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Post » Fri Jan 11, 2008 7:56 pm

Hey there, i'm sorry for the wait but i'm really busy with my exams right now and i've very little time to work on the object, but i'm still working on it.
Keep on hoping!
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Post » Sat Jan 12, 2008 1:15 am

Yay! Try to keep us updated if possible.

Good luck in your exams!
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Post » Sat Jan 12, 2008 6:46 pm

Yeah goodluck to your exams, don't forget about us :P

And well if someone does do a python part for it, i hope they share it :)
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Post » Mon Jan 14, 2008 10:37 pm

Thank you all for your support! :P
There are only a few bugs to fix before an alpha release, one in particular is giving me headache and need some time to be understood and fixed.

I'll keep you updated!
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Post » Thu Jan 17, 2008 12:11 pm

Looking forward to it!
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Post » Fri Jan 18, 2008 9:26 am

Keep up the good work Mk! As I have a plan for something awesome...

...MP zombie survival, anyone?
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Post » Fri Jan 18, 2008 4:47 pm

[quote="Namelezz":gpv4k615]Keep up the good work Mk! As I have a plan for something awesome...

...MP zombie survival, anyone?[/quote:gpv4k615]

Heyy, I was going to do that with Phys-Box! :roll:

Well, in all seriousness, I'm only really waiting on Families and multiple event sheets to start making it with zombies, and in the meantime I'm doing an RTS and experimenting with external files, so when families/event sheets are better implemented I should be able to put in:
- Zombies, which move, throw objects, climb ledges, and use a sound/sight system to detect the player (and look at things like physics objects hitting the ground or other objects, possibly seeing the player)
- External map files (and an ingame mapping thing, just basically being able to place flat grey boxes in the editor, and place down physics objects, etc. should be able to do it with object spawning/properties pretty easily)
- Map downloads from a server (thanks D2K5, for your unknowing contributions of space :roll:) when joining online games (once online works)

Not to mention making the game overall much nicer to look at and listen to, with sounds (no music), some nice spark effects, and some less cosmetic changes such as scaled damage made from relative velocity and mass of colliding objects, and a player that dies, gibs on being exploded with explosions, etc. and eventually perhaps making actual people instead of using :geno: from Facepunch as the player, except I'd need a good spriter to do that because I suck at humanoids and shit (and animating)

But right now, my RTS thing. Which I shall continue on later today. I did some work on it today because my ISP fucked something up and my net was out from 6am to 11pm.
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Post » Fri Jan 18, 2008 4:51 pm

Remind me Drew, what was wrong with event sheets? I thought they were working.
Scirra Founder
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Post » Sat Jan 19, 2008 6:33 am

[quote="Ashley":vsh0u1r4]Remind me Drew, what was wrong with event sheets? I thought they were working.[/quote:vsh0u1r4]

Things with events in more than one event sheet seem to bug up.

I'll go fix up my .cap with the sheets and show you, I meant to do it earlier but forgot :roll:

I'm dumb lol
Just realized I never deleted the jump event, hence why the player was jumping twice as high.
Ooops
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Post » Fri Jan 25, 2008 1:02 pm

nice one drew :P
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