Hmmm, very interesting, but makes sense based on all of the things we know about how AUO works. The player that joined earlier would occur earlier in the code when we would find the player in that spot (I’m making no sense), so yeah that would make sense.
Good find!
It’s really sort of random who joins first when the host starts the game, but the host is bound to joined the game first.
There’s a lot of factors in this, like how easily the computer can load into the game.
Is it really random? I thought it was whoever joined the lobby first.
That’s what I thought too, hmmm, wait, hold on a second.
You know that thing where if two players are tied on the leaderboard, one will be ahead of the other, right? That’s not a coincidence for who it is. I found out (with the help of my friend) that it’s in reverse alphabetical order (hence they would spawn in zzzzzzz just in case they kept up with me).
Don’t remember much else, but that could be related? Although it wouldn’t make sense with AUO…
nah, its just that sorting lists alphabetically is one of the most convenient ways to do so in code. most likely.
That’s what I thought as well, but I didn’t test it with enough players to know for sure.
In the code, players are stored in a list in the order they joined. Eg, [player1, player2, player3]. When collisions are computed, this list is looped over, and players earlier in the list are checked first.
Yeah I know but thanks for the explanation anyway!
Reusable bump!
Reusable bump
Since that isn’t reusable