DatapawWolf's Recent Forum Activity

  • [quote:2yq4qk41] I never really got those people, as ar worse stuuf are done by people, and some make profit out of it (for obvious reasons I will not post smurf pornography but you get the idea)

    I do and don't see anything wrong or strange with it. :/

    Anyway... IMO it sounds like the legal department for the smurfs company needed to do something to prove that they were actually busy/worth-their-pay instead of slacking off.

  • if you wanna sorta fake a device video, rather than spending the time and $$$ trying to record from one, play your game in the same resolution as you'd expect from an other device, use touch functions, and hide the mouse cursor.

    You can also use the canvas snapshot like icepam and send the image data off somewhere you can access. Good luck!

  • Significantly better! I only have one small area of janking using Chrome (40.0.2214.91 m) as splumsy is now using, but said jank is probably due to my graphics card.

    How is the newest version for everyone else?

  • Just a quick question:

    Is this discussion about the hideous vertical/horizontal jerks I see (on two different hardware-accelerated PCs with different brand everything) when playing a game with fast moving graphics?

    I recently developed a physics game that uses an object that is meant to dodge walls and such. As these walls move by in a horizontal direction, I have noticed a "tearing" that, while it doesn't effect every single tile, it creates a pattern of tearing.

    Like I noted earlier, this visual effect is obvious, and effects my game on both my PCs. On the one with an even more powerful everything, on a larger resolution it is nearly unplayable.

    I have yet to export or try more than Chrome as a test subject, however, it is of note that when I use Chrome, it is either ugly at best and hideous at worst.

    Is this what we are discussing? In my game in particular it looks unrelated to the game itself and more like a display error because the whole screen is never affected at one time. Just part of it.

  • Nice work so far! I played through levels 1, 2, and briefly 3. The controls are, IMO, easy to use; and I ignored the instructions to see if I could get the hang of them without guidance. ;)

    After about 10 seconds I was flying pretty carefree. :D

    I think that perhaps a turn-thruster setting would help. Just a simple slider so more experienced players can increase the turning ability of the ship. :)

    I also am not entirely convinced of the current graphical style. It is good for now, however, I think there is a whole lot of potential in your game. As for the animations and particle effects, I think they are perfect.

    Again, nice work, keep it up!

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  • Thanks everyone for the input!

    As I said it should not be a problem to ship server code in the game - not only can it serve as a useful feature, there have also been no known cases of anyone being able to reverse engineer it. Since there is so much duplicate logic between the server and client it makes a lot of sense to work with one project anyway.

    hat's settling to know. I won't worry about it then.

    > how reliable would the one-project solution be as the project grows?

    >

    I don't see any reliability issue - it probably works better that way, since there is often a lot of logic in common between the server and the clients.

    'll give that a shot.

    I had imagined that exported project into linux node-webkit and ran it on a server like linode.

    ood to know!

    Ashley Emy (edit: it's not linking your name?) that idea sounds very useful. Right now, if you use a huge layout, regardless of the distance between players, all objects will be synced, correct? Something to decrease server load such as not syncing movement data between peers farther than X would be nice to have.

    Are there any features in the development queue that might have such a use?

  • I appreciate the input. And how reliable would the one-project solution be as the project grows? Or should that matter at all? My primary concern (which I forgot to add) was that of shipping off server code with the client. I mean, minification would certainly help, but isn't shipping off both the client and server to potential players still not a good idea?

    Followup question would be: are disabled events also compiled when a project is exported? Can I just disable all server code in the client version?

    [quote:3k518yix]It's difficult to run a dynamic number of rooms with this method. But you could open say 20 tabs and have 20 rooms running on a dedicated server.

    Ashley yeah I thought about that. I guess it's a sort of interim solution. Keep a list of all available rooms, and shuffle off players as needed.

  • enable/disable collisions of solids by Pick

    What i mean is that you can set- that specific sprite instances (enemy AI or players) ignore collision with specific solid objects

    I second this! A white/blacklist would be so helpful. I have a platformer project that could really use this feature.

  • Hoping to generate some discussion, I would like to ask if anyone who has messed with the idea of using the Multiplayer Plugin to create a dedicated peer/server and client peer who has any information and experiences to share.

    Essentially, instead of trying to use unsupported WebSocket plugins (and/or just to get the basic hang of multiplayer game creation), I would like to create a game that utilizes C2's Multiplayer plugin to have what is essentially a dedicated server and clients.

    I have run into some barriers though, in my idea of a server peer and client peer.

    Because there is currently no way to specify build for a project, a server peer would either have to be implemented as a variation of the client peer, or vice-versa, and grouped according to client-specific functions and client-specific functions, with the release version simply an "events disabled" of one or the other.

    The other way I imagine would be to separate the two into a server peer and client peer project. With this solution, however, all objects, layers, layouts, & etc. would need to be appropriately mirrored between projects. This sounds like a hassle (but could be a tad easier given the use of a repository).

    Then there is also the requirement that the server create new "rooms" autonomously. So say, if a player would like to enter a new, separate instance of a map, the server would have to open a new tab with a room given a unique ID that it then passes to the player to attempt a connection.

    There is also the matter of databasing, and also passing information between room instance... tabs.

    Some of this could be implemented later, however, I'm not sure how to even start a project that uses C2 in such a way.

    Could there also be support some day for build-specific code so that we could separate client/server builds and/or (for other uses) platform specific builds without fracturing a project into multiple varied ones?

    Maybe Ashley can comment on that last idea.

  • Naji, you can check your posts by:

    1. Going to your user profile page: https://www.scirra.com/users/naji

    2. Clicking either Total Topics: search.php?keywords=&terms=all&author=Naji&sc=1&sf=titleonly&sr=topics&t=0&submit=Search

    Or total posts: search.php?author_id=27742&sr=posts

    Also, either the mods merged your post with another, or you incorrectly posted by using the Full Editor, thinking you were creating a whole new thread. Either way, your post is certainly in the forum.

  • JohnnySheffield oh I see! Well good to know. Thanks for the reply.

  • JohnnySheffield, are you gonna be setting up another place to host the repository for your plugin? I may wind up using it for a school project, and I don't wanna see it cast into oblivion. [quote:388bvj5u]This service will die on 31.12.2014. Run for your lives. See you on git.nodepie.ninja

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DatapawWolf

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