Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Ohmnivore

Pages: [1] 2 3
1
help / Re: Multiplayer jumper with Flixel
« on: Tue, May 6, 2014 »
BTW you should be fine sending your messages 20 times per second, so you can change it to 50ms. Honestly, I don't see how an action game could be playable at a send rate of 150ms. And yes, you should use threads, if I recall correctly there's a thing called worker threads in as3.

2
releases / Re: Streamy - Networking package for AIR
« on: Sat, Apr 26, 2014 »
Yeah, the port turned out pretty cool, and I'm using it for my game. I have a few other utilities utilities I'll share when I find the time.

A PHP master server for well uhm keeping track of servers -> I have one hosted at: http://skullrush.elementfx.com/laravel/public/
*my website seems to be down at the moment

Server discovery through LAN -> every game from Quake to Counter Strike to StarCraft has this feature

Mod file manager

3
releases / Re: Streamy - Networking package for AIR
« on: Fri, Apr 11, 2014 »
In the end I wrote this for Haxe: https://github.com/Ohmnivore/HaxeNet

4
help / Re: Multiplayer jumper with Flixel
« on: Mon, Mar 10, 2014 »
By the way hxreliableudp hasn't been updated since 2008, sorry about that (don't use it).

5
help / Re: Cost-effective radiating light effect
« on: Mon, Mar 10, 2014 »
This might be stupid, but maybe you could make that effect as a spritesheet, and stamp that onto your darkness sprite. That should save you the trouble of computing rotations...

6
help / Re: Multiplayer jumper with Flixel
« on: Mon, Mar 10, 2014 »
Well if you plan to deploy to flash you can use smartfoxservers' swc

http://www.smartfoxserver.com/download/sfs2x#p=client

http://haxe.org/manual/swc

For cpp targets you can try using their c library, but I have no experience with that

7
help / Re: Set-Up
« on: Mon, Mar 10, 2014 »
I honestly have no idea what flex is (although I know it's some obscure Adobe thing), but I just set up my project as an As3 project, very plain.

8
I try and click on the text but it won't redirect me to your books' page.

9
games / Global game jam game made in 48 hours
« on: Mon, Jan 27, 2014 »
I absolutely loved the entire jamming experience, and here's what we made using Flixel: http://globalgamejam.org/2014/games/no-i-team

10
help / Re: help please
« on: Sun, Jan 19, 2014 »
Huh what? What do you mean by program?

12
help / Re: Multiplayer jumper with Flixel
« on: Fri, Jan 17, 2014 »
Also, Flash only supports TCP sockets, UDP are only available for AIR. TCP might be enough for your needs. If not, then things get complicated. In my honest opinion, I'd switch to Haxe and use this:
https://code.google.com/p/hxreliableudp/
It's a wrapper around Enet which is a very well known C library developed for multiplayer game networking
Plus you get all the sweet goodies of Haxe and HaxeFlixel (which seems to have an active community - this forum is dead).

If I ever consider making another multiplayer game I will not hesitate even for a second to use Haxe.

13
help / Re: Multiplayer jumper with Flixel
« on: Fri, Jan 17, 2014 »
From a client's perspective, you would then call connect(addr, port) to connect to the mailbox that the server hosts. This is a TCP-only thing. In UDP you will have to specify the addr and port everytime you send something (although AS3 has a solution for that). Once you have addresses and ports set up, you can send data and receive data. In AS3 this is done through events. Also other cool events for TCP are fired on connect from a client, on disconnect, and there's even more stuff.
I'd suggest looking into AS3's DatagramSocket, Socket, SocketServer, and maybe more classes.

14
help / Re: Multiplayer jumper with Flixel
« on: Fri, Jan 17, 2014 »
There's a couple of models for multiplayer networking. I mainly heard about peer-to-peer (cheating is a plague) and client-server. I personally prefer client-server, but then again it depends on how many people you want the game to support at a time.

There is only one server, and each player is a client.

Basically a client is like a puppet. It's the program that the player uses to play. It sends the player's input (ex: arrow keys, mouse position) to the server. The server runs an instance of the game, where each player is but an object in that instance. Depending on what the server just received from the client, the server updates its instance of the game (ex: set the player's velocity), which basically makes sure that nobody can cheat - the client can send nothing but control updates, and can't change anything in the server's game instance directly (other than the methods already available to him), ugh you know what i mean.

In turn, the server makes sure that all the clients have a representation of its game state. It will send position updates, for example, and the clients will display objects at these positions. That's why they're puppets - they merely obey the commands the server sends them.

15
help / Re: Multiplayer jumper with Flixel
« on: Fri, Jan 17, 2014 »
Oh dear god, you're in for a trip then. Here's a starter (try and get through all the articles mentioned - they help)
http://ohmnivore.elementfx.com/247/good-multiplayer-networking-approaches/#.UtnTlhAo7b0

Then there's the multiplayer API. Sockets (this is sort of an abstract interface to send data) libraries on all languages have nearly the same API, because they provide the same functionality and are essentially wrappers around system stuff. I like to think of sockets as individual mailboxes. Your computer is a street, and has many mailboxes (thousands, actually). Your IP is the street's name, and the port is the mailbox's address.

One thing mentioned in the Gaffer on games posts is TCP vs UDP. They are both very popular protocols with a couple of differences. Both make sure that data sent is not corrupted. But that's where UDP stops. It's the only thing it does. It sends stuff out and doesn't care what happens next. TCP on the other hand ensures that data arrives reliably, and in-order. Because of this, TCP is more reliable than UDP - you'll never lose any data, but UDP is faster.

Note that the following can change between different protocols - like some things are different for TCP and UDP. I'll be mostly describing TCP.
From a programming perspective, to use a mailbox, you first need to specify which one you want to listen to. This is usually denoted by a function called bind(address -> ip, port -> which specific socket). In TCP, this is only necessary when you are running a server. In UDP this is always necessary if you want to receive messages.
Uhm wait I'll explain the client-server model before going on.

16
releases / Re: Streamy - Networking package for AIR
« on: Thu, Jan 16, 2014 »
Oh well, it's been around a month since I began working on HeadRush, an online multiplayer platformer shooter for AIR.
https://github.com/Ohmnivore/HeadRush
It has a newer version of Streamy with every feature I planned, but it's very badly written and it's two different libraries, one for the client, one for the server. I'll have to clean it up one day and merge both into one. But at least it works.

On another note, if you ever want a better solution for networking, I suggest using Haxe and wrapping around Enet/using the existing wrapper. Or you could roll your own networking library (why would you do this to yourself?) with the cross-platform hxudp wrapper.

17
help / Re: Multiplayer jumper with Flixel
« on: Thu, Jan 16, 2014 »
Are you talking about keyboard multiplayer or networked i.e. online multiplayer? I've recently made an online game for AIR (it's almost done, I'd say it's in an alpha state but it isn't terribly broken like most alphas).
https://github.com/Ohmnivore/HeadRush
I've had to conquer sockets on my own and I feel like I've gained a lot of experience on the subject, and I'm willing to help anyone so they don't need to go through hell to figure everything out.

18
help / Re: meb oyun
« on: Tue, Jan 7, 2014 »

19
help / Re: Directional Shooting
« on: Thu, Jan 2, 2014 »
Okay, I'm as lost as you are, but two things I would try is setting the bounds for your lazer, and trying to fire the FlxWeapon without FlxControl (I know, I know...). Maybe see what gives when you simply fire using FlxG.keys.justPressed. As well I don't know how well that parent thing works. I didn't even add a parent and simply called FlxWeapon.setBulletOffset.

20
help / Re: Anything new?
« on: Thu, Jan 2, 2014 »
HaxeFlixel 3 has been released, as well as flixel-community 2.56.

I'm of course highly biased, but there's not much of a reason for still using flixel AS3 with the Haxe version available. It has way more features, is still in active development and has a great community.
Entirely true. I'm planning on making the switch as soon as I'm done with my AS3 project.

Pages: [1] 2 3