Jayjay's Recent Forum Activity

  • 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

    I've noticed it works great long-distance as well =]

    *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

    Hmm, Pixel People Online uses many of these and works fine. However, I often do comparisons to data from the network packet data.

    Edit: Just checked and there is one event where it checks against a non-packet value, and it still works as expected. The Network plugin gets really weird with objects being created and destroyed it seems.

  • 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

    Hey SoldjahBoy, I'm hoping to release a tutorial/commented version of the cap soon, but I'm going to change a few things first.

    However, if you look on the Network v0.3 topic you can find my cap release of NetChatCrash which handles multiple chat clients at once and may help (the problem is that it crashes when clicking the close button). Hope that helps!

    Edit: Released the source instead of a tutorial since I haven't had time to work on this in a while.

  • Hey Jayjay,

    Can you post or PM me a simple .cap that will trigger crashes? Or a step 1-3 that will duplicate crash. I'll take a look at it his weekend and see what might be a good solution.   <img src="smileys/smiley1.gif" border="0" align="middle">

    Yup, I also stumbled across another bug where disconnecting and then trying to connect to the same server again without re-opening the program crashes.

    Here

    Edit: I also didn't get to mention yet, thanks very much for 0.3 SciDave, the chat and client connection fixes are really helpful =D

  • Has anybody else experienced bugs with player tracking??

    Well, I was going to send it in a PM but I realised it may be the only bug I have. I had trouble with players being shown in other layouts even though I had (virtually) restricted the players from being created again, on layout start, to the ones in the same room as the player. The players that were not meant to be in the room still moved as the real player did, but were not able to chat with each other (as expected/wanted).

    My eventual fix for this was to spawn/destroy a player object whenever they join or quit the server, and make them invisible if they are not in the same "room". That's why they flicker out as an always event is used to send constant requests of who else is in the current virtual room.

    Edit: I haven't figured out how to send data to the server on connection, but something like that for disconnecting would be nice as well, so I can have players tell the server their ID (sending a message and then having the disconnect action straight after causes a crash).

    This required another work around through having a custom disconnect message sent, and then when the client recieved their own disconnect message they closed the program (once again, using the disconnect action in the same condition a message is recieved/sent causes a crash, so closing the application is the only option). However, clients can screw this up by clicking the X button or alt-f4-ing. A forced message to send on close would be sweet.

  • I'm not able to try this at the moment, but does the action Go To Layout with the value "LayoutNumber - 1" work for going backward?

  • I'd recommend not using transitions. They can introduce some very weird (and game-breaking) bugs. I only discovered this when a really annoying glitch made me remove every other thing from my game until it worked again.

    It's better to use sprites to create custom in-game "transitions" if you can.

  • Ah awesome, although I assume there is performance loss once you have a few of them on the screen as normal right?

  • This is pretty cool, I'd love to see a full game from it.

    Thanks for sharing Kouji San.

  • This requires a topic with a link to each plugin (maybe plugins for CC as well as C2?), if someone could do this, then I'm sure a moderator will be nice enough to sticky it (like the examples/tutorial thread).

    I might try this later on if I have time.

  • This is really cool! I like the customization of figures, names attached to players, and support for many characters. Nicely done!!

    On the ":" bug...it completely skipped my mind that that character is so common. And it would cause a lot of confusion for users why their smileys weren't going through so I'll add it to my TODO list to fix. I can add a code to chat messages so they are not parsed for the ":" character. It shouldn't break any existing projects either.

    Glad you liked it, and that change would be awesome thanks SciDave!

    Mind if I PM you about some of the other bugs I encountered later in the week?

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • EDIT 2013: Just to confirm, on Windows Vista/7/8 and etc you'll want to run in compatibility mode for Windows XP as well as run the program as an administrator, this seems to prevent a bug where data is sent incessantly

    -----

    After a couple of days toying with SciDave's (awesome) network plugin, I made up this, a casual chat "mmo". You move around between rooms and can change your appearance while talking with other people in said rooms.

    Thats pretty much it, so here are some images instead!

    <img src="http://dl.dropbox.com/u/4714446/PPO%20Screenshots/ppoTitle.jpg" border="0">

    Title screen, connect to an ip or server url

    <img src="http://dl.dropbox.com/u/4714446/PPO%20Screenshots/ppoChat.jpg" border="0">

    Chatting

    <img src="http://dl.dropbox.com/u/4714446/PPO%20Screenshots/ppoServer.jpg" border="0">

    The server

    <img src="http://dl.dropbox.com/u/4714446/PPO%20Screenshots/ppoMultiplayer.jpg" border="0">

    Playing multiplayer

    <img src="http://dl.dropbox.com/u/4714446/PPO%20Screenshots/ppoRooms.jpg" border="0">

    Multiple rooms to chat in!

    Get the release here

    Currently it only has two rooms, the spawn room and the "city". I'll hopefully make more in future. The server and client both use port 5000.

    I haven't had time to toy with lag compensation, so it's likely that early versions will be laggy after many clients join.

    Edit: [21/08/2011] Updated to version 0.2, here is a list of changes

    -Update to new Network plugin version, smiley faces work in chat now :D

    -Added a new command for the server

    -Added client commands! Type /help to see them

    -Added in-game admins, they can kick users in their current room from the server*

    -Removed the HD textures, replaced with temporary pixel textures

    -Kicked players do not leave their bodies behind anymore

    *- including themselves and anyone else using the specified name

    Edit: [20/09/2011] Well, I decided to release the source as I haven't been able to make a tutorial out of it yet. The source can be modified for whatever you want, as long as it's non commercial (as it uses the Attribution Non-commercial licence).

    Get the source here

  • I decided to have a go at using Construct to actually make the logo for my project, so here's the first draft - turned out alright I think!

    That does look good =D Is it animated?

Jayjay's avatar

Jayjay

Member since 18 Mar, 2008

Twitter
Jayjay has 2 followers

Connect with Jayjay

Trophy Case

  • 16-Year Club
  • Email Verified

Progress

17/44
How to earn trophies