Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

891068 Posts in 33520 Topics- by 24765 Members - Latest Member: Koobazaur

June 18, 2013, 07:26:18 PM
TIGSource ForumsDeveloperTechnical (Moderators: Glaiel-Gamer, ThemsAllTook)The happy programmer room
Pages: 1 ... 166 167 [168] 169 170 ... 231
Print
Author Topic: The happy programmer room  (Read 268598 times)
kamac
Level 10
*****


Notorious posts editor


View Profile WWW Email
« Reply #2505 on: March 07, 2012, 12:53:05 PM »

I'm working on some fix ATM. I've found a promising method, but yet it's not ready.
Logged

nospoon
Level 1
*


View Profile Email
« Reply #2506 on: March 07, 2012, 01:54:32 PM »

Yay, my networking lib thingie begins to work.
Logged
baconman
Level 10
*****


Design Guru


View Profile Email
« Reply #2507 on: March 14, 2012, 05:39:35 AM »

After two weeks of fiddling around with finding a place in GM's scripts to "place a function," it just occured to me that GML scripts are the functions themselves. Facepalm *lol*

Aren't I about as bright as a dead pixel?

On the upside, the 16-arguments-per-script approach works perfectly with my 15-wide tilegrid, plus the final variable of what's being placed there (collison or graphical tiles)... :D
Logged

EdgeOfProphecy
Level 2
**



View Profile WWW Email
« Reply #2508 on: March 15, 2012, 02:59:13 AM »

Just finished implementing the last gameplay feature in the game I'm working on.  It's been a pretty rough month, so I'm super happy it's come to this point!
Logged
JMickle
Level 10
*****


lqikq come home


View Profile
« Reply #2509 on: March 15, 2012, 03:48:22 PM »

On the upside, the 16-arguments-per-script approach works perfectly with my 15-wide tilegrid, plus the final variable of what's being placed there (collison or graphical tiles)... :D
this doesn't sound very healthy...
Logged

mokesmoe
Level 10
*****



View Profile Email
« Reply #2510 on: March 16, 2012, 08:50:11 AM »

I didn't realize that scripts are functions until I started looking through the grandma engine's code and wondering what a certain function was.

Also, why would you need one argument per horizontal tile? Couldn't you use an x coordinate?
Logged
goshki
Level 3
***



View Profile WWW
« Reply #2511 on: March 18, 2012, 02:41:15 AM »

I've managed to run Flixel's Haxe port on Android on Nokia N900 (NITDroid).



Unfortunately it runs very slowly and sound is not working.
Logged

Average Software
Level 10
*****

Fleeing all W'rkncacnter


View Profile WWW Email
« Reply #2512 on: March 21, 2012, 07:51:52 AM »

Finally got around to testing my project suite with unicode file paths.

Linux... no problem.
Mac... no problem.
Windows... problems everywhere.

After three days of work I think I finally have everything straightened out.  I've also discovered that most of the tools I use can't hand unicode paths either.
Logged

Franchise - The restaurant wars begin!

What would John Carmack do?
Magnesium Ninja
Level 1
*


Injecting you with happiness.


View Profile WWW Email
« Reply #2513 on: March 21, 2012, 11:12:41 AM »

Managed to fix an irritatingly persistent bug with my object interaction engine, made me happy!

Now to address saving, which I hate with a passionate passion
Logged

eigenbom
Level 10
*****



View Profile WWW
« Reply #2514 on: March 21, 2012, 03:25:29 PM »

published my first app on the appstore. i'm not an apple guy, but the endorphin glands are squirting.
Logged

pixhead
Level 4
****


fish_master57@hotmail.com
View Profile Email
« Reply #2515 on: March 21, 2012, 04:41:58 PM »

been working my ass off on getting the basis for my current project working

so happy now I can move on to programming the actual game and not just the pipeline
Logged

"Games are made by artists, so to not consider them art is an insult to the artists who work on them." - Some guy on IGN.
Revk
Level 0
**



View Profile WWW Email
« Reply #2516 on: March 21, 2012, 05:55:05 PM »

Finally finished the base framework of my Client-Server C game architecture using UDP sockets. Implemented packet sequencing and acknowledgment, fast fixed-size packet queue, packet flow control... Runs fast and smooth for now !
 Hand Metal LeftBig LaffToast Right

Now I need to make it work with more than one client, and get my old non-client/server game code to use my new architecture.
Logged
Crimsontide
Level 3
***


View Profile
« Reply #2517 on: March 21, 2012, 08:07:46 PM »

Finally finished the base framework of my Client-Server C game architecture using UDP sockets. Implemented packet sequencing and acknowledgment, fast fixed-size packet queue, packet flow control... Runs fast and smooth for now !
 Hand Metal LeftBig LaffToast Right

Now I need to make it work with more than one client, and get my old non-client/server game code to use my new architecture.

Very nice Smiley  I'm a big fan of UDP.  How do u handle lost packets?
Logged
Revk
Level 0
**



View Profile WWW Email
« Reply #2518 on: March 22, 2012, 11:05:35 AM »

Very nice Smiley  I'm a big fan of UDP.  How do u handle lost packets?

Well, that's one thing I don't handle yet. Though I believe I'll make something a little bit like what the Tribes networking model did, with a differentiation between `guaranteed' and `non-guaranteed' data; the first type being resent as a new packet if lost, the second one discarded.
Logged
eigenbom
Level 10
*****



View Profile WWW
« Reply #2519 on: March 22, 2012, 02:39:03 PM »

Very nice Smiley  I'm a big fan of UDP.  How do u handle lost packets?

Well, that's one thing I don't handle yet. Though I believe I'll make something a little bit like what the Tribes networking model did, with a differentiation between `guaranteed' and `non-guaranteed' data; the first type being resent as a new packet if lost, the second one discarded.


Am I missing something, aren't you going to effectively replicate TCP with your "guaranteed" protocol?
Logged

Pages: 1 ... 166 167 [168] 169 170 ... 231
Print
Jump to:  

Theme orange-lt created by panic