scidave's Recent Forum Activity

  • Cool movie and even better soundtrack. Just finished watching Monsters on Netflix. Did some searching for sountrack and found the theme music..very inspiring music:

    Monsters Theme

  • Forgot the link to the site just in case people don't find it by googling... scirraconstruct.ru

  • You should take a look at the russian scirra site. They have some nice projects with .cap on there. There are some pretty ambitious projects with .cap on this site as well...just have to search.

  • WoW...I am blown away by how awesome this "Title" menu game is. Animations/graphics everything looks really good. If the game is even half as cool as the intro I'd buy it. :-)

  • >I will start with podsixnet then, do you think it would handle good for a >>turn-based game but with a potential for a lot of players?

    Podsixnet is by far the best one for Turn-based-games. Check out the forum with Juryiel's questions as he seems to be using Podsix just fine for his game. Note to test lag across the internet...it is in the tut to try out the lag simulator to test performance. As far as lots of players...the most I've tested at one time was about 10 but the infinite platformer (http://infiniteplatformer.com/) game by Chris is supposed to support a lot more than that...just not sure the max. I'm not positive but you might gain better performance in PodSixNet using JSON for serialization vs the default binary encoder, but that is for advanced users!

    many players inside a lobby and they can create a game and other joins >>it(with max players) then people can search for those games while chating, >>etc.

    Yes, this is easily supported with PodSix. I showed an simple version of this in the Dungeon escape game where players join the game, chat could easily be added (based on the chat example) and it detects when enough players had joined. You might have to use a module to deal with routing traffic to the server unless you have manually configured port forwarding on router or server is internet facing.

    stackoverflow.com/questions/294504/python-upnp-igd-client-implementation

  • I do have a version, but it wouldn't make much sense to release it until it supports adding/removing/tracking players and supporting message types (you have to manually do this right now).   

    I could release an Alpha once those are added. Then do a Beta with serialization , ping tracking, and other features to make things more useful/robust. I'm still not planning on adding Lag compensation...users will have to do that themselves.

  • You would definitely want to combine the obfuscation (renaming files/filetypes) with a hash technique. I know this is common knowledge, but it is really easy to write a tool to automate renaming files to their proper file type. In just a few hours somebody could write a Python script to read each file's header and determine what type it is and then rename it to that type. This can be done recursively so that an entire directory structure can be restored in seconds.

    I do think this is a pretty good technique to deter the casual user though. So thanks for the tut!

  • I totally second this.

    Devs..this should be super easy to add (at least checking box to include all .pyc). :-)

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  • Juryiel

    Glad to hear!

    Guif0DA

    TCP is connection oriented, stateful, and reliable. Packets are sequenced and arrive in order. If a packet is dropped by the target computer all other packets must wait in a queue until the dropped one is resent and processed. Thus why TCP is not ideal for fast online games.

    UDP is connectionless and unreliable. In the scenario above, UDP would not have a problem as the next packet (technicaly a datagram) would be processed immediately. Most game engines have an additional layer on top of UDP to add some reliability and statefullness, when needed.

  • I've looked at all nearly all the Python modules for networking and the best/easiest IMHO is PodSixNet. There is Mastermind (which supports UDP and does work with Construct) and is probably better for action games:

    scirra.com/forum/udp-online-network-connection-sample-project_topic39868.html

    pygame.org/project-Mastermind+Networking+Lib-859-.html

    Since I wrote the tut a new library AstralNetworking was released in Beta:

    pypi.python.org/pypi/astralnetworking/0

    This library is a high level wrapper around either of the above two libraries. So stick with one of the three options above.

    Pygame doesn't have networking/online support.

    As far as PodSix not being good for online...I don't think that is true...

    Check out this game that uses PodSixNet:

    infiniteplatformer.com

    I think it is perfect for turn-based and slower games like RTS or something like that. Not sure how it would fare for fast action games (poorly probably), but since it uses TCP it isn't well suited for that.

    If you want to make an action game then whether you choose TCP or UDP you will need to also use lag compensation techniques (i.e., interpolation and extrapolation).

  • I'm having this same problem. I can't login with my password. When I do the recovery feature I login fine. Then I've several times set my password to a new value (and cleared my cache) and I can't login.

    I'm currently logging in with the recovery password.

  • Cool. I saw in the resources..different screenshots for levels so figured maybe there was more.

    I really liked how you could control both the man and the little flying guy. Good demo! Hope it helps you with a job.

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scidave

Member since 4 Jul, 2009

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