SoldjahBoy's Forum Posts

  • YAY! Maybe now we can customize our products without having to hack the crap out of them first! :D

    As much as I dislike Steve Jobs as the figurehead of Apple, the poor bugger doesn't deserve to die :/ I had a feeling this announcement was coming for awhile though since his health has been deteriorating for quite some time now...

    Oh well, the turn of a new era... and the ability to change more than a wallpaper... maybe.

    ~Sol

  • Well I did write a large reply, but the forum ate it since Tom hasn't increased the idle timeout beyond 4 seconds.

    I will summarize by saying:

    • Thank you!
    • OK I will try those things

    and

    • You're awesome

    ~Sol

    PS. Tom if you see this, PLEASE increase the idle timeout to like, 2 hours... It timed me out between logging in and writing a 200 word post... and I type around 60wpm.

  • This looks like it could be awesome for making procedural jungle scenes for a platform game :D

    ~Sol

  • Sol... you missed something.:P

    Yeah I wasn't sure... I had to be nice in case.

    I figured it was a freaking bot D:

    Technically it hasn't done anything wrong so...

    ~Sol

  • The only problem I can see with that is my game will require some pretty exact information, partially to cut back on server/client checks (for sync and anti-cheat) but for accuracy of movement.

    My game will not be an "action game" but will have a lot of moving objects, so network traffic will probably be pretty hefty.

    Thanks for the suggestion though. I did think of it but have not actually tried it yet, so I may still give it a go.

    newt

    This. This exactly... I would rather it slows down the movement of everything, and "lag" the server to compensate for the slowest connection, in order to maintain integrity.

    ~Sol

  • OK so, I know this plugin is still in early stages etc, but I just wanted to ask some questions regarding performance, scidave.

    I notice that with only a handful of players connected (4-6) that there is a fair bit of lag when transmitting x,y position and angle of each player, as well as a Name and UID for each player.

    Distance doesn't seem to be a HUGE issue, though internet speed seems to play a larger part... but even then it seems to get super laggy after only a minute of people being connected, and that lag seems to stack.

    Am I doing something wrong or is this just the way it works as of now?

    If the former, what is the best way to send packets? Is an always command a bad thing?

    If the latter, can we expect to see performance increases over time? How do you plan on tackling this (if at all)?

    Cheers in advance :D

    ~Sol

  • Hello, and welcome to the boards.

    The community here is pretty friendly and helpful, so if you need anything don't hesitate to ask in a help section, or jump in chat (link at the top of the site).

    Hopefully you will find everything you need here! :)

    ~Sol

  • Uh... what the heck?

    I can see this ending up being loads of fun. Time for PR TOM to jump into action.

    Tom, I choose YOOOOOUUUU!

    ~Sol

  • Just shows that I haven't used Construct in ages >.>

    ~Sol

  • Ah, thanks man... I wasn't aware of this strange change.

    ~Sol

  • Can anyone else confirm 3DBox object not working correctly?

    The front face (the top if you are looking at it as a top-down view) does not display at all, and using a single event:

    ALWAYS - 3DBox.X = Sprite1.X , 3DBox.Y = Sprite1.Y

    This does nothing. The box just stays in the same place, with no face on one side :/

    Using v1.2 Classic

    ~Sol

  • Awesome, another zombie game for me to try :D

    Taking a break from mowing the lawns now, but will play this tonight I reckon ;)

    Also, removed spambot spam.

    ~Sol

  • It's ok scidave I have figured it all out now, thanks to Jayjay's help.

    I have not had a repeat of the issues, pairing network conditions with other conditions. I'm not sure what the problem was at the time but I must have had something so arse-backwards it just failed to work as expected.

    If I come across any more problems like this I'll be sure to send it your way though.

    Big thanks, lastly... to Jayjay for giving me some much needed guidance on his knowledge of the plugins functionality and usage to date. I now have a nice working model for multiple connections and data flow control.

    Thumbs up.

    ~Sol

  • Personally, I think it's a pretty awful idea. Most free games that use this system (there are some exceptions, such as TF2 and some others) are plain bad. Just horrible.

    And then they have the *brilliant* idea of implementing micro transactions. What do you get? A s**t load of angry people because the players who pay get a 1-hit kill assault rifle.

    And that really bothers me. It ruins all the fun of working hard for weapons, items and stats of both the buyers (they level up twice as fast, etc) and other players. (what's the point of leveling up if you know that if you don't play you'll never be able to beat premium guys?)

    This is pretty much what I was talking about just above.

    Most of the western games that have tried the "micro transaction system" does end up giving 1-hit kill assault rifles, when instead they should be giving things like in-game currency, or stat points that can normally be earned by playing the game... The end effect is essentially "saving time"... REAL time, in real life! Pay money = save time (casual gamer can keep up with the hardcore hobo's with no life). The hardcore players that don't want to spend the money get to the same end result, but can spend money if they want to save the "grind".

    THAT is the "smarter" way to do it...

    ~Sol

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  • Hello and welcome!

    If you need anything be sure to ask, everyone here is generally pretty darn helpful. :D

    ~Sol