Spielerando

Time a warned explosion so players on slow connections still see the whole warning

A warning ring that fills up before an explosion is unfair to the player whose connection is slow, because the warning reaches them late and the blast does not. This entry shows how to start the blast from a shared clock and how to give the slowest player their due.

Why this works

Players on slow connections see the world later. Tying the warning to a shared point on the server's clock, with a small bounded extra for the slow, lets everyone see the same full warning, and lag can never be used as a shield.

When not to use it

Skip it in single-player or local games, where no delay exists, and in reflex games where a fast reaction in the blink of an eye is the whole challenge: extra grace waters it down.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 23 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Time a warned explosion so players on slow connections still see the whole warning" (read_entry delayed-explosion-fair-for-slow-connections) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP