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    HTD, I think were along the same thought...

    HTD,
    I think were along the same thought patterns here.

    The lag problem still occurs weither your calculating angle/speed on both ends or not, you have just changed what data your sending back...
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    alright... I'll drop the tcp/udp question, simply...

    alright... I'll drop the tcp/udp question, simply cause im not willing to look up a bunch of games.

    the OI rpg has a dungeon under one of the homes you can look at. As for speed of the game, all...
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    >>most

    >>most<< do use TCP




    HTD, I prob wasnt very clear in my post.

    >>ALL<< internet games are going to have a .2 second lag. This is lag caused by the data traveling from your modem or lan card...
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    just for clarification... most quake like games...

    just for clarification...
    most quake like games use TCP, not UDP. Again, the limitations are usually in the game programming, not in the sockets. Most shoter games are designed for single player,...
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    a socket is a socket, said the left man to the...

    a socket is a socket, said the left man to the right.

    you will get the same ping times in flash you get from anywhere else. The trick is in the game programming, not a limitaion of the sockets.
    ...
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    Flash sockets allow you to do real time...

    Flash sockets allow you to do real time multiplayer applications. The only gotchya, you have to have a sockets server.

    There are some limitations in multiplayer flash games, but they are definatly...
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    Here are 2 "real time" applications. Both of...

    Here are 2 "real time" applications.

    Both of these are in alpha, and use Flash 5 sockets to achieve as close to real time experiance as you can get on the net. Average ping times in the US are...
  8. um... did u click on my flash tag ?

    um... did u click on my flash tag ?
  9. good idea, but why stop at chat spots ? why not...

    good idea, but why stop at chat spots ?
    why not just have a full, multiuser RPG where everyone cal play together ?
  10. Actually, We are looking for exactly the same...

    Actually,
    We are looking for exactly the same thing. Some people who would like to help create an RPG.

    However, we have the programming part covered. All we need are some game masters (to help...
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    peer to peer is good for 1 to 1 communication,...

    peer to peer is good for 1 to 1 communication, but there are some serious draw backs when your talking about multiuser apps like games or chats.

    You end up burning a LOT of extra bandwidth...
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    Re: why Shockwave is better

    I guess im still curious how Shockwave is more mature then Flash in terms of networking ? I have viewed both those links you showed, excellent work, but again, I would ask if you have viewed mine ?
    ...
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    Re: better turn to Shockwave

    why shockwave ? why not flash ?

    did you visit the rpg or chat site links above? they are 100% flash client.
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    alright, your avarage ping times for internet...

    alright, your avarage ping times for internet connections are usually between .1 to .5 seconds, with occasional pauses ranging from .5 to several seconds.

    This is fine for almost real time...
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    yep, I have a bunch of tips :) most of em a...

    yep, I have a bunch of tips :)

    most of em a scattered across posts and boards... I should probably put up a webpage on the topic (actually, I will once the IGE server is released for beta...
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    alright, for those of you who want something to...

    alright, for those of you who want something to wack, v0.1e adds some badguys. The player login will be linked up shortly, allowing you to squeeze in a little pre-beta xp's :)



    also, to answer...
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    Olorin, its just a start. The server is...

    Olorin, its just a start.

    The server is scalable, so theres really no limit for users beyond hardware. The socket server (so far) is very lightweight, just to give you an idea I was running load...
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    flashmanneke, if you need a platform to place...

    flashmanneke, if you need a platform to place games on, to turn them into fast turn based or real time, shot me an email. I have a platform and server that makes turning games into (fast) multiuser...
  19. Trickman, no, you dont need lots of money, thats...

    Trickman, no, you dont need lots of money, thats what FREE means (read the thread). Also, avatar chats have been around long before flash chats showed up. :)
  20. gatekeeper, hmm... if you already know this...

    gatekeeper,
    hmm... if you already know this info, ignore this post. Im assuming you dont since you mentioned the fear of sockets is slow response.

    An open socket connection is MUCH faster then...
  21. Gatekeeper, no disrespect taken. The orginal...

    Gatekeeper, no disrespect taken.

    The orginal post just asked about making a chat, so I had no idea what he was looking for... one he could use, or how to build one.

    The chat link above indeed...
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    there is a customizable chat at...

    there is a customizable chat at http://www.webwave.com/chat/
  23. there is a customizable chat at...

    there is a customizable chat at http://www.webwave.com/chat/

    if you have any questions on how to make one, I'd be happy to answer the best I can.
  24. Thread: XML Sockets?

    by Vagab0nd
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    Hiya, bumbed into this tread. if you want to...

    Hiya, bumbed into this tread.

    if you want to learn all this stuff on yer own, igore this post :)

    if you dont want to learn a new language, and would like to create some multi player flash games...
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    Supra, are you workin on the EQsim project ? ...

    Supra,
    are you workin on the EQsim project ?

    If so, you'll need an bigger backend program.
    Take a look at http://www.webwave.com/chat/

    there's an engine there capable of supporting hundereds...
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