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UPDATE I have abandoned this version, but made a better one. I decided to move on to Haxe and HaxeFlixel because I just hate Adobe AIR. So here's the newer version: https://github.com/Ohmnivore/SkullRush Sup. This is Head Rush. It's an online multiplayer 2D platformer shooter. Basically, it's a 2D port of Quake-like gameplay built upon an open and moddable engine, inspired by Source engine modding. It's built using Streamy and Flixel. Licensed under GPLv3. By Ohmnivore at http://ohmnivore.elementfx.com/ A Google App Engine master server is active at http://headrushms.appspot.com/ _____________________________________________________________ | | |Features - the ones marked with a * are still in development.| |_____________________________________________________________| Plugins (runtime+startup GUI support) Custom game modes Client-side custom file download from external server Server-side control of client's HUD Networked text markup for kill feed, chat, and HUD Central master server LAN server discovery Auto-saved settings (client and server) Custom entities supported for mapping Reliable and unreliable networking channels Networked sprites Networked sound * Networked particle system * Networking flow control for optimal packet delivery (+packet aggregation and fragmentation) Networking message priority (smart queue handling) All in all I tried to give the server the power to change nearly every aspect of the game without additional code necessary on the client's side, so that any mods are natively supported. In fact, the official menus and gamemodes are being written as plugins and mods as well. TODO 1)-I forgot about audio. Must think about audio. *(3) 2)-Networked particle emitters? Why not? TOFIX -Better knock back -Rewrite custom HUDs classes to use MarkupText *(1)Pretty much the same as the networked FlxSprite protocol but for FlxSound, I guess. Also I plan to use FkxFlod for background music (tracker music is awesome and also takes up waaaay less space - a common issue in games.)