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  #51  
Old 12-22-2012, 09:04 AM
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KineticDamage KineticDamage is offline
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Originally Posted by adriilabsjoy View Post
cool any news on this?
Totally :

Qualcomm seems to take a bit longer time to provide a framework for its Unity version of iOS Wifi device discovery, so seems like I made the right choice to continue developing my own solution besides.

I'm actually finishing the network synchronization algorithm, so that even with a small lag (even wifi got some) you don't get a messed up sync.
That is the very last bit of work to achieve before release (and is actually quite advanced in completion), so I'm still very confident in a January release

Another news : as soon as Unity supports Windows Phone (= "soon"), Kinetic Damage will also be released on that platform (depending on Microsoft validation, but I guess there's no difference with Apple/Google).
I got my hand on a Windows Phone (Nokia Lumia 920), and the OS is a real beast, I really want KD to land on that ecosystem.

Last edited by KineticDamage; 12-22-2012 at 09:42 AM..
  #52  
Old 12-22-2012, 12:47 PM
bigrand1 bigrand1 is offline
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OOoh-YEAH! Been waiting for this! Almost finally here! Can't wait!
  #53  
Old 12-25-2012, 06:50 AM
defred34 defred34 is offline
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Any chance some of us here can get our hands on a early copy of the game upon submission? I'm dying to see it in action for real esp since it looks mega fluid in the gameplay trailer!
  #54  
Old 12-25-2012, 08:08 AM
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KineticDamage KineticDamage is offline
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Originally Posted by defred34 View Post
Any chance some of us here can get our hands on a early copy of the game upon submission? I'm dying to see it in action for real esp since it looks mega fluid in the gameplay trailer!
Hi Defre,

I'm actually unable to deliver any copy before submission, but don't worry, things are coming really fast. I guess I will send it to Apple within 2 weeks.
(This is an estimation, though, but I can't see why it would take any longer)

You will also be able to test it for free with 2 martial arts as soon as it hits the store (free version got 2 martial arts, quick matches and 1 level).

I'm super glad to see such an enthusiasm
Although I really want to make sure the version you will all got will be the most perfect possible gameplay I can put out, without a single bug.
I'm actually working hard (yep, on Christmas day), on network responsivity, so there's not a single visual desync. Works good so far.
Network syncing is a tense thing to work on for fighting games, as every milisecond counts

Last edited by KineticDamage; 12-25-2012 at 08:15 AM..
  #55  
Old 12-25-2012, 10:21 AM
Exact-Psience Exact-Psience is offline
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Cant wait for this. Im in for some beating.
  #56  
Old 01-01-2013, 11:39 AM
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KineticDamage KineticDamage is offline
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I wish you all a happy new year





  #57  
Old 01-10-2013, 12:01 PM
adriilabsjoy adriilabsjoy is offline
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happy new year to you too , well i hope i could see this next week
  #58  
Old 01-12-2013, 11:11 AM
leonard_dabinski leonard_dabinski is offline
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Great stuff here. So any update? When can we expect this to lunch?
  #59  
Old 01-13-2013, 01:51 AM
Exact-Psience Exact-Psience is offline
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Originally Posted by leonard_dabinski View Post
Great stuff here. So any update? When can we expect this to lunch?
Why would you want to put this in your stomach?
  #60  
Old 01-18-2013, 10:53 AM
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KineticDamage KineticDamage is offline
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Hi guys !

Some news, indeed :

I actually had a super hard time setting up a proper synchronization algorithm for multiplayer. Syncing two players in such a fast paced genre as fighting games is a pain, believe me
So after several works and reworks on a good sync model, I ended up with a very good news for you :

I ended up building a network syncing model that is (partly) inspired from GGPO.
That means Online ready.

Right now, like I mentionned earlier, I don't have the resources to support a full online experience, but that news means practically no work for me whenever I will decide to create an Online feature.

I'm now entering the multiplayer test phase with friends, which should go smoothly. I'll post some videos
After that, I'll be packing up the product, and send it to Apple.

Cheers

edit : as a reminder, creating a videogame is not an easy thing when you want to "make it right" (= zero bug, proper experience). Whatever the time it has to take, I won't release it until it is "right". But this shouldn't be that long now, and you're still welcome to ask for some progress

Last edited by KineticDamage; 01-20-2013 at 08:47 PM..

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