DatapawWolf's Forum Posts

  • mepis those were some greatly detailed and well-put thoughts. I've read through all the posts here and definitely I've come across what seems to be some common opinions I share:

    The asset store. First off, the format and design itself is different from every other page. Second, the only assets available are sound assets, a little-known manual on isometric pixel art, and a whole one game.

    There is so much potential for user-submitted projects and assets there.

    Asset stores aren't as big of a deal for 2D games--just go get 2D art somewhere else like opengameart.com. Lot's of free music available online as well.There are so many clashing designs on OGA it's difficult to find any art styles that work together bar the minimalist platform tilesets and 16x16/32x32 [J]RPG tilesets. Without those it's a free-for-all (@sqiddster put it pretty well into perspective). This is something the asset store could take care of. It wouldn't be perfect, but take Enterbrain's RPG Maker store as an example. They've been accumulating user-created content and many amazing collections of art ever since they began an incredibly community-based approach to their software.

    In the case of team projects, I do fall into a similar category. There's just not much drive for me to want to work with others on a C2 project, unless, of course, I know them (hence Global Game Jam with my college game design club buddies). But otherwise I'm always hesitant of joining community efforts unless there's more personal interaction beforehand. Part of that stems from just being unsure if I know enough about C2 since some of the projects I see here are just astounding, while others, I admit, color me unimpressed.

    Finally:

    jayderyu I would lose 9/10 posts I make on this forum if I didn't copy first and get ready to paste. I've never seen a forum so picky...bout 80% of the posts I attempt to make suffer from the odd timeout.

  • Thanks, :)

    So does that just mean that Socket.IO cuts connections by default unless the client is also using Socket.IO?

  • Socket.IO brings in extra functionality. It uses websockets but also has things like rooms(channels) and fallback policies*. A reason to not use Websockets is that if you don't need that functionality or you want to custom add what you want.

    *Fallback policies are presented when a client fails to utilize websockets. This can allow non-websocket accepting browsers and mobile devices to still have a websocket-like connection.

    Note: Preview mode when using Socket.IO seems to always use a non-websocket mode.I was going to use Socket.IO, but the error I posted above, debug - destroying non-socket.io upgrade, prevented me from testing it out because the server flat out refused to connect.

    If you can get a Socket.IO server and C2 to cooperate that would be great. I can't. XD

    Otherwise, I'm using WebSockets, mostly because it's the only vanilla support C2 has for creating multiplayer.

    On the server side, though, I've taken a peek at Photon. I'm just not sure which would be better for a beginner with $0 money to spend, heh.

  • > Hi

    >

    > Just want to share that GameMaker just added support for vector graphics.

    >

    > yoyogames.com/tech_blog/33

    I saw this news today. So GREAT for GM, still SAD for Construct 2eah but that's for Flash-based proprietary SWF files. Not something like SVG, which means they probably pocketed some money from Adobe, considering SWF files are created from their ever-retardedly-expensive software while Inkscape, which is OPEN SOURCE and FREE, can make SVG files which are just as good.

    So in reality the news means nothing. It just means Adobe is probably struggling to get someone interested in a dying product.

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  • Ah ok then. Thanks for all the information! I'm starting to understand WebSockets and C2's handling a little better.

    If I can get a basic game type going I'll be sure to place it up so others can get a feel for it. :)

  • Alrighty. Thank you for the reply! I will work on that, then. But, I mean, I think most modules work this way and/or whatever is packaged with Nodejs, not just Socket.IO. I think it would be a great feature to have in Construct 2.

  • That looks amazing! If I were into making sci-fi games I would definitely look into it, hahah.

    I will share it, though. I'm sure there are plenty of others who would get a kick out of this. :)

  • After some Googling, I found a nice article that may be able to help you out: Ask the Law Geek: Is publishing screenshots Fair Use?

    Basically, you are talking about "Fair Use." What you want to consider is how/where/why you are using the content.

    If you were to, say, place a "poster" that used copywritten Star Wars content, I would say no. But then again, if this poster itself is something you have created (or are licensed to use), then you may be able to get away with it.

  • Ashley I'm sorry to bring this back buuut...

    So have been experimenting with Nodejs and the WS module like you suggested.

    However, I have a few more questions, which I wouldn't mind any answers to.

    So Construct 2's WebSocket plugin sends text strings to the connected server, correct?

    From there, I ran one successfully and connected my game client without issue.

    Messages were also working fine, passing from Client to Server and vice-versa.

    What I would like to know, is what these "custom event" emitters are I see in such modules as Socket.IO:

    <font color="red">socket.on('news', function (data) {

        console.log(data);

        socket.emit('my other event', { my: 'data' });</font>

    And if this is possible since, as with the client above, there is more than just a message, it seems.

    Right now, I can only send text strings, which is nice, but they only go to the server under "message," which means I can't send, say, an event emission "move" from the C2 client instead having to parse for the first part of a message.

    Am I right in that C2 can only emit data to the server in the form of a "message"? Or am I just crazy? What I would like to be able to do is something like:

    <font color="red">socket.on('moveChar', function (data) {

        console.log(data);

    });</font>

    Instead of using something like:

    <font color="red">socket.on('message', function (data) {

        console.log(data);

        [parse data for string 'moveChar'> }); I'm fully prepared to work either way, I just would like to know if what I'm talking about is possible or if I'm just crazy and should go back to doing research.

  • I haven't seen the example yet, but I'd imagine to be an "example" it'd need some substance, first.

  • okay, I see what you are saying. In that case, I'd like to see that kind of a feature as well. It would be handy to simplify the process for users to be upload their tutorial entry example files in action (and I mean either easier than the arcade, or separate). :)

  • +1 for the rating system. As for the files, can't users already upload to their tutorial? Or are you saying make it a requirement?

  • Ashley oh ok. Someone had recommended Socket.IO, so I went ahead and tried it out.

    What is the difference, then, between all the WebSocket Nodejs modules? There are a handful, and Socket.IO seemed to be the most popular.

    But I will give ws a try. I'd seem some examples using it and it seems about the same code-wise as Socket.IO.

    Thanks!

  • Update: Please see the latest post, I'm trying to figure out this whole "events" thing with WebSocket modules and how to work with them using C2's WebSocket plugin, which can only send text strings.

    So I've been having some issues getting the WebSocket plugin to play with Nodejs and Socket.IO.

    My server file is as simple as I can make it:

          var server = require('http').createServer(server)

          var io = require('socket.io').listen(server);

          server.listen(8888);

    The WebSocket plugin's connect action is defined to connect to the URL: "ws://localhost:8888"

    What I get after running starting the server, and running my C2 game, is: "debug - destroying non-socket.io upgrade" spit out in the command prompt.

    I'm not sure if I am using the wrong URL, or what. I've looked up the issue and no one has a fix. There was another user with the same problem but no one commented on the post and he reported fixing it himself (without description) and left the forum.

    I'd really appreciate help. There's a surprising lack of people experimenting with WebSockets and C2. :P

  • Flattr is built for precisely this. Bitcoins could be an alternative, though.

    Edit: OGA also uses Flattr. It's extremely easy to set up.