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Type: Posts; User: justkevin
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@hooligan:
Yes, I'm hosting both the web server and the game server on a server I lease (it has other stuff on it as well).
The game socket server is written in Java using Netty for the...
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Since Flash is synchronous and tcp/ip guarantees that order is preserved, your data should arrive in the order you call "write". So my guess is the problem is either on the server or it's not really...
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In my application this works:
<s:VGroup width="100%" paddingLeft="100">
... stuff ...
</s:VGroup>
This doesn't:
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Real people? Almost 4 :)
I've tested the server under a simulated load of 500 users evenly distributed over 10 sectors (so 50 users per sector) and it handled it fine, but simulated users don't...
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Thanks bluemagica! Interesting idea about warp gates. Also, that's a good point on ping-- right now you actually can see ping info in the system dialog. You'll see either "pong" or "slow pong" data....
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Thanks for playing. I'm definitely considering a homeworld/base where players return to. But it probably wouldn't be attackable, because as a multiplayer game, there'd be no guarantee the defender...
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Thanks for playing! No, there won't be any landing on planets... all gameplay interaction occurs from the perspective of the player's ship and in starbase (currently not implemented).
Not sure...
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Hey all,
I've been working on this project for the past 6 months. Right now it's more of an "mMO" (modestly multiplayer) since the "universe" consists of just 3 star systems of 3-4 planets each.
...
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Very cool effect, my only suggestion is that maybe the particle alpha should probably be a function of how close it is to the "reclaimer" and not how old it is.
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I get around 21fps average.
As a suggestion, I've had good success with implementing dynamic eye candy-- if there's a feature that looks good, but costs a lot of cpu, I turn it off (or use a...
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What's happening is that the mouse is moving by more than 1 pixel. To get the effect to appear continuous, you need to draw a line between the previous position and the current position.
There are...
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You want array.unshift("ORANGE").
Probably not the most obvious function name unless you're familiar with it in other languages, it corresponds to array.shift, which pulls elements from the...
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You can still give base stats as well as instance stats. What I did in my last game was every game entity had an initFromXML method. Entities are first initialized from their default XML (or their...
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You don't need a database for XML. You can either embed xml directly in the swf, or tie it to a constant.
Embed (if you're using Flex Builder or Flash Develop):
[Embed(source="test.xml",...
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Oh, I thought you were asking about how to store persistent game data, like player info.
Why not use XML? E.g,:
<enemies>
<enemy name="Orc" health="150"/>
...
<enemy name="Dragon"...
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In that case it sounds like you want to use Local Shared Objects (just Google that phrase) which are like cookies, but for Flash apps. These are stored on a user's computer, but tied to a specific...
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Your question as asked doesn't make sense. You want to store persistent information for a game, but don't want to store it on the player's computer or online? Where would that leave?
I think the...
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I get the following error:
Error: Error #2101: The String passed to URLVariables.decode() must be a URL-encoded query string containing name/value pairs.
at Error$/throwError()
at...
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Displacement filters are cool. While expensive, they're not so bad that you couldn't use them as your game's main eye candy, or to provide animation to small areas. I think the problem is that...
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As an aside, how does that work? Can third parties just start charging things to a phone #?
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I think it's great that the developer released his source code to Flixel.
But having looked at it, I would definitely not recommend it as something for a beginner to pattern his or her projects...
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Well, the object never really "stops" by that formula, except via rounding error. But it does converge to a point which is what you want.
Starting at a speed of 1 unit/frame after 1 frame the...
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Thanks for the suggestion, but emptying the browser cache every time I debug an app is even less convenient than creating a custom html in bin-debug for each project.
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The code for that would looks something like:
In your setup, create a bitmap and a colortransform object. Something like:
var bmpData:BitmapData = new BitmapData(800,800,true,0x00000000);...
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So each individual curve, once drawn, doesn't move at all? If so, I think what you want to do is draw one curve per frame and then render it to a bitmap and apply a colortransform to the bitmapData....
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