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Messages - mdotedot

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1
Shared Resources / Re: Multiplayer Extensions Resource List
« on: June 19, 2017, 02:54:50 am »
In your private forum - mail (Inbox)  you should have a post with my private email address.

2
Shared Resources / Re: Multiplayer Extensions Resource List
« on: June 16, 2017, 07:51:32 am »
Without sending your stuff to me it would still be interesting to see what happens when you take all my stuff and put it on your server. The provided materials have all the php files and things that I use to use and write the demos. You would need to adjust connect.php for your environment but that should probably be it.
The other way around is that you send me all your stuff so that I can try to reproduce.

3
Ask a Question / Re: 4 player
« on: June 07, 2017, 07:07:40 pm »
You could have sticked to your first topic: http://community.stencyl.com/index.php/topic,51653.0.html
rather than creating a new one.

There is no extension for this yet. There is a partial UDP extension that does basic stuff ( http://community.stencyl.com/index.php?topic=41969.0 )  but no ready-to-use kit or something like that.

So you should write it yourself which requires a bit of work.

To get you jumpstarted:
* https://stackoverflow.com/questions/16950176/how-to-create-multiplayer-game-with-contacts-and-realtime-communication-without
* http://buildnewgames.com/real-time-multiplayer/
* https://www.photonengine.com/en-US/Photon  ( https://github.com/hyperfiction/HypPhoton )

Good luck with your work and please share when you are done




4
Shared Resources / Re: Multiplayer Extensions Resource List
« on: May 30, 2017, 11:22:07 am »
Again I want to point to the example games. Please check out the InARow game in which you can clearly see that the player who left is reflected in the playerlist.
(http://www.stencyl.com/game/play/31424)

Compare the blocks used in that game with your setup and try to find the difference.


5
Shared Resources / Re: Multiplayer Extensions Resource List
« on: May 30, 2017, 06:01:45 am »
The heartbeat value will connect to the database.  The force turn after x heartbeats means that if a connection hasn't made contact within the x times (heartbeat-value) the system will force the connection.
As this is TURN based and not realtime the clients will only connect (heartbeat-seconds) to the server. You only get information about the other connection when they have connected to the server.
My estimation is that you have a large heartbeat value or a large force x heartbeat setting.

Example: heartbeat = 10 seconds, force after 2 heartbeat      results in a 20 second wait to get the server to change to another player.

If you control the leaving room situation with a block then the server gets the information from the disconnect faster. But the client still needs (heartbeat seconds) to connect to the server to discover this. The SEAT will become 0 so checking this value will give you information about the availability of the client.

6
Shared Resources / Re: Multiplayer Extensions Resource List
« on: May 25, 2017, 07:54:20 pm »
Oh OK. You can create rooms with the lobby extension and name them whatever you want.
"Create room name 'EnterYourOwnName' for number of players [4?] with heartbeat of [10] seconds, force turn after [2] heartbeats Extra []"

The system automatically removes rooms when they do not contain players (!!)
I've not tested it but you could try uncommenting the deletion of the room in the following two php files:

Turn.php
function turn_Housekeeping
Code: [Select]
Below Line: sql1=“DELETE FROM stencyl_rooms WHERE …
Uncomment:
//$msql=mysql_query($sql1)

Same applies to Lobby.php in Lobby_Housekeeping


7
AH! That explains a lot. I was only using it for 'pure' grid based system. Didn't even think about rotating / overlapping grids.

What about stacking the algorithm? So first determine if there is a DC or EC tile and then zoom in that tile and create a virtual grid so that the EC has a clear path and DC is blocked. You might need to experiment with the gridsize in that virtual grid but it might help you. But knowing your background you probably grab another beautiful algorithm out of your teachers-bag !!!!

Thanks for explaining!

8
Shared Resources / Re: Multiplayer Extensions Resource List
« on: May 25, 2017, 10:44:43 am »
In my profile is a game called Turn in a Row which uses the turnbased engine for 4 players. Unlike tic-tac-toe it starts without waiting for other players and other players can join in.

The Lobby extension has an example where both turn and lobby powers are combined and you can create new room (by pressing a button) and other people can see that room. You can even ask the user to enter their own room name.
Selecting the room in the listbox and pressing OK is the JOIN action and inside that room you can switch between players.

I don't have a system where you can invite players to join your game. The rooms you create are visible by anybody not just your friends. Maybe that is what you are looking for?!?


9
Extensions / Re: Multipeer connectivity
« on: May 25, 2017, 08:02:55 am »
You could look into wrapper blocks. For documentation see: http://community.stencyl.com/index.php?topic=39934.0

I've created my own nearby communication using WIFI where one of the devices acts as a server/console and the others devices act as controllers.  The implementation I've done isn't pure for iOS and also works for Windows/Linux/Android.
So this Apple thing is only limiting things and therefor I'm not looking into it.

But if you want my help for your extension I'm happy to share some light if I can.


10
Shared Resources / Re: Multiplayer Extensions Resource List
« on: May 25, 2017, 07:52:54 am »
I'm not sure if I understand the question. There are blocks to join a room. There is a block that automatically join a room that is not full.. When you look at the tic-tac-toe game it has a mechanism to wait for new players until there are sufficient players to play the game (for tic-tac-toe that is 2 and not more).
join or create a room is it called. So if there are no rooms available it will create a new room. If there is a partial room available that block will join that game.
If that is not what you are looking for can you describe it more detailed what you need?!?

11
Hey Merrak,

Great information as always.

Since I’m trying to follow what you are doing I kind of am lost what the use of the Bresenham's Line Algorithm is.
Am I correct that you use it for line of sight = what to draw  and what face of an object you need to draw?

Or is it for collision detection ?

Or both ? :D

I have used the algorithm for pathfinding, not knowing what it was called :D

12
Shared Resources / Re: Multiplayer Extensions Resource List
« on: May 24, 2017, 06:20:59 am »
Turn and Lobby use the same database. There is a block to transfer Lobby data (playerid etc) to the Turn extension.

13
Mechanics Mini Jam / Re: Mechanics mini Jam Winners Announced!
« on: May 20, 2017, 03:30:46 am »
Congratulations to the winners and thank you to all contestants who entered. I had a great time. Thank you for running the jam colburt187!!

14
Shared Resources / Re: Multiplayer Extensions Resource List
« on: May 18, 2017, 06:54:10 am »
The colum is 'free' handles both. So maximum 1 month and maximum x access. When free is NO it is 'paid' , so to be ready  when I had 50 customers a week that would spam my server using the free codes, so I envisioned a paid-model :)



15
Shared Resources / Re: Multiplayer Extensions Resource List
« on: May 18, 2017, 04:35:23 am »
free is the column that will store 'Y' default. So you use mysql console or phpmyadmin to change that column to N so it will not be removed.

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