scidave's Recent Forum Activity

  • I thought that it might be possible to connect two players each controlling an object as the basic idea. As in the multiplayer pong, except that instead of having the bars were the characters.

    This is already possible.. see the "Dungeon Escape" game in the tutorial.

    It would be possible to connect two players each with an object under its control and without it being very difficult with construct ?

    Yes it is possible, but the implementation is currently difficult in Construct. As Newt mentioned dealing with lag is a tough problem with multiplayer and even a bigger issue with an MMO. Right now you have to manually handle lag in the game. <----------- Alot of work!

    You also have to deal with synchronizing all of the game elements. For example, have you ever shot somebody in an online shooter to find they are still alive? That is because to your computer (simulation) they were in range, but to the server they had already moved... or the other guy is cheating.

    If you aren't careful all of the power of Construct will be lost because the built in behaviors, etc can't be used. The above is why it is important for you to understand the tutorial to know how much work will be involved. If you still decide to press ahead I'd be willing to offer advice, but I'm just too busy to be a member of a team.

  • The 2D game builder looks really sweet! And on the half-life sprites.. as long as you aren't going commercial for your game and it is just for fun then I don't see it as a big deal (I'm sure some here will differ

  • Link doesn't work for me...

  • I don't want to discourage you from making your game, because I think it is possible although very difficult. However, you really do need to understand the "online multiplayer Podsixnet" tutorial if you are going to have any chance to use Python for your game. There are a lot of things that you will need to do with your single player game to make it possible for multiplayer to happen. You can't just ask somebody to turn your single player game into an online game. It would be a complete rewrite. The game needs to be written from the ground up to support both...

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  • Hilarious, if you think manipulating people in order to get them to pay you more money is not scummy then you're a fool.

    I would look at it this way since I've been around the sales & marketing world for a long time. Davioware has game he has put a lot of effort into. It is a good high quality product. People would be better for having access to and enjoying this product. It is a good thing to get it into as many peoples hands as possible. So what's wrong with using a little bit of market research to price it at a price point that will sell better. Same reason it isn't wrong to be complementary to the person you are selling to in the hopes that a nicer atmosphere will create the sale.

    As long as you aren't forcing something down somebodies throat they don't want or lying to them (the pushy telemarketer) then there is absolutely nothing wrong in sales to do what's necessary to close the sale. After all it is helping out a good developer, people are getting a quality product, and everybody is happy.

  • there functions (network_players,etc)teclared in the tutorials they exist or is just a random name for them?

    where I can find all the functions and their definitions??

    First, thanks for trying out the Tut. It would probably help to post this in the Online tutorial thread since it would be easy for me to overlook it otherwise.

    Anyways..the naming of the functions is covered in the tutorial but basically... In podsixnet all user written functions in the client need to start with "Network_" then I added the "players" part to make the function Network_players. This function is right in the .cap file for the client.

    def Network_players(self, data):
          playertext = ("*** players: " + ", ".join([p for p in data['players']]))
          statusBox.AppendText(playertext + "\n")[/code:3pyumuu0]
    
    The above function is in the client code that YOU write.  Then in the server you call the code by performing a "player" action like below:
    [code:3pyumuu0]   def SendPlayers(self):
          self.SendToAll({"action": "players", "players": [p.nickname for p in self.players]})[/code:3pyumuu0]
    
    You also write the above function.  
    
    So the client waits for a network packet with an action of "players" from the server.  When that happens then the function Network_players is called and the data from the server is handled by the client.
    
    Hope this makes sense.
  • You can't access global variable strings through Python without a crash...at least the last time I used Construct that was the case.

    My guess is that "ip" is a string... I see what you were probably getting at since you could use events as a workaround to still set a Python variable.

    Hope this helps!

  • already got the online tutorial and none of them have inside script something like get global value, all of them uses the normal events to do that.

    You would think I would know since I wrote the tut...

    Here are a couple of examples from the tut that get a global variable value:

    connection.Send({'action': 'winner', 'player': System.globalvar('myNum')})[/code:1f3vwmrq]
    
    [code:1f3vwmrq]connection.Send({'action': 'gotkey', 'player': System.globalvar('myNum'), 'keyuid': System.globalvar('myuid')})[/code:1f3vwmrq]
    
    This accesses the global variables:  myNum and myuid.
    
    Edit:  Is "host" in your example a Python variable?  If it is not, that example will not work.
  • Look at the Online Networking Tutorial with Python on the forums..... it has lots of examples of using Python with Global and Private variables. It should help you with your syntax problems.

    Just make sure you are using the latest version of Construct. Even the version used for the original tut has some major Python bugs.

  • totally impressed with how this game looks. I really liked where the sharks sorta lunged at the ship. Nice water effects too. Give us a demo!!

  • Glad the Avatar got cleaned up..not really appropriate.

    But the games on the russian scirra site are looking really awesome. Definitely worth a play.

  • You could do this with Python:

    PyAudio:

    http://people.csail.mit.edu/hubert/pyaudio/

    import pyaudio
    import sys
    
    chunk = 1024
    FORMAT = pyaudio.paInt16
    CHANNELS = 1
    RATE = 44100
    RECORD_SECONDS = 5
    
    p = pyaudio.PyAudio()
    
    stream = p.open(format = FORMAT,
                    channels = CHANNELS, 
                    rate = RATE, 
                    input = True,
                    output = True,
                    frames_per_buffer = chunk)
    
    print "* recording"
    for i in range(0, 44100 / chunk * RECORD_SECONDS):
        data = stream.read(chunk)
        # check for silence here by comparing the level with 0 (or some threshold) for 
        # the contents of data.
        # then write data or not to a file
    
    print "* done"
    
    stream.stop_stream()
    stream.close()
    p.terminate()[/code:38qshoqv]
    
    or Csounds w/ Python support:
    [url=http://www.csounds.com/journal/issue6/pythonOpcodes.html]http://www.csounds.com/journal/issue6/p ... codes.html[/url]
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scidave

Member since 4 Jul, 2009

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