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  1. Replies
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    @hooligan: Yes, I'm hosting both the web server...

    @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...
  2. Since Flash is synchronous and tcp/ip guarantees...

    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...
  3. Why does padding work as a property, but not as a css?

    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...

    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...

    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...

    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...

    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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    Flash Space-based MMO

    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...

    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 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...

    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...
  12. You want array.unshift("ORANGE"). Probably not...

    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...

    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...

    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...

    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...

    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...

    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...

    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,...

    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...

    As an aside, how does that work? Can third parties just start charging things to a phone #?
  21. I think it's great that the developer released...

    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...
  22. Well, the object never really "stops" by that...

    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...
  23. Thanks for the suggestion, but emptying the...

    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.
  24. The code for that would looks something like: ...

    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);...
  25. So each individual curve, once drawn, doesn't...

    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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