| Posted By | Message | 
	
	
		|  Sumo148
 Super amazing fantastic user
 
 Registered
 26/01/2009
 Points
 530
 
 
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  			21st September, 2009 at 20:23:53 - 
  		
			
		
  			
  		 I'm making a side pictionary game. So pretty much I want the drawer to draw a picture using the paint object, and OINC will draw it on all the other player's computers. Here's my code:
 
 
 +String of Drawer=OINC Name
 +Mouse is in the paper
 +User held down left mouse button
 -Send text message [String(Xmouse)+"/"+String(Ymouse)] to channel 6 on OINC
 
 +Message received on channel 6
 +String of Drawer<>OINC Name
 -Set source string to OINC recieved message (STRING PARSER)
 -Set position of brush (PAINT)to X=First(String Parser), Y=Last (Sting Parser)
 -Draw Point
 
 
 Problem is, the brush seems to not be in the same position as the original drawer. Also, it doesn't draw "smooth" like the original drawer. It draws in "bursts" if you know what I mean. How can I fix this?
   
 
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		|  Sumo148
 Super amazing fantastic user
 
 Registered
 26/01/2009
 Points
 530
 
 
         | 
  			22nd September, 2009 at 00:13:15 -
  		
			
		
  			
  		 anyone?
  . . . 
 
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		|  UrbanMonk
 BRING BACK MITCH
 
 Registered
 07/07/2008
 Points
 49768
 
 
           
      | 
  			22nd September, 2009 at 00:36:47 -
  		
			
		
  			
  		 You're sending too many messages too fast. Try sending less messages in a short amount of time and instead interpolate between values on the client machines.
 
 Sorry but something like this isn't very cut and dry.
  It all depends on the type of game and how important some factors are over others. 
 The Clients will never be perfectly synchronized. You'll always have lag, and sending too many messages could make it even more laggy.
 
 
  Edited by UrbanMonk 
 
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		|  Silveraura
 God's God
 
 Registered
 08/08/2002
 Points
 6747
 
 
           
   | 
  			22nd September, 2009 at 01:12:16 -
  		
			
		
  			
  		 What you could try to do is set up some kind of system that will purposely make the images show up about 2 or 3 seconds slower on other computers. Then whenever you start drawing the picture, start a timer and have it constantly adding up. Include that number in with the messages being sent, and have all the other clients have a similar counter and store all received messages until the timer hits the appropriate number and then fires the appropriate paint response.
 
 This will help compensate for some lag by creating a buffer between when the messages are all received and when the picture is created, and it doesn't give anyone a significant advantage because everyone will have the same amount of lag time. This also allows the picture to be drawn out almost exactly as smoothly as it was drawn by the original creator.
 
 
  http://www.facebook.com/truediamondgame | 
  	
  	
  	
  	
		|  Sumo148
 Super amazing fantastic user
 
 Registered
 26/01/2009
 Points
 530
 
 
         | 
  			1st October, 2009 at 00:13:50 -
  		
			
		
  			
  		 anyone have an example?
   
 
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