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Thanks, I was also thrilled to get a few voices on board this year - I want many more :)

Yeah the arrows need a bit of work - what you see might have to do with client/server timings. Are you playing from Europe?

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I'm playing from the West Coast of USA

Ah maybe that's part of the explanation.  Server is in Germany. Thanks

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That makes sense! Maybe the arrow flying could be rendered locally, even if the "hit" is calculated server-side?

That's what I'm doing - no new info about the arrow is being sent from the time it is fired until it hits.  Then when it hits it gets new info from the server and interpolates position. So if something is out of sync then it can suddenly shift quite fast in the end.
A better solution might be to add a hit effect and just let the arrow die at an appropriate time:)