scidave's Recent Forum Activity

  • Check it out folks.

    far7.by

    FAR7 is an Space MMO HTML5 game using WebGL, Websockets and other features. It really streches the limits of HTML5 and looks really awesome.

    It is a good example to those that say you can't make huge/pro games in HTML5.

  • Hey Rory,

    PodSixNet is fairly efficient since it has a built in encoder/serialization. It is only TCP so isn't going to be useful for shooters or other fast real-time gaming. You can host the server (if you want to only use Python) on any system that supports Python (Linux, Windows, etc).

    I'm not sure what you mean by secure..it can be made as secure from cheating based on how much you host on the server and what type of checking you program in.

    If you are interested in faster performance look at the Plugin I made as a wrapper around Enet. It is posted in the work in progress plugin section. I will warn you that there are some bugs so it is not as stable as PodSixNet, but it is based on UDP so is much faster. It could be made even faster if compression was added.

  • Thanks MrMiller! No, I'm not actively developing it at the moment. It wouldn't be that hard of a change for somebody that knows C/C++. Probably 15-20 lines of code. I've posted the source code for anybody interested in continuing it.

    Feel free to add any suggestions for updates though..and in the off chance I do decide to update the plugin I'll add those first.

  • Playerelite: Have you checked out Jayjay's PixelPeople online .CAP? That might be a solution for you on how to put lots of players on the map.

  • But i've a question, if the guys who play the game don't start it with XP compatibility, does they will flood my server by sending a lot of packets ? If yes, how to kick clients who send too much packets ?

    EDIT : And i have a bug, when the username or password contains the letter "n", username or password isn't send correctly (for example : if i choose the username "unknow", my username will be "u", and if i choose the username "n" my username will be "")

    Hey all,

    It is awesome to see use from the plugin. I wish it was more stable...I'll work on compiling a new build from the latest version of ENET, I doubt it will fix the compatibility mode issue but it needs to be updated anyway.

    There is an option to detect clients sending large number of packets to the server and kick them...I just haven't exposed that feature in the plugin.

    Some of the features that could be exposed:

    enet.bespin.org/group__peer.html

    As far as the "n" issue I'm not sure why that would be an issue. I don't check for "n" in the plugin so it should be processed like any other character. Can somebody else confirm this bug?

    EDIT: On the question about using the plugin for non-directX there should be no reason that it wouldn't work. I must have compiled in a directX library or perhaps put some code in directx required file...there is no reason it has to use directX. While I can't guarantee doing anything else I should be able to release an updated plugin for the application runtime in a couple weeks.

  • Hey arsonide...happy to see you continuing to make great plugins for CC!

    Hope you get a good programming job.

  • I'm scidave and I approve this tut. :-)   Sorry, for the terrible long delay. I was without internet access for awhile and finally back into looking at Construct stuff.

    I think it is awesome you are working on porting it to C2!

  • Anyways, will you keep working at the project after that half year?

    Yes, probably closer to the end of the year though with my new job. I don't think I'll ever plan to add built-in lag compensation though. Just features to make it easier to track players, know which player is which, and have the server assign players vs the way it is now. Then just features to compress traffic to save on bandwidth, etc.

  • Hi Delgado and welcome! The plugin shouldn't rely on Visual Basic..so your error sounds odd. I would post your entire error. Also make sure you copy the plugins correctly into the plugins folder. The network.csx into the Plugins directory and the network.csx into the Runtimes directory.

    I believe general consensus is that the plugin is stable for LAN games, but possibly buggy for Internet. I'm on a break for coding for 1/2 year or so though we will see if any body picks it up. :-)

  • Yes, unfortunately I'm not going to be able to do any work/help on this for about 6 months. Have intermittent computer/internet access.

    You might be able to look at the Pixel People online source that was posted for help. Besides that, C2 might be a better approach because more people are active on that project in relation to Networking. Although the benefit of CC is that the Server and Client can be written entirely in Construct.

    You might also explore Podsixnet, but I found the performance to be lacking for action games compared to my beta plugin (because it used TCP vs UDP). Cheers!!

  • What Wolod describes is probably the best way to do it. I showed a similar way, using arrays, in the Mikey's adventure tutorial part 4.

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  • Surely somebody on the boards has time to make a trial EXE exporter (I mean wrapper) using Awesomium. Probably would take a week's work for somebody with a little bit of C# or C++ experience. Then we can see how buggy or realistic a fully supported wrapper might be.

    I think the devs time is best suited now for making C2 as good as it can be instead taking on another side project. Problem is if they support an exporter nearterm, they now have another codebase to support with all the accomplanying bugs, etc. With 2-3 devs maybe, but 1...unlikely.

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scidave

Member since 4 Jul, 2009

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