ranma's Recent Forum Activity

  • Well I finnaly finnished it off (Been lazy) and it works. but it lags like hell.

    So one quick question. Would it be easyer to make a server in python?

    you can try and make a server in php (sockets)

  • but it runs well on my machine at least, until you type a few hundred characters

    well, after typing exactly 40 letters it crashed on my comp, what would cause that?

  • Why would it hammer the server? Bandwidth wise, or CPU wise?

    bandwidth, imagine 1 message user->server and 1 message server<-user per second (about one fourth to half the speed WoW does communicate with blizzard's server) per user.

    let us assume, the user is playing about two hours a day. let us also assume, there are 500 users. let's assume a standard message sent to server is something like "hi!i'm at x800x600facing90attacking polar bear" = 46 bytes, for easier counting, 64b (send some variables maybe?). finally let's assume, the message from server is something like this: "ok, you attack a polar bear for 48hp, other players around you: otherplayer1/x810y615\otherplayer2/x820y625" = 107 bytes with only 2 players around, so we can round it to 128 without worries. so, 192b per second per user. 192*60s*60m*2h/1024=1350kB per day per user. 1350*500/1024 users = 659mB per day! this assuming, the 500 players plays for two hours daily.

    the database is a second thing, imagine 500 queries per second

    hope I saved hours of constructing before someone hot on "i'm making mmo" realized the above. sad. but true. but I'd love to see what you've done when you're done, good luck!

  • posting in epic thread

    edit:

    How are you making it? HTTP/Download object would be notoriously inefficient for this.

    why? if the game is not so fast paced (ie. ogamelike) the http object is perfect (well would be more perfect if one could POST more than one time per http object)

  • that is why i loooove the "disable smilies" checkbox

  • this is an issue with an ffdshow codec configuration, this is fixed by entering the ffdshow settings and on the left selecting the "icons, paths and configuration" and selecting "none" at the top.

    edit: for some reason the ffdshow icon does not disappear from the taskbar after finishing playback of the media file (this happens in construct and some other programs, not always, so it has to do something with the playback object, not the codec)

  • what about "send text/value to ip:port" and "on text/value received"? Then you'd have to have a server with ip database only.

  • i did just now, didn't know i have to log in to the wiki separately, sorry for trouble

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • wait, are jpegs loaded from external files to sprite frames also decompressed and sent to the graphic card? if so, I have four backgrounds in external jpegs about 2048x2048 loaded to tiled background object, do I have a problem?

  • touche...

    I will shut my mouth now...

  • and what if you could compress sprites using jpeg compression? it would consume less vram (my explosion would weigh about 100KB then - no vram problem) and with additive blending effect there is no need for alpha channel. i think some (a lot maybe) users would find this useful, and with proper use would make games much smaller in size. please please pretty please

  • i'd like to contribute

    username "sugart" w/o quotes.

ranma's avatar

ranma

Member since 20 Feb, 2008

None one is following ranma yet!

Connect with ranma

Trophy Case

  • 16-Year Club
  • Coach One of your tutorials has over 1,000 readers
  • Educator One of your tutorials has over 10,000 readers
  • Email Verified

Progress

19/44
How to earn trophies