jayderyu's Recent Forum Activity

  • Well for starters.

    Your using paragraph spacing and bolding for your first introduction. There is a lack of capitilization at the beginning of each sentance. You using the word, "tut" not tutorial.

    Some tutorial types work better with an image at the beggining that represents a final work. A Radar tutorial would suit this. Am I making a mini radar int he corner, or am I making a full screen radar. Adding this tot he description with a pic would be super usefull.

    When you section off, the description paragraph should be below the headline, not before it.

    layers <=== the size here is fine.

    Start with need two layers with the proper paralex. <== should be below, not above.

    Also add a description how the components work. While I can easily infer that radar paralax and it's meaning. You should always assume the reader knows less than you. It's easy to write with the idea taht all readers know as much as you, but then you wouldn't need the tutorial would you :D

    If you need to use a showing for Event/Actions use an image. Text representations are terrible.

    if a section is particulary complex. Show your image, then a step by step by step walk thru

    Capitalize your sections too. It looks strange to see the guide jump from Overview, then everything else to lowercase.

  • It's a great start to have hassle free communication over a cloud. However, your still going to have to provide all the support game elements. Also from what I can tell this is fine for a straightforward peer based play. It would seem less effective for a game where you need better world simulation.

    Without a broadcaster capturing messages to prevent echo messaging. It means that any critical data(ie passwords, will be sent to every client in the channel. A malicious coder could then collect passwords and login id's.

    I would use this solely for game-play messaging, but use other means to handle security, data persistency.....

    Of course, that's with just the plugin that they have made. If they have more features. Then that's another matter. Good luck BTGames you might have found something great if the PubNub team pulls through with good support :)

  • You could use socket.io, but you could also get away with AJAX and webpage scripting. Honestly it would be easier to do it via AJAX.

  • This is how you declare a function

    Event: Function.On Function("function_name"). <===== declared

    that's it. that's the deceleration. There is no more.

    That's how you call a function.

    Action: Function.Call("function_name")

  • I would pretty much drop C2 in an instance the day they changed the license to a subscription model. I would pick up GMS instead. I won't pay a subscription on tool sets. Ever.

    Software is not the same kind of maintenance service as say a cloud service. It get's updated, but only to increase the value of a sale.

    bad bad bad idea.

    Though i won't mind if they start adding cheap packages of bonus features. CHEAP

  • lunarray

    Well personally. I think just polish it up, fix any bugs. Then it's done. Though a ping-pong setting would round it out. Past that It seems LiteTween for tweening looking really good :)

  • Is there a C2 Plugin for the broadcaster, or just client so far.

    As it is right now. It's a very rudimentary, and is only a websocket + channel.

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  • Could you please summarize. I don't use beta's most of the time. the sample is in r135, i'm still lingering on 132.

  • lunarray

    Some updates. I need to use "Set Tween Proprty" before being able to use SetTarget"

    If I use SetTarget and specify any of them. Then by default that should be used. right now I need to

    set tween property height

    set target height (relative) value

    Suggestion

    is there a repeat option? once an animation type start. it would be fantastic to have an option for it to continue until otherwise specified.

    suggestion

    you might want to change "duration" to "animation time". I for some reason thought "duration" was the total length of duration while trying to get an obect to pulse :D

    bug

    the reported value for duration is {1}, I think it is supposed to be {0}. I don't see the duration amount I see {1}

  • lucid

    any news on re-import and mobile xml fronts?

  • DatapawWolf

    You could make the game you want with C2. It all comes down to time and investement. In some cases you are going to have to do a lot of ground work to fortify the parts that C2 doesn't cover. Custom plugins etc. But likely not so much.

    I like you am designing a overall game, by developing it in small parts. Good luck :)

    As for WebSockets. You can make Realtime game play with Websockets just fine. However, you need to keep in mind idea usage and expecations. TCP is not ideal for high paced competitive gaming. Mostly shooters(Call of Duty, Halo) and Fighters(Street Fighter). This only really applies to competative gaming. In non compatative gaming you can usually get a way with it. And games that aren't high twitch you will be ok too. I month and little bit ago I wrote a websocket top down shooter in C2. Played fine as long as the ISP and connection was good. Played people from West Coast Canada vs European players. no problem. yet on occasion someone in the same city would be laggy as hell :|..

    in an ideal world. TCP is no different than UDP. TCP however has data safetry protocols. And when data is lost, or fragmented TCP attempts to fix this. The problem is that TCP forces an in order handling of data. So even if TCP get's data, it will hold on until it fixes a lost message.

    so UDP is better, for twitch games due to this. As often game messages can ignore lost messages due to the fact that some of the same data is in the next message. and more up to date.

    but you can still do online gaming fine.

    as for what tools you have at your disposal

    1. Scirra WebSocket plugin.

    This will require you to build the entire infrastructure for your games. A lot of work, but you get what you design.

    2. Rexrainbow's Bottleneck. This is fairly fleshed out, and if you have programming talent. You can do the server logic in JS for NodeJS. However, bottleneck already covers rooms, connections, disconnects, join/leave... so on so forth.

    3. PubNub, a recent discovery is that PubNub has an old out of date C2 plugin. However, if people use it and prove a community for the PubNub plugin. They might end up supporting it more effectivly.

    4. VelotJay networking plugins, he has a few. A socket.io plugin and a photon behaviour. I'm not sure how much they are fleshed out for practical gaming.but i'm sure you can always tinker it up :)

    5. My unfinished photon client plugin. It mostly needs to have the loadbalancing features added. ie room lists. however, I did have a shooter game using it.

    6. And then for those with patience. With awarmenhoven and I are working on a network game api. While it's a JS api, it's built with C2 developers in mind. So the feature set is to be easy to use. but again. that's for those who are patient.

  • That is a lot of excellent working behind the scenes in C2.

    As a thought, basing the idea that "Sounds" does importing. Maybe a similar one for images. Where C2 imports images and packs them in the optimized spreetsheet. Yet use the custom naming convention to refer to them.

    That way players can import by URL(or another) which will get the optimized version. Yet still offer the benefit of removing from memory if needed for streaming content. Streaming from local files not internet source.

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jayderyu

Member since 11 Apr, 2012

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