Game similar to the popular io game, written completely in VB.NET and GDI+
Download deepeyo_21.exe
from LATEST
for a pre-compiled Windows version of Deepeyo client (the actual game) version 1.0.
Download deepserv_21.exe
from LATEST
for a pre-compiled Windows version of Deepeyo server (for hosting games) version 1.0.
Follow the instructions under Downloading for the client. Run it, ignore any security errors (this is due to no certificates), and type the IP address of anyone you know hosting a server.
WASD or arrow keys to move, click to shoot, resize window to increase view. The bar at the top is your score compared to the leader's score. Stalk up on shapes to get bigger, then go for players.
Follow the instructions under Downloading for the server. Run it, ignore any security errors, and then close it again. Look in the directory you started it in, there should be a new file called server.ini
. Open this, edit any properties (you should use the Settings Index) and then run it. Give local users your private IP, and global users your public IP.
Follow the instructions for Hosting, but in the settings.ini
file, bind your server to the local host, by setting address
to 127.0.0.1
or your private IPv4. You can then connect to it by using the address 127.0.0.1
on your own machine.
Pressing CTRL-R at any time in the console reloads the settings. Pressing CTRL-N at any time will summon a bot.
Specifies the address to bind the listening socket to.
Specifies the port to listen on.
Specifies the maximum amount of time (in milliseconds) between requests before a user will time out. Keep high, above 10 seconds.
Specifies whether the same IP can be connected via multiple Deepeyo instances.
Sets the size in pixels of the world, centered around (0, 0). Keep big for larger servers, smaller for private servers.
Sets the size in pixels of the team bases. Keep small, make sure this value multiplied by 2 does not come close to or exceed world_size
.
Specifies the maximum amount of connected players (excluding bots). Not yet implemented
Specifies the maximum size in pixels of a player.
Specifies the starting health, and maximum health of a player.
Specifies the maximum velocity of a player.
Sets an amount of pixels to add to every player's size.
The size of a player will be set to the player's score divided by this value.
Velocity of a player in both axes will be increased by this amount each time the player moves along an axis.
Velocity of a player is slowly dissipated. The formula of the dissipation is (v -= v / d)
, while d
is the value for this property, and v
is the current velocity.
On a player's collision with another player, the player's velocity is increased by the velocity of this player divided by the value for this property.
A player's health points are decreased by this amount on collision with a bullet.
On a bullet's collision with a player, the player is pushed in the direction of this bullet, the force is divided by this value.
When a bullet hits a team base of the opposing team, the bullet's velocity is decreased/increases (depending on the side) by this value. Should be positive.
If the player is shooting, and the tick is divisible by this value then a bullet will spawn.
Any new bullets have a velocity of this value.
When a player kills another player, the score received by the killing player is equal to the victim player's score multiplied by this value.
Every player begins with an initial score of this value. If value is 0, no score can be gained by any players.