the overall layout I want to see is shown below. Second, I need to have the arena fill the whole screen with the arena background image see image below applied:. I want this to appear top and center, over the other elements.
I also want the text font to be retro-themed. Most modern browsers let me include my own fonts. I found the appropriate Press Start 2P font from codeman38 zone To add the font to the scoreboard, I have to create a new font face:.
Now, the scores are in an h1 tag, so I can set the font for all h1 tags. A sprite sheet contains all the images I need for the game in one file see image below. Any element that has an image on this sheet will have a sprite class assigned.
Now I need to indicate the positions of each sprite on the sheet for each element. The position: absolute property on the player, opponent and ball will let me move them around using JavaScript. There are four control elements buttons the user can press to move the player about , so it behooves me to make a special class for them.
One nice thing about this design is everything is set with relative positions. This means the screen can be a number of different sizes while still making the game look good. This is a simple concept. The Ball function creates a new ball when you call it. This pattern reduces some of the confusion around the this variable by clarifying the available object properties. And because I only have an hour to make this game, I need to minimize any confusing concepts. Now I want to make the ball move and bounce around the screen.
First, I need to call the update function at some interval to create an animation of the ball. Modern browsers provide a function meant for this purpose called requestAnimationFrame. The tools above are by far the most popular, but there are several others that have strong followings in the interactive fiction community.
Try a browser-based option. You can jump in and get started without any downloads using one of the following tools: Quest more similar to the IF tools above Twine easy to use visual editor StoryNexus the player clicks options instead of guessing what to type; StoryNexus hosts your game online.
Part 2. Familiarize yourself with text commands. Most text-based games are played by typing in commands. People who have played interactive fiction games before will expect you to include certain commands in your game, such as "examine object " and "take object ".
The documentation or tutorial for your software should introduce you to these commands, and how to include them in your game. Often, a game has additional unique commands, which can be anything from "twirl baton" to "mow lawn. The most common form of interactive fiction involves exploring different locations, usually called "rooms" even if they are outdoors. A good project to start with could include one or two rooms to explore at the start, another couple rooms the player can get to with some simple searching or problem-solving, and a larger puzzle the player needs to solve with some thinking or thorough searching.
Alternatively, you can make a project that's focused more on the decisions the player makes, instead of the puzzles he solves. This could be an emotional story focused on the player's relationship with other characters, or a plot-based story where the player has many decisions to make, then witnesses the consequences in later scenes. This may still use a geographic map, or it could use "rooms" that are more like scenes, with the player progressing through several vignettes that explore these themes.
Get help with syntax. If your first room doesn't work the way you want it to, or you're just not sure how to achieve what you want with your software, look for a "documentation" or "help" menu, or a "Read Me" in the same folder as the main tool.
If that's not enough, ask your question on a forum at the website where you got the software, or at a general-purpose interactive fiction forum. Create the introduction and first room. Once you have a basic plan for your game, write a short introduction to describe the game, explain any unusual commands, and warn about adult content if any. Try to make the first setting interesting, as many players will walk away if they see an empty apartment.
Here's an example of the first thing a player might see when they start up the game labeled for convenience : Introduction: You redeemed your entire collection of pudding coupons for this yacht, and now it's adrift at sea. Typical luck. Better see whether Lucy weathered the storm. You think she was in the engine room when it hit. Type check coupons to see your current collection. Use the command redeem followed by the name of the coupon to use these mysteriously helpful items.
Warning: game depicts mild violence and cannibalism. Room description: You are standing in an oak-panelled bunk room. The metal bunk frame fell over during the storm, and the only mattress lies torn and soggy under the liquor cabinet. There is a closed door to the north. Create commands for the first room.
Come up with ways for the player to interact with each object you mentioned. At the very least, they should be able to "examine" or "x" each one. Here are a few examples of commands the player can use and the text they see as a result: examine mattress — Stuffed with finest quality goose feathers, most of which are now floating around the room. Soggy and smells of booze. The bathrobe has a pocket and a cotton sash.
It feels like there's something heavy on the other side. Turn the first room into a simple puzzle. A classic beginning requires the player to find a way out of the room. This doesn't have to be a complicated puzzle, just a taste for what your game will be like. It also teaches the player to read carefully and look for hints. For instance, the player might be supposed to do this, after typing the commands above: pick up mattress — As soon as you lift it, a reek of tequila assaults your nose.
That explains why this mattress is soggy The metal bunk frame fell over during the storm, and the only mattress lies torn and soggy in the corner. A liquor cabinet is in the corner. A broken bottle is on the floor. Waste not, want not. Right now you have a a crowbar coupon and a whistle coupon. The coupon drifts away, and a moment later a hefty crowbar falls into your hand.
A growl on the other side startles you. One more attempt should open the door, but you'd better have a weapon ready. It swings open easily, to reveal a large grey wolf staring at you!
Better think fast — you can only choose one option. It whimpers and runs off. The way north is now clear. Part 3. Keep verbs and nouns obvious. As the creator, you'll become so familiar with the terms that they seem second nature. Other people only have a few sentences of instruction to work with. Whenever you add a new command or object, especially one that's vital to move forward in the game, make sure you keep it obvious and simple to use.
Always use valid object names in the room description. For example, if a player walks into the room and sees a description of "a painting," make sure "painting" is the term for that object in your game. I think you've built your application in the wrong order single user moving to multi user. I would suggest starting from scratch and designing your software from the ground up to be multi user. The simplest approach would probably be to use a very small database and use queries to get and set the state of the game.
Each computer would be a 'client' and one of them would also be a 'server' and hold the database. Stack Overflow for Teams — Collaborate and share knowledge with a private group. Create a free Team What is Teams?
Collectives on Stack Overflow. Learn more. How to program multiplayer elements into a visual basic Game Ask Question. Asked 8 years, 8 months ago. Active 8 years, 8 months ago. Viewed 2k times. I just finished programming turn and card logic to the visual basic Game I'm design.
Currently I'm using visual basic I've searched for tutorials with no luck. Improve this question. Gakko no Ato Gakko no Ato 14 14 bronze badges. Some code usually makes this whole process go a lot faster. Also, why not try and read some tutorials like this one. If you don't get it, come back to us with a specific problem. I think this question needs to be more specific but it will be better handled, even when rewritten, here: gamedev.
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