Fimbul's Recent Forum Activity

  • I do actually use it to set the C2 preview address for depending what network I'm on..

    Sounds like a good candidate for the tools/resources forum.

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  • Ashley - Wow, I just saw this - chrome 31 stable, eh?

    Well I guess I know what you're cooking up then :D

  • Ashley - UDP in HTML5 has been in the drawing board (in one form or another) for years - while I believe it will eventually get past that stage and onto production, do you think it's viable to use TCP sockets round-robin, recreating sockets that block?

  • Nope, TCP is completely unusable for fast paced games. You cannot read new packets until old ones arrive.

    For instance, let's assume players A and B.

    Player A sends packets 1,2,3 and 4 to player B.

    Player B receives packets 1,3 and 4, but not 2.

    Player B can read packet 1, but cannot read packet 2 because it was lost, and it cannot read packets 3 and 4 because it has to wait for packet 2, even though it already received packets 3 and 4. Player B cannot simply "drop" packet 2 until it has received it - it is forced to wait for it's retransmission.

    The game hangs in there waiting for a stale packet that is of no use even though it has the data it needs to continue simulating - it cannot read packets 3 and 4 in any way whatsoever, since it is a protocol restriction. Meanwhile, player A is desperately attempting to resend the now-useless packet 2 that was lost.

    By the time packet 2 arrives, thus freeing packets 3 and 4, those are already stale (meaning that the data in them is already too old), and player A is already sending packet 10 - if any new packet hangs, the game has to wait again.

    Keep in mind this is only a problem for fast paced games - turn based games don't have this problem since there are times where no packets are being sent, allowing TCP to "catch up" without creating delays.

    What is the current solution for fast paced TCP games? It's somewhat complex:

    The players open multiple TCP connections to each other and begin sending packets alternating the connection that is used. If a packet "hangs", only one connection is affected. This problem is detected, and that connection is dropped and recreated, while the others are retained. Maybe this is something Ashley could look at if the HTML5 UDP solution ends up being underwhelming.

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    1. There's not enough info on the kind of game you want (platformer doesn't exactly match with "choosable answers" often)
    2. There's a better forum for posting paid gigs: https://www.scirra.com/forum/help-wanted_forum52.html
    3. You didn't specify a budget
    4. You didn't specify examples
    5. Do you want just the engine or would the developer need to support your reskinning efforts?
    6. Do you want a complete engine or is this a comissioned work (as in, the dev will make a game from scratch)? Keep in mind comissioned work is expensive

    In short, post again on the appropriate forum and provide way, way more information.

  • Remove AVG, it is bloatware. Norton anti-virus should also be removed if you have it.

  • You raise a valid point, Brashmonkey. There is a third option, which I quite like:

    I expect double jumps in a platformer (as in, I enjoy a game more if it has), but I don't expect it to be given to me straight away. Giving it to me as an upgrade or unlockable/upgrade (don't confuse this with IAP) is also fine, and perhaps better.

  • I think this is on our todo list. I'll see what we can do, but it might be pretty complicated - some of the exporters have lots of configuration settings, and they're not stored inside the .capx file so they need to be specified each time.

    xml to the rescue?

  • I always thought being able to add sheets to individual objects would just make it worse. Instead of going through a simple event sheet list you now have to remember which object you put those events in. It could make all your events even more scattered and unclear. Do you really think it would genuinely help?

    This could be of tremendous help for making widgets, especially if we could attach events to groups.

    It would be a dream for managing windows and UI as well.

    You can add a tiny 16x16 icon to the object to highlight the fact it has an event sheet associated with it.

    Aditionally, we could have hooks for functions: a private function is only available in the scope it was declared, but a public function can be called from outside the object, so an "enemy" object could have its own custom "chase the player" function. This relies mostly on features already implemented, and has the added benefit of keeping concerns separate.

    This would be wonderful!

  • +1 In fact, can we implement this for everything that uses images?

  • wow, I thought construct had autosave already. This is such a basic feature, and so ridiculously easy to implement, makes me wonder why it isn't in already.

    Ashley?

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Fimbul

Member since 12 Aug, 2011

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