SoldjahBoy's Forum Posts

  • haven't updated this since I switched to fiber optic

    Holy mother of GOD D:

    DO WANT!

    ~Sol

  • Graphics sure look nice from the screenshot provided.

    I will have to check this one out for sure... Zombie games are my Kryptonite.

    ~Sol

  • I had the micro transaction idea about 7 years ago, when it was a new idea (only available in Chinese games) published in a game called Conquer Online.

    The Chinese do it right, by offering items for money that do not completely unbalance the game and give the purchaser an unfair advantage.... unlike western game studios that took the idea, bastardized it and made it suck *cough*EA Games*cough*.

    ~Sol

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  • Thanks a lot Jayjay.

    I sent you a PM. :)

    ~Sol

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  • It sends that when it connects itself as well, so when it first sends it the value of PlayersConnected is 0. However, when another player joins they also send this message out. So rather than the server saying how many people are online, the clients are telling everyone they don't know who's online.

    At least, that's what I think is happening.

    Edit: Ah! Also, token 1 is the PlayersConnected, 2 is the name of the player.

    Oh my bad, I meant to have PlayersConnected in the example to match the top call. I must have copy/pasted the wrong line.

    The weird thing is though, about what you mentioned first is that in the server events I can make that call either way, and it works fine. In the client, if I don't use the direct call (global command), and try to use the GetToken call... it fails.

    I am pulling my damn hair out. D:

    ~Sol

  • Thanks for the reply Jayjay.

    I have also noticed when making calls from packets, I get varied results.

    Example:

    On Connect -> Send Packet "RemoteJoin" & ":" & global('PlayersConnected') & ":" & global('PlayerName')

    Sends a packet when a player connects...

    Then to receive the packet

    On packet type -> "Remote Join" Set Text.text "global('PlayerName')"

    This works fine

    however...

    On packet type -> "Remote Join" Set Text.text "GetToken(Network.PacketData,1,":")"

    This does not. It returns a "0" for some reason.

    What the hell crap?

    ~Sol

  • For now, until Tom has time to look into... you guys can PM the post to any moderators. I know it's a pain but it helps. Kyat got a half dozen to me today and I cleared them out, so for now that'll have to do :/

    ~Sol

  • Hi JayJay, I may have to pick your brains regarding multiple client connections. I seem to be having a hard time with more than 2 clients joining... I get graphical glitches and all sorts of weird stuff.

    I will check out your example here and see if there is anything in there that helps me :D Looks cool ;D

    *EDIT*

    Just realised you didn't include the .cap :/

    ~Sol

  • Has anyone managed to get more than 2 players to connect and operate nicely?

    So far if a third or fourth person join my example I get a lot of flickering of graphics between the various player locations. It's clear I am either doing something wrong, or the behaviour is not working as it should... I just don't know which.

    I am using a loop for each "other player", on packetdata "pos" (trying to stick as close to scidave's original example, Net Shooter)... but I am having some issues.

    I have set a creation of a new "other player" and "light" graphic each time a player connects, but I'm not sure if is ignoring this, or if every instance of the object is simply stacking up on itself and flickering between each instance of an "other player".

    PLEASE HALP D:

    Other than that, I'm having some fun with this... it has huge potential and the speed seems fine! I had a friend from Malaysia connect (and his internet is pretty slow) with a ping of only 112ms! :D

    *EDIT*

    Also I have discovered that if you have conditions on an event "On packet type X" it does not seem to work.

    Example:

    On Packet Type X   -   Do something (this works)

    On Packet Type X

    PlayerObject.Count = 0   -   Do something (does not work)

    <font color=red> It seems I solved this by using SUB EVENTS</font>

    ~Sol

  • I can't wait for the fibre optic network to be rolled out... still awhile away but it's going to be worth the wait I hope :/

    ~Sol

  • I want something like Spriteforge myself, since Spriteforge doesn't work properly (anymore).

    Also, for those of us who do not have 3DSMax, doing what Sagal suggested is irrelevant.

    Does anyone know of any other tools like Spriteforge? It's one thing holding me back from using any of my models as sprites, since ZBrush doesn't support specific camera positioning.

    ~Sol

  • No download link anymore?

    ~Sol

  • This is the best news I have ever had Scidave.

    Thank you for your dedication to bring this to life, as it will help many users (including myself) to really start working on projects that have been in the "soup" for years.

    Now things can start coming to life.

    I will be checking this out over the next few days. I look forward to experimenting with it!

    *EDIT*

    There appears to be a bug in your example when collecting ammo. The ammo/bullet icon disappears but reappears instantly, so if the player stands in the place where ammo appears they can gain thousands of ammo in seconds. I looked at the event sheet and cannot see a reason why this may be happening.

    I thought I would point it out in case there is another error in the plugin causing it perhaps. This happens with lag compensation turned ON, since I have not been able to test without lag compensation (I have nobody else to play with just at the moment).

    *EDIT AGAIN*

    OK so it appears this bug was a once-off... since I'm not sure how but I managed to connect to my local IP with only the one player. I thought it was directly linked to the lag compensation option, but after trying to reproduce the error it would not connect until a second client was also connecting.

    If it happens again I will try to document what I did better.

    ~Sol