As I am using typed group to store all my enemy ships I have to set Unique for loadGraphic in my Enemy class everytime I create a new instance.
Otherwise HF optimizes memory usage and store only one graphic object in vertex buffer and when I try to repaint one particular enemy it overloads the vertex buffer.
The following resolved the issue (one small 'true' at the end):
Play board games against other players online. You can also play some games against the computer. Currently the online games are checkers, chess, reversi, snakes and ladders, and a signature game similar to monopoly. The theme of the site is playing board games on an 8 by 8 grid. Players try to climb up a hall of fame position.
Play multiplayer games over TPC/IP.
You can play all those games against players online. You are able to host a game. Your hosted game will be advertised at the lobby. The other player that would like to play a game will see your game information. After that player clicks the button beside your game information that player will enter your waiting room then you are able to kick or ban that player.
If you ban a player then that player cannot enter your waiting room until you recreate a game to host. You can kick a player for 15 minutes, so that player will not be able to join your waiting room until that time expires.
If you want to play a game with online players then you will need a forum account. By registering at this forum, you will automatically be registered for online play at the client. An email address is needed. Its good practice to write your password on paper and keep that paper somewhere safe.
At the right side panel of the client, some games have what I call a dice rotator. Basically its a wheel that has the number 1 to 6 on it. If the player clicks that wheel while the 3 is highlighted then that player will move 3 units forward.
Using the history button you can review a game that was just played. After the game has ended, some games will display the history buttons. From left to right, the four buttons are, go back to the beginning of the game, go back one turn, go forward one turn and go to the last move of the game.
That dice rotator operates faster in full screen mode than regular window mode. So to slow the display of the next number on that wheel, a player would leave full screen mode. Therefore, full screen is forced. A player will not be able to leave full screen mode unless normally exiting the game. Everyone will have that wheel operating at the same frame rate.
snakes and ladders
If window mode was enabled, then a player might have the idea to click the "x" at the top-right corner of the client, so to leave that game hoping that a lose will not be recorded to statistics. Be enabling full screen mode and forcing only that display a player will not be able to cheat. If somehow that player bypasses full screen and leaves the game by clicking the "x" or ending task, the server will notice that the player is not there and a disconnect event will be triggered for that player. A loss will be recorded for that player if that player was still playing a game and a message of that event will be sent to all other players within that game room.
Peasant Knight is a puzzle-platformer. With a twist. You're relentlessly dashing into the face of danger, namely traps like suddenly erupting flame pits. You can only go forward! Or stop.
The game has a lot of twitch action, but I want most of the thrill to come from solving the levels. Each level is like a complex machine of traps where you need to find the fastest path that also keeps you in one piece.