skelooth's Recent Forum Activity

  • I just want to say the demo is awesome. Reminds me a lot of punchquest, which I'm sure its self is based on other awesome running games. Great job and great blend of concepts!

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  • Beaverlicious

    When you say vignette, do you mean the shadow thing around the edges? I had to google it, and the description is kinda fuzzy.

    I played with the darkness of that quite a bit, that's how I ended up with a cloud behind the word surolace (the shadow was just so dark it gobbled it up). I will play with it some more, maybe pop the logo above it, and see how it goes, thanks!

    (I still plan on butchering many parts of space interface, this is just the beginning of my dastardly plans)

  • I'm not sure I've mentioned it yet, but I am in love with construct2.

    After getting my art assets from fiver, I was finally able to implement some of the artwork from spaceinterface that I got from Beaverlicious

    Beaverlicious I'd love to hear your feedback on how I've chopped up your originals. I am not a graphic artist by any measure.

    Anywhoot,

    I redid the title screen from scratch, and this time i spent more time on making the splash look nice. When you click new game it does some paralax effect as it slide over to the ship selection screen. All in all, ton of progress tonight!

    I pushed up to http://surolace.com/play as usually you'll need to mash ctrl+F5 to unstick it from chrome.

    For those who just want a quick peak, here's the screenshots! As always, feedback welcome.

    http://i.imgur.com/Yh9qhtU.jpg

    http://i.imgur.com/HMGMODV.png

  • > How are you making the animated preview gifs???? The game looks nice...

    >

    I use GifCam http://blog.bahraniapps.com/gifcam/

    I have been wondering forever how everyone does that, thank you!!

  • In the case of C2 built daemons you may be right. In the case of a server daemon written in a systems language and using an appropriate tech stack the situation is not nearly as dire.

    The *only* thing 10 physical servers give you is redundancy and clustering. Its clustered processing power is for the most part equal to or slightly less than a single server of the combined physical specs.

    In terms of multiple software servers (ie, multiple database instances), it's common to have a read only master and readwrite slave setup, and again, can be happily implemented on multiple servers or a single server.

    "thousands" is not a big number, and I'd be weary of whatever hosting it is you use if it is. I run all of my servers on rented rack space.

    And again, depending on technologies used and technologies available, things like broadcasting and caching can be handled by mostly inexpensive third party services.

    I understand C2 users are typically not programmers, so there's a lot of misconceptions and hyperbole.

    To be absolutely clear, I am refuting the notion that "100s of users" would require "10+ servers" especially when the concept of server is so ambiguous.

    Total bandwidth is literally an issue solely of the pipe leading to and from your datacenter and the hardware that handles it.

  • Ooooh okay that makes LOT more sense.

    The only problem with having an external non C2 server is that C2 can't embed system languages like php or C++ so you're options for connecting are limited.

    Can websockets interact with conventional berkley sockets?? If so, writing a server wouldn't be trivial but would be entirely doable. Especially if you were to incorporate something like pubnub to help take the strain off broadcasting.

  • Also...

    100+ players connected concurrently... and considering you need to pass info to a database. You are talking 1 hosted server, the actual reality is you will need 10+ dedicated servers just for your database.

    This sounds incredibly unrealistic to me. I run web servers that get thousands and thousands of uniques a day, and they hum along fine on a single mid grade server. If you needed 10 dedicated servers for 100+ players MMOs would not be technically or financially feasible. The some of the higher traffic websites in the world typically operate on fewer than a handful of servers.

    If you are serious about an MMO you probably do not want to be using construct2, and if you in, in the very least, you need to write your server daemon in something that is not in C2 (C++, maybe Node, Java, Go, etc)

  • and leave C2? Never! (well, maybe some day). I'd probably go back to impact if I really had to leave windows.

    C2 is good enough to get me to keep a copy of windows active. I just hate not having a real CLI in windows land. (cygwin is not a valid option, gross), and really miss native sftp/ssh support.

  • Say what you want about fiverr, but these are awesome and I'm going to use them with minimal changes.

    http://i.imgur.com/aFi4jMn.jpg

    (You'll have to click the link since the jpg is too wide)

  • bawls. Literally the only 2d complete engine I know of that can be run in dev mode in linux is impactjs, all others seem to require winblows

  • Pushed 1.0.0.6 to the server http://surolace.com/play and http://surolace.com/play/surolace.apk

  • The three day weekend comes to a close and I've done about as much as I'll be able to do for now.

    I've done a lot of behind the scenes type work figuring out how to best leverage arrays and dictionaries as datastructures. I've got a comfortable flow of hanging on to UIDs now. Clearly, UIDs are absolutely vital when doing anything in construct2.

    I've added hull and shield bars (shield bar not yet visible, shields not implemented yet)

    I've added "fountain text" that pops up on weapon impacts

    I've added the beginnings of the sensors subsystem that allows you to choose enemies, target rooms, etc. so far all that you can see are two buttons that pop up in the top right. Eventually these will be used to go to submenus of each ships room list and full stats.

    It took a good bit of thought to figure out how to move forward concerning storing data but I eventually decided to just sticking a dictionary of dictionaries onto every NPC. I'm going to use some tricks with tokens choose() lists to make sure I can flesh all the data out that I need right in C2.

    So, here's a video [:47]

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    My little project is up to 390 events broken up into 18 event sheets!

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skelooth

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