scidave's Forum Posts

  • Thanks for the info. Interesting note about the compatibility mode. I'm currently using it on Windows 7 64bit so that is good to hear it is working for you doing that. I'll have to add that to the notes!

    I uploaded a slightly cleaned up version...just fixed minor stuff and expanded the light a bit as it was kinda dark for a demo.

    I'll be on beta chat for the next hour or so if any wants to try an online game!

  • Here's the link:

    box.net/shared/hnspzy7nsityi76fdxsn

  • I've updated the online demo I've been working on the past two days based on some feedback from Newt.

    It is a 2-player network-based ghost shooter clone..although right now you just shoot at each other and chat.

    Please try it out and report back any bugs/crashes/lag/how stable it is.

    <img src="http://i53.tinypic.com/20uub21.png" border="0">

    Link to file:

    Net Shooter Download

    I really do need to add serialization support to the plugin, but if the performance is pretty decent for folks I think I am just going to release it as an Alpha and take a well deserved break. :-)

    Hopefully by posting here I'll get more feedback than on Engineering forum.

  • This is looking very polished!

  • Quick update...I've decided to pause dev on this plugin as work is ramping up. Good news is I've nearly completed an Alpha build. Still lacks serialization and better player tracking, but it is close to release so I put the Alpha out before stopping. I'll add the other features/make it more polished down the road.

    Here is a screenshoot of a Netshooter Demo I whipped up (Ghostshooter online):

    <img src="http://i56.tinypic.com/vnzdw5.png" border="0" />

    Link to .exe

    EDIT: Worked with Newt to identify some issues with editbox chat and redoing the .exe now. Will post soon!

    In the .exe the server only supports 2 max clients (but that is just a limitation of the game). Pick your port, put 2 for clients and start server. Then start up another 2 instances picking ports, IP address of server (127.0.0.1 if on same system), and name and start clients.

    Give me some feedback please on stability! I expect lag online (not because the plugin is bad, but because I didn't add any lag compensation)

  • It has a great atmosphere, but it's probably not for everyone, I guess.

    Yes, people seem to either really like it or hate it. After reading some reviews I figured it might be cool and I wasn't disappointed. It doesn't have much action though so some might be bored. I think the music helped too.

  • Cool movie and even better soundtrack. Just finished watching Monsters on Netflix. Did some searching for sountrack and found the theme music..very inspiring music:

    Monsters Theme

  • Forgot the link to the site just in case people don't find it by googling... scirraconstruct.ru

  • You should take a look at the russian scirra site. They have some nice projects with .cap on there. There are some pretty ambitious projects with .cap on this site as well...just have to search.

  • WoW...I am blown away by how awesome this "Title" menu game is. Animations/graphics everything looks really good. If the game is even half as cool as the intro I'd buy it. :-)

  • >I will start with podsixnet then, do you think it would handle good for a >>turn-based game but with a potential for a lot of players?

    Podsixnet is by far the best one for Turn-based-games. Check out the forum with Juryiel's questions as he seems to be using Podsix just fine for his game. Note to test lag across the internet...it is in the tut to try out the lag simulator to test performance. As far as lots of players...the most I've tested at one time was about 10 but the infinite platformer (http://infiniteplatformer.com/) game by Chris is supposed to support a lot more than that...just not sure the max. I'm not positive but you might gain better performance in PodSixNet using JSON for serialization vs the default binary encoder, but that is for advanced users!

    many players inside a lobby and they can create a game and other joins >>it(with max players) then people can search for those games while chating, >>etc.

    Yes, this is easily supported with PodSix. I showed an simple version of this in the Dungeon escape game where players join the game, chat could easily be added (based on the chat example) and it detects when enough players had joined. You might have to use a module to deal with routing traffic to the server unless you have manually configured port forwarding on router or server is internet facing.

    stackoverflow.com/questions/294504/python-upnp-igd-client-implementation

  • I do have a version, but it wouldn't make much sense to release it until it supports adding/removing/tracking players and supporting message types (you have to manually do this right now).   

    I could release an Alpha once those are added. Then do a Beta with serialization , ping tracking, and other features to make things more useful/robust. I'm still not planning on adding Lag compensation...users will have to do that themselves.

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  • You would definitely want to combine the obfuscation (renaming files/filetypes) with a hash technique. I know this is common knowledge, but it is really easy to write a tool to automate renaming files to their proper file type. In just a few hours somebody could write a Python script to read each file's header and determine what type it is and then rename it to that type. This can be done recursively so that an entire directory structure can be restored in seconds.

    I do think this is a pretty good technique to deter the casual user though. So thanks for the tut!

  • I totally second this.

    Devs..this should be super easy to add (at least checking box to include all .pyc). :-)

  • Juryiel

    Glad to hear!

    Guif0DA

    TCP is connection oriented, stateful, and reliable. Packets are sequenced and arrive in order. If a packet is dropped by the target computer all other packets must wait in a queue until the dropped one is resent and processed. Thus why TCP is not ideal for fast online games.

    UDP is connectionless and unreliable. In the scenario above, UDP would not have a problem as the next packet (technicaly a datagram) would be processed immediately. Most game engines have an additional layer on top of UDP to add some reliability and statefullness, when needed.