iGalcon + enet = Multi-Player fun fun fun
So .. not being in python-land I really didn’t feel like reinventing the networking-wheel this time. So I grabbed enet for this project and it rocks. I had no notable trouble (beyond normal laziness when it comes to reading documentation) getting it up and running. And after I got it going nicely in my linux environment, it worked out-of-the-box for compiling to the iphone
Thanks to lack of endian issues, I didn’t have any trouble there either! Here’s the screenie:
On my TODO list is:
- Add Settings (Sound effects on/off, favorite colors for MP game, user / password login for MP game)
- Add Server List (must figure out how to do HTTP requests from C with minimal strain)
- A bit more testing and some odds-n-ends
I hope to have it all done soonish!
On a development-side note, I implemented some automated testing of the network code. This saves me from having to run over a dozen use-cases any time I mess with the client-server code. So it’s saved me a bit of time, and given me that great “feels like it will work” feeling.




August 1st, 2008 at 12:24 am
Now that I’ve gone out and indulged my consumerism by buying one of these iPhone thingers, I must say that Galcon really works well on it. The multitouch is neat and pretty functional. Go you.
August 1st, 2008 at 7:39 am
Holy crap thank you! Multiplayer was the only thing missing to make iPhone Galcon the most awesome game in this universe! Made quite a few people buy either the iphone version or the pc version from just showing them a single game on my phone
For networking, there’s also the new BLIP by Jens Alfke. Looks very promising but haven’t used it much yet. Linky: http://projects.mooseyard.com/projects/show/1 . I’ll have to check out enet as well
(I like networking…)
August 3rd, 2008 at 1:18 am
“Multiplayer was the only thing missing to make iPhone Galcon the most awesome game in this universe! ” I second that.
So psyched to give the multiplayer a whirl, but I’m dreading the lag issues that may arise when networking. I haven’t seen an iPhone game yet that had smooth, realtime multiplayer gameplay.
August 4th, 2008 at 10:20 am
And then in the next update we can expect a Story Mode, right??
August 5th, 2008 at 10:36 pm
And a tiny request for the next update – a different sound effect for the planet being taken over? It currently sounds like you made the noise with your mouth, and it’s my pet peeve
But in all seriousness, Galcon is by far the best game on my iPhone. I bought a couple of those “big name” games – Monkey Ball, Crash Bandicoot etc, and they’ve got nothing on Galcon.
August 22nd, 2008 at 10:44 am
Personally, I play without the sound effects as they can get annoying quick… The music is nice though.. add that if you can.
I hope this isn’t too late in the development cycle. I posted some thoughts on multiplayer setup in your previous blog that you may find useful.
Also, another suggestion for multiplayer (and single player) – allow for symmetrical maps. This way, lucky planet placement doesn’t factor into the win.
September 5th, 2008 at 4:24 pm
ah, nice trial to hide that you are using KDE