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kamac
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« Reply #2505 on: March 07, 2012, 12:53:05 PM » |
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I'm working on some fix ATM. I've found a promising method, but yet it's not ready.
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nospoon
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« Reply #2506 on: March 07, 2012, 01:54:32 PM » |
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Yay, my networking lib thingie begins to work.
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baconman
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« Reply #2507 on: March 14, 2012, 05:39:35 AM » |
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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.  *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
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EdgeOfProphecy
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« Reply #2508 on: March 15, 2012, 02:59:13 AM » |
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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!
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JMickle
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« Reply #2509 on: March 15, 2012, 03:48:22 PM » |
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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...
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mokesmoe
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« Reply #2510 on: March 16, 2012, 08:50:11 AM » |
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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?
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goshki
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« Reply #2511 on: March 18, 2012, 02:41:15 AM » |
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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.
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Average Software
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« Reply #2512 on: March 21, 2012, 07:51:52 AM » |
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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.
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Magnesium Ninja
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« Reply #2513 on: March 21, 2012, 11:12:41 AM » |
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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
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pixhead
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« Reply #2515 on: March 21, 2012, 04:41:58 PM » |
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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
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"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.
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Crimsontide
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« Reply #2517 on: March 21, 2012, 08:07:46 PM » |
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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 !    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  I'm a big fan of UDP. How do u handle lost packets?
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Revk
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« Reply #2518 on: March 22, 2012, 11:05:35 AM » |
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Very nice  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.
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eigenbom
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« Reply #2519 on: March 22, 2012, 02:39:03 PM » |
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Very nice  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?
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