dfyb's Recent Forum Activity

  • i found MMF2 through Joakim Sandberg (Noitu Love) and i found Construct through MMF2. nice to see he's using Construct now

  • if it's free, i don't care at all. if it costs money, i'll rent it if it's too short.

  • Most recent episode of COOP has a segment on Love:

    http://revision3.com/coop/groove/

    Love is blowing my mind. everything about it is so creative. Footage of the other games is good too, but Love footage starts around 21 minutes in.

    <img src="http://upload.dfyb.net/uploaded/vlcsnap-8917873.png">

    <img src="http://upload.dfyb.net/uploaded/vlcsnap-8917890.png">

    <img src="http://upload.dfyb.net/uploaded/vlcsnap-8918641.png">

    <img src="http://upload.dfyb.net/uploaded/vlcsnap-8918748.png">

    It's a 200 player online co-op experience against a procedurally generated AI world. You build settlements, including infrastructure and defenses, with tokens collected around the world. No word on release date or even a beta =/

  • You have to make a video of it in full action once it's done.

    definitely

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  • thought i'd share my current project, since i've recently integrated Construct

    <img src="http://upload.dfyb.net/uploaded/windChimeScreenshot01.png">

    But screenshots don't do it justice, as it is not to be seen -- but rather heard. And it's not played, either -- at least not by gamer at a computer.

    <img src="http://upload.dfyb.net/uploaded/accelerometerAndArduino_blog.jpg">

    it's receiving the input from this -- an Arduino (with the help of GoBetwino) with an accelerometer hooked up (and later, also a mic).

    <img src="http://upload.dfyb.net/uploaded/spinningPrototypeAni.gif">

    The accelerometer will be mounted on a wind spinner of sorts (above is a prototype demonstrating free rotation with a completed circuit). accelerometer sends positional (via tilt sensing) input, affected by wind, to arduino, which then interfaces with Construct

    i'm creating a digital wind chime . the wind chime has a range of emotions, affected by sound levels (it gets pissed if it's loud because it wants to make his music) and wind (he gets excited by wind input, bored in stillness). his music is different based on his emotional state. with that in mind, it's possible to "play" it to get the desired emotion/music.

  • I'm trying to get my arduino to interface with a Construct game. The arduino can only send serial data, so i use a software proxy called GoBetwino to convert serial strings into other things. i can type in notepad etc using the arduino, but it doesn't seem to let me press keys for my construct game. according to his manual, "The SENDK command type is based on the Windows API function SendKeys."

    so is there a way to get this working? is it something that needs to be patched on Construct's side or fixed on the GoBetwino side? i've proposed this issue to arduino/gobetwino developers as well.

    edit: it DOES type characters into edit boxes inside construct. but it can't trigger keyboard events. so as a workaround, i can grab whatever's in the edit box and use it as input. this should work, though i wish it worked for regular keyboard events, too.

  • i thought this was a parody thread at first haha.

  • you can type whatever you want. in the application properties, you set which key correlates with which controls (where you can also input your own).

  • drag and drop systems are great but i think it's also very wise to have support for a scripting language. should be nice when Construct properly supports python.

  • i seriously doubt an online plugin would go underused. in PC games, local multiplayer isn't popular or ideal -- barely anybody has multiple gamepads for their PC and it's no fun having 4 people huddle around a keyboard. for multiplayer PC games, online connectivity is a necessity. almost any multiplayer game will use it. the project i'm working on now is intended to have online multiplayer down the line (and if it is to become a popular game on PC, it basically requires it, as it's a multiplayer-focused game). someone else was making an online space game. there are already people lined up to use it -- the ability to make online games will draw even more users interested in making multiplayer PC games.

    all that'd be expected of the online plugin creator would be simple TCP/IP connection where you can type in the IP of a game you want to join. after that, it could be expanded to support a master server and he could code an example master server in something as simple as ASP (and update the plugin to let the games talk to that master server -- just let us spefiy IP/port of that master server). master servers don't handle game logic -- they simply keep track of a list of game servers (name, ip, number of players, etc). let the gamedevs find a way to host that master server for their game(s) (i'd probably just host it on my home fios connection).

  • I agree, a P2P plugin just won't cut it for alot of games.

    i'm not saying p2p is always ideal, but it's certainly viable. most xbox 360 games use peer 2 peer for online play. i'd also be fine with a server/client model if players could easily host their own servers (like in many PC games). i just don't see a reason to require a dedicated server for services other than game server discovery/browsing.

  • Why are you talking about hosting a free server for the plugin to use and how much kbps/connections it will need? That will be very difficult to work in my opinion. Just takes 1 bad app to flood and bring the whole thing down. Plugging all the possible leaks and building in restrictions would take the same amount of time as actually building the object.

    Why not just make a flexible plugin that you specify the server etc and that's all? Let the developers find their own servers. Running a free server for the community is going to be a real headache and an expense for someone that is probably long term unaffordable.

    If there is a demand for a community server, let someone set it up on their own backs, they could even charge a small monthly service fee to its users. This sort of thing will come naturally when it becomes cost effective and there is enough demand for it.

    So for now, it's probably best to focus on the object and not the attached services?

    i agree with this. for the actual online gameplay, peer 2 peer would work fine for most projects (requiring no server) -- for an online plugin, i actually think peer 2 peer should be a priority over a dedicated server network model. all i'd need a server for is to generate server lists when people search for people to play with online, and there are a couple ways to do this that should be very easy and affordable.

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dfyb

Member since 16 Sep, 2008

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