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Messages - mdotedot

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31
Journals / Re: Ludum Dare 47 : Sial = Get stuck with your friends
« on: October 04, 2020, 01:32:14 am »
It has been 35 hours now.

Scope is everything. So I cut down the graveyard. It is now 'just' some zombies and vampires.

The MD2 animation was caused that a later load of a MD2 overwrote another MD2.
To solve this issue I use a boolean when a MD2 load is done and only when there is no other MD2 loading another one can be loaded.

This slows down startup/load of the game unfortunately. Not sure how this will perform when the enemies are created dynamically.
Maybe I need to cut down the possible enemies on the screen. We will see.

TODO:
* Day/Night cycle based on servertime
* enemy spawning and kill system
* Gate : loopback system
* Kill / loop animations
* Idle and attack animations
* Level design
* Intro/Start screen



Progress:

Current state: http://photoquesting.com/ludumdare/47/part3/index.html







32
Journals / Re: Ludum Dare 47 : Sial = Get stuck with your friends
« on: October 03, 2020, 04:01:25 pm »

After 25 hours I'm ready for another break.

I can't seem to find what is cause of these bugs:

* Sometimes the graves are not generated. So you can't walk on a path that looks like it is there
* Vampire and Zombies are messing up with the players movement. I now have them (temporarily) removed and there is no interference with MD2s taking over

The day/night system took way too long. But it was important to get the loop-fealing : that you are there forever ...

What I know about:
* Day/Night cycle is not synchronized : I need to use ServerTime and not the 'every' x on each client
* Day/Night is now very fast : it is for debugging purposes

Done:
* Day/Night cycle & pointlight mechanism
* Assets: graveyards, gate, tree
* Animations for the players, vampires and zombies
* Loading and displaying assets and animations


ToDo:
* Fix animation issues with Zombies and Vampires
* Work on the hit-mechanism for Zombies and Vampires
* Fix the Gate (where is it ???) Propably one of the paths that I can't move to
* Idle animations
* Other animations like attack / falling etc..
* LoopBack mechanism for both kill and victory
* make healthbar smaller
* limit room
* start screen
* Level Design.Just one level and you should not random initialize it.


Progress:

Current state: http://photoquesting.com/ludumdare/47/part2/index.html







33
After 12 hours I am ready for a break. I didn't got any sleep over 34 hours :D

Theme : Stuck in a Loop

What I'm going for is that you are stuck with your friends. There should be zombies and vampires.
Vampires come out at night and the zombies during the daytime.
You are in a cemetery and when you think you reach the end it will LOOP you back.


Tools:
  • Gimp
  • MagicaVoxel
  • MixaMo
  • Noesis
  • Colyseus Extension
  • Away3D Extension

Done:
  • Room Lock template adaption
  • Healthbar behavior
  • Random wall generator
  • Searching free spot
  • HIT - detection. Currently on friends : To be converted into monsters-only (More emphasis on Co-Op)
  • PointLight mechanism so that you can help your friends spot enemies

ToDo:
  • Enemies
  • Spawning and fighting mechanism for the enemies
  • Day/Night cycle
  • Limit room for 4 players and offer creation of room for others
  • Loop-back implementation
  • Menus / SplashScreen

Progression with three active sessions:



Game:
http://photoquesting.com/ludumdare/47/part1/index.html




34
Journals / Re: HTML5 Journal : A Small World for Two
« on: September 30, 2020, 10:42:35 am »
While preparing my new multiplayer extension for the upcomming Ld47, I revisited this project.
Since I couldn't find the Stencyl file I recreated the game with the assets that I still had.
Still I could manage to make it in 6 hours (!)  I doubt that I can pull that off during the LD47 since I usually take on way more than I can chew :D



Left Screen uses Arrow Keys to control player and another client/session (as shown on the right)  uses the mouse to control the rock.


If you would like to experiment with the Extension and the Client-As-A-Server mechanism you can download the Stencyl file and the extension from: http://photoquesting.com/colyseus

35
Extensions / Re: Multiplayer Extension - call for BetaTesters
« on: September 23, 2020, 04:19:47 am »
Since I want to join the Ludum Dare 47 (ldjam.com) you have to use public available resources.
Therefore I now have made the extension available as a public beta: http://community.stencyl.com/index.php/topic,61150.0.html

The documentation is only in the form of a list of blocks and what they do. I am not sure how I could make better tutorials on how to use the blocks. I'm not a teacher.
So the advice would still be to use the examle games to learn how to use the blocks. Together with the description of the blocks I hope some of you will be able to create multiplayer games with it...

Last couple of days I have worked on the A.I. system on HighCard.  Even when using a simple A.I. who picks the first available card it was more work than I had anticipated.
This is the most complicated one of the demonstration games. I had a hard time in dealing with sliding actors on turn and to avoid players making new moves while the animations where done.
I'm sure when using a different approach of seperating the game-logic and the onscreen display would work better and could potentially make for a cleaner project.


36
Extensions / Colyseus Extension [Public Beta]
« on: September 23, 2020, 04:11:05 am »
Colyseus Multiplayer Extension

Extension/Documentation/Examples: http://photoquesting.com/repo/html/Colyseus.php

Should work on Stencyl 4.x, but confirmed on 4.0.3 (Build 10561)

Confirmed publication to:
  • HTML5
  • Windows
  • Android
Should work:
  • Mac OSX
  • iOS
  • Linux

Will not work on Flash !


Examples


RAW Room Types:
RawRace

RawMove

Turn Based Types:
TicTacToe

HighCard

SetActive Player
Lock Room type:
Lock
Client As A Server (CaaS):
Pong

Physics


37
Extensions / Re: Multiplayer Extension - call for BetaTesters
« on: September 15, 2020, 11:27:55 pm »
Hi GameDev408,

Awesome that you want to help out. I will send you information through the forum mailing system.

Kind regards from
M.E.

38
Extensions / Re: Multiplayer Extension - call for BetaTesters
« on: September 09, 2020, 09:31:39 pm »
Hi Alessandro,

Yesterday I have sent you a private mail from this forum. During sending the forum gave an error message. Clicking on OK it actually said that it did send. But the copy of the mail wasn't in my inbox.  I'm not sure if you have received it  :o
If not, please notify m.e. here or on Discord and I will re-send.


39
Extensions / Re: Multiplayer Extension - call for BetaTesters
« on: September 08, 2020, 06:56:30 am »
GREAT!!! I look forward in working with you.

I will PM you the comming week with the information.

UDP Extension was indeed not the best way to get more platforms to work together!

The fact that Colyseus is supported, maintained and used by multiple people is another benefit of using it.

Kind regards from
M.E.


40
Extensions / Multiplayer Extension - call for BetaTesters
« on: September 07, 2020, 10:00:42 pm »
Hello,

For my multiplayer extension I'm looking for some beta-testers.

Since the extension is for experienced Stencyl users I kindly ask for this
  • Simple game (mechanic)
  • Emphasis on Client-As-A-Server model
  • Advice/Feedback on the blocks

The extension will not work on Flash and I don't have the resources anymore to publish/run on iOS, but I would like to know if the extension works on iOS.

The following platforms are tested:
  • HTML5
  • Windows
  • Android

The extension is based on Colyseus https://colyseus.io/
On their forums I published a work-in-progress post: https://discuss.colyseus.io/topic/197/stencyl-haxe-extension

It works on websockets instead of UDP.

Some demo gifs
Client-As-A-Server

Physics (collision) demo

TurnBased

Lock


You will receive:
  • Demo stencyl files
  • Extension
In case you want to run your own server you need to know Linux and it helps if you are familiar with Docker.
But you can use my server for testing purposes.

I offer to help you to port your simple game to a multiplayer version. It helps if you want to share your work.

As a start I would advice to alter the demos to fit your need and see what can be improved on.

I'm looking forward to work with you.

Kind regards from
MdotEdot


41
Ask a Question / Re: Encountering Compiling Error with HTML5 Video Extension
« on: September 02, 2020, 12:03:20 pm »
Maybe I have a newer version of the extension on my computer.
I just uploaded the extension to the site. Maybe try to reload the extension by Ctrl-Clicking on the download button to force new version.
Or use this URL to download it:  http://photoquesting.com/repo/download/HTML5.zip?version=34

Remove the extension folder you have in the engine-extensions  folder. Do not rename the folder since it will then still be recognized in Stencyl.

Restart Stencyl and try to compile the demo again.

42
Ask a Question / Re: Encountering Compiling Error with HTML5 Video Extension
« on: September 02, 2020, 10:54:15 am »
The demo doesn't give an error on my end. Running on Stencyl build 10561.
On listbox two and three it does say : Video is not available due to the removal of the videos, but the first one does work.

allthough I recall that previously the autoplay did work it now appears to be altered on the youtube side. Not sure what needs to be done. But it does not throw an error during compilation or execution on Chrome.

Also I noticed that when I used another youtube video you had to explicitly say to use HTTP instead of HTTPS.

So if you use this kind of URL:
https://www.youtube.com/watch?v=mhT5bW7z98c
you have to alter it to this:
http://www.youtube.com/embed/mhT5bW7z98c?&autoplay=1

Hope this helps.

43
Justin made a toolset extension with which you can enhance your Engine Extensions.

Today, I experimented with it.

Source: https://github.com/polydes/enhanced-block-defs


Actions in Stencyl:
* Extensions : Extension Repositories : Add repository
*  New Repository: http://www.polydes.com/repo
* Extensions : Toolset Extension Manager : Enable the Enhanced Block Definitions

This extension is not visible in the Dashboard under Extensions.

When enabled you can use extra functionality in your Engine Extensions.

As a demonstration I created an engine Extension:
* mkdir  %AppData%\Stencyl\stencylworks\engine-extensions\EnhancedBlocksTest
Using notepad (++) create these:


%AppData%\Stencyl\stencylworks\engine-extensions\EnhancedBlocksTest\blocks.xml
Code: [Select]
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<blocks>

<block
tag="EventAddremoveListener"
spec="%1 listener %2 for enhanced event %0"
code='EnhancedBlocksTest.#1EventListener(#0, EnhancedBlocksTest._customEvent_#2);'
type="action"
color="gray"
returns="void">
<fields>
<dropdown order="0">
<choices>
<c text="Test" code="MyType.Test1"/>
</choices>
</dropdown>
<dropdown order="1">
<choices>
<c text="add" code="add"/>
<c text="remove" code="remove"/>
</choices>
</dropdown>
<text order="2"/>
</fields>
</block>


</blocks>

The magic is in : EnhancedBlocksTest.#1EventListener(#0, EnhancedBlocksTest._customEvent_#2);'
Where the #0 through #2 are replaced by the toolset extension.

Note the tag: "EventAddremoveListener"
You have to have the same tag in the blocks-enhancements.xml file. That xml file is used by the toolset extension.
the blocks-enhancements.xml file has a relation with the blocks.xml !!

%AppData%\Stencyl\stencylworks\engine-extensions\EnhancedBlocksTest\blocks-enhancements.xml
Code: [Select]
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<blocks-enhancements>

<imports>

</imports>

<block
tag="EventAddremoveListener">
<fields>
<code order="2"/>
</fields>
</block>

</blocks-enhancements>


%AppData%\Stencyl\stencylworks\engine-extensions\EnhancedBlocksTest\EnhancedBlocksTest.hx
Code: [Select]
class EnhancedBlocksTest {

public static function addEventListener(type:MyType, fn:Void->Void):Void{
trace("ADD Listener: The Type is :"+type);
trace("ADD Listener: The function is : "+fn);
if(fn != null) fn();
}
public static function removeEventListener(type:MyType, fn:Void->Void):Void{
trace("REMOVE Listener: The Type is :"+type);
trace("REMOVE Listener: The function is : "+fn);
}
   
public static function _customEvent_hello(){
trace("CustomEvent HELLO Called");
}
}

%AppData%\Stencyl\stencylworks\engine-extensions\EnhancedBlocksTest\MyType.hx
Code: [Select]
@:enum
abstract MyType(String)
{
var Test1 = "TEST1";

}

%AppData%\Stencyl\stencylworks\engine-extensions\EnhancedBlocksTest\include.xml
Code: [Select]
<?xml version="1.0" encoding="utf-8"?>
<project>

</project>

%AppData%\Stencyl\stencylworks\engine-extensions\EnhancedBlocksTest\info.txt
Code: [Select]
name=EnhancedBlocksTest
description=EnhancedBlocksTest
author=M.E.
website=http://www.polydes.com/repo
version=1.0.0
compatibility=all
dependencies=toolset-com.polydes.blockdefs-0.1.0,stencyl-4.0.2
repository=http://www.polydes.com/repo

Put an icon in the folder: %AppData%\Stencyl\stencylworks\engine-extensions\EnhancedBlocksTest\icon.png

Restart Stencyl

through settings enable the EnhancedBlocksTest extension and you can now use the new block:

* [add/remove]  listener [hello] for enhanced event [Test]

Which will produce the following haxe code : EnhancedBlocksTest.addEventListener(MyType.Test1, EnhancedBlocksTest._customEvent_hello);

Running this it will output the trace information in your log viewer or browser console.

I used static class but this is not a requirement!


Personally I have to figure out how and when I will use this in my own engine extensions but it is a cool addition !!!



44
Ask a Question / Re: Zame Extension Problem
« on: August 07, 2020, 11:17:28 pm »
Yeah I noticed that as well. The new format library is slower. That is not my library. The old extension with the old library is faster.  Personally I dont care for flash since I aim for html5 due to the fact that flash will be obsolete in the end. Also the colors were different on flash with old stencyl.  Not much I can do about that unless I really dive into the library code which I am not prepared todo right know.

45
Ask a Question / Re: Zame Extension Problem
« on: August 06, 2020, 10:17:12 pm »
Hey Mineat,

It would have helped if you mentioned what platform you are targeting. HTML5 and Windows just work with the original extension.

But ... I guess you are on Flash since that did produce the errors you saw.
I've  modified the format library that is used in the Extension with a later version.

http://photoquesting.com/repo/html/zame.php

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