scidave's Recent Forum Activity

  • The LOS behavior has been known to be buggy. I was trying to use it in some of the online games and the monsters didn't seem to chase the right players.

    Hopefully, somebody else here had better ideas. Don't have time now, but if I get a chance I'll look at your cap..

  • As you know, about a year ago I put out a Python networking tutorial using Podsixnet. Seems to have gotten a fair bit of use as its had about 1000 downloads, but I've never seen a networking game besides the demo ones I've posted. Not sure if people found the topic too hard, don't want to use Python, or not really doing networking.

    I thought somebody was working on a plugin, but that seems to have fallen through from what I can tell. Thus this poll!

    Want to gauge the interest of the community on if they want/would even use a Networking plugin. If I did write one it would probably be a simple one..and at least initially only be an equivalent of what Podsixnet can do (except I'd use UDP). Also, for you plugin/Construct developers out there....how hard would it be to add Sprite indexing (i.e. Player[1].speed) to a plugin (I think it is mandatory for multiplayer, unless you can think of another way). I want to be able to Control players like in the Dungeon escape tutorial which required Sprite indexing.

  • Ok, I see that eclipse is a 2D RPG MMO builder.

    How are all the clients going to communicate with each other during gameplay?

    If it has to all go through the server (and you aren't handling it with your Python code) then this will be a challenging task in Construct. It is doable though and since you already know Python for the clients you might be able to make it work.

    I would start on something smaller for like 10 players though and see if you can make something fun. If that works then go bigger.

  • I only reviewed the video so far, but found it looked VERY cool retro style. Liked how seamless the explosions and firepower fit in with the game.

    I wasn't loving the background, but it is retro. Once I get a chance to play the game I'll comment more.

  • Yes, you can connect a Construct server (using Podsixnet) with a Blender Client using Podsixnet.

    I can't figure out from your example exactly what you want your server to do. It sounds like you are using it as a file server for a bunch of clients??

  • I'm looking forward to getting some time to try this out!

  • New version of plugin ready. This one adds window-capturing and auto-incrementing filename.

    http://www.box.net/shared/i28fdpvfj0

    Please let me know what other features folks would like to see.

  • In this case, since it doesn't need MFC I'll just rebuild with the win32 SDK.

    However, what if I had to use MFC? How do I know what the end user's system requires without using the "Use MFC in static library" and getting a 2MB plugin?

    Edit: I just rebuilt it with Win32 please try downloading and let me know how it works.

  • Try this...

    I should have a better build out in another week or so.

  • Hey,

    Thanks Lucid and everybody's else help on the plugins. I'm still learning about how code integrates with Construct's plugin system, but it isn't as challenging as I originally thought!

    Here is a very early version of a screenshot plugin I am making. It only has one command right now, an action to take screenshot. The parameter for taking just the current screen doesn't work yet (it only gets the entire desktop), but I plan on adding that as well as adding option to name save file as well as auto increment the name of save file as you take more screenshots!

    http://www.box.net/shared/i28fdpvfj0

    UPDATE: Added window-capturing and auto-incrementing file saves. Fixed bug in save location, an file naming, added expression to get screenshot count.

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  • ok, i figured out the problem with the plugin. It might have just been a stupid error (not selecting "use expression") but I now successfully am using it.

    Still having the problem with building in release mode. The runtime portion of the plugin is still getting an error as mentioned below.

    p.s. Are there any instructions on debugging a plugin at runtime?

  • Think I might be narrowing down at least the runtime/release build error for GetInfo.

    In internal.hpp the function is defined, but it has this config macro

    // EDITTIME

    #ifndef RUN_ONLY

    And the function below is grayed out.

    void WINAPI GetInfo(LPOINFO objectInfo)

    {

    objectInfo->MinimumVersion = MINIMUM_VERSION;

    objectInfo->ideFlags = IDE_FLAGS;

    }

    Still not sure why it compiles fine under debug mode.

    What does it mean in Visual Studio when there is a tiny little red circle with a minus sign sitting over the file name in the solution explorer? I'm using Visual Studio Pro 2010 and the project I coverted over was the MFC visual studio 2005 solution.

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scidave

Member since 4 Jul, 2009

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