Velojet's Forum Posts

  • Hmmm. Works perfectly for me in Firefox 10.0.2. Time to upgrade?

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  • GenkiGenga:

    Thanks again for your feedback - even more because you've now got the trick!

    I did want to make the game a bit of a puzzle as well: the ball's tilted over and Minnie Figg is stuck - what do we need to do to get her to move and jump to the next level? So it's got a small element of an adventure game as well.

    ... With your tests with children did you just sit them down in front of it or did you verbally give them instructions first?

    That's a really interesting question! I've found that children cotton on very quickly - they seem to understand what has to done almost instinctively, and are very used to experimenting with the controls.

  • GenkiGenga

    Thanks for your feedback.

    I jump to the second platform and (uncontrollably) slide all the way to the end of it.

    That's what's meant to happen - if you play it in Chrome or Firefox, you get sound effects as well.

    There was a yellow block that sometimes would appear after i lost a life which i could move to tilt the ball further.

    The yellow block is key. Check the instructions and think about the name of the game.

    Are you using FF?

    It's been fully tested in IE9, Chrome, Safari and Firefox.

    Have another go! And let's know how you go.

  • I set myself 3 aims in my Rotary Competiton entry :

    1) To make a game for younger kids to enjoy - and tests have shown it succeeds <img src="smileys/smiley1.gif" border="0" align="middle">

    2) To use the example in my Platform tutorial as my base.

    3) To use layer rotation to make a ball that rolls left and right along the stationary ground, rather than just turning around a fixed point.

    Well, the kids and I are happy with how it's turned out. See what you think.

  • Any good tutorial to start ?

    Here's a good WebMonkey one that'll give you an idea of what's involved in setting up a web server (the first step in making an online arcade), with lots of follow-up articles.

  • It's worth having a look at Ashley's article on HTML5 audio support. To quote briefly: "The HTML5 audio tag has somewhat patchy support as far as gaming is concerned."

    The follow-up comments about developer's experiences (not unlike your own) are worth perusing, too. (And there are three more Scirra blog entries on the issues.)

  • This is a known issue. Browser support for HTML5 audio is flakey. For example, the sounds in my Rotary Competition entry play as intended only in Chrome. In Firefox, there are initial problems before coming right. In Safari and IE9, not a peep. (Latest versions of all browsers under Win7.)

  • ... I think im getting there in terms of understanding. But the multiplayer needs to run of node.js right? can a webserver run node.js?

    Node.js is one means of making a server, but multiplayer gaming servers have been around for a long long while before node.js came on the scene.

    ... I think I need a example, would that be possible?

    I'm not sure what you mean by an example, but here's an article on building a multiplayer PC gaming server (using free servers that aren't node.js based), that might help to expand your understanding (including giving you an idea of the complexities <img src="smileys/smiley6.gif" border="0" align="middle"> )

  • Somehow we get his IP address then we need to find a random ip adress of another user and somehow connect the two right? But how can I do this..?

    Through a game lobby. See my and junatar's previous posts.

    Can the game be hosted on a web server?

    Yes, indeed. That's what the game lobby does - connects you with a server hosting a game (and connecting you with other players of that game).

    <EDIT> To be more precise, the game is split into a component that runs locally and a component that runs on the server, managing the interactions between players.

    For example, in a single player FPS game running locally where your enemies are created and controlled by the (Construct 2) code, in a multiplayer game, where your enemies are other players, their actions have to be communicated by the server component of the game.

  • If you want C2 to display a list of available servers, i.e. a lobby, you would have to code the display logic in C2 and then store the list of servers in a server where anybody can query the list.

    Thanks, juantar, for a good overview of how multiplayer games can be made available over the internet (as opposed to over a LAN).

    For those interested in the nuts and bolts of implementing a lobby server, here's a good practical article. To quote from the intro explanation of how a lobby functions:

    "A lobby is in essence a collection of players and a collection of games. Each player may be in one or more games, and each game may contain one or more players. Players should be able to create, join, leave and start games, and they should be able to see which games are already available and which players are in the 'room', although this is simply a case of allowing the UI to see that data. A lobby should also fire events when players join or leave the server, or the state of a game changes (i.e. a new player joins, or it moves from setup to 'in play'), so that a UI can know when to update."

  • Damn! Five more days to tweak and futz and generally waste time <img src="smileys/smiley2.gif" border="0" align="middle" />

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  • danny:

    I can recommend Electric Plum's iPhone/iPad simulator.

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  • ... If creating a circle in Gimp is frustrating you i think you should not start photoshop either ...

    Creating a circle in Photoshop is easy-peasy (Marquee tool). See this page of my Platform Tutorial for examples.