Pixel People Online [Alpha 0.2] [SOURCE]

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Post » Fri Aug 12, 2011 7:40 pm

EDIT 2013: Just to confirm, on Windows Vista/7/8 and etc you'll want to run in compatibility mode for Windows XP as well as run the program as an administrator, this seems to prevent a bug where data is sent incessantly

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After a couple of days toying with SciDave's (awesome) network plugin, I made up this, a casual chat "mmo". You move around between rooms and can change your appearance while talking with other people in said rooms.

Thats pretty much it, so here are some images instead!


Title screen, connect to an ip or server url


Chatting


The server


Playing multiplayer


Multiple rooms to chat in!

Get the release here

Currently it only has two rooms, the spawn room and the "city". I'll hopefully make more in future. The server and client both use port 5000.

I haven't had time to toy with lag compensation, so it's likely that early versions will be laggy after many clients join.

Edit: [21/08/2011] Updated to version 0.2, here is a list of changes
-Update to new Network plugin version, smiley faces work in chat now :D
-Added a new command for the server
-Added client commands! Type /help to see them
-Added in-game admins, they can kick users in their current room from the server*
-Removed the HD textures, replaced with temporary pixel textures
-Kicked players do not leave their bodies behind anymore

*- including themselves and anyone else using the specified name

Edit: [20/09/2011] Well, I decided to release the source as I haven't been able to make a tutorial out of it yet. The source can be modified for whatever you want, as long as it's non commercial (as it uses the Attribution Non-commercial licence).

Get the source hereJayjay2013-05-27 11:10:53
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Post » Sat Aug 13, 2011 1:02 am

This is really cool! I like the customization of figures, names attached to players, and support for many characters. Nicely done!!

On the ":" bug...it completely skipped my mind that that character is so common. And it would cause a lot of confusion for users why their smileys weren't going through so I'll add it to my TODO list to fix. I can add a code to chat messages so they are not parsed for the ":" character. It shouldn't break any existing projects either.scidave2011-08-13 01:04:11
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Post » Sat Aug 13, 2011 9:06 am

[QUOTE=scidave] This is really cool! I like the customization of figures, names attached to players, and support for many characters. Nicely done!!

On the ":" bug...it completely skipped my mind that that character is so common. And it would cause a lot of confusion for users why their smileys weren't going through so I'll add it to my TODO list to fix. I can add a code to chat messages so they are not parsed for the ":" character. It shouldn't break any existing projects either.[/QUOTE]

Glad you liked it, and that change would be awesome thanks SciDave!

Mind if I PM you about some of the other bugs I encountered later in the week?Jayjay2011-08-13 09:07:09
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Post » Sat Aug 13, 2011 2:27 pm

[QUOTE=Jayjay] Mind if I PM you about some of the other bugs I encountered later in the week?[/QUOTE]

No problem. Feel free to send me a PM.
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Post » Thu Aug 18, 2011 9:14 am

Hi JayJay, I may have to pick your brains regarding multiple client connections. I seem to be having a hard time with more than 2 clients joining... I get graphical glitches and all sorts of weird stuff.

I will check out your example here and see if there is anything in there that helps me :D Looks cool ;D

*EDIT*
Just realised you didn't include the .cap :/

~SolSoldjahBoy2011-08-18 09:19:06
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Post » Thu Aug 18, 2011 3:53 pm

[QUOTE=SoldjahBoy] Hi JayJay, I may have to pick your brains regarding multiple client connections. I seem to be having a hard time with more than 2 clients joining... I get graphical glitches and all sorts of weird stuff.

I will check out your example here and see if there is anything in there that helps me :D Looks cool ;D

*EDIT*
Just realised you didn't include the .cap :/

~Sol[/QUOTE]

Hey SoldjahBoy, I'm hoping to release a tutorial/commented version of the cap soon, but I'm going to change a few things first.

However, if you look on the Network v0.3 topic you can find my cap release of NetChatCrash which handles multiple chat clients at once and may help (the problem is that it crashes when clicking the close button). Hope that helps!

Edit: Released the source instead of a tutorial since I haven't had time to work on this in a while.Jayjay2011-09-20 20:42:18
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Post » Thu Aug 18, 2011 5:36 pm

Thanks a lot Jayjay.

I sent you a PM. :)

~Sol
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Post » Sun Aug 21, 2011 5:36 pm

New update, version 0.2. Screenshots will be updated soon to match the (poor) temporary graphics and new features.

Edit: New screenshots up, jpg's for faster loading times =]Jayjay2011-08-21 17:52:28
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Post » Tue Sep 20, 2011 8:38 pm

Well, I never managed to get a tutorial made, so instead everyone can have the source

This makes it free to learn from, but also free to modify if you keep your game non commercial

Hope this helps with anyone trying to make some online games!Jayjay2011-09-20 20:38:23
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Post » Wed Jan 04, 2012 5:25 pm

Hi ^^ Your tutorial really helps me a lot. I can understand this plugin with 2 examples better.

It's weird that if you close the application with x than "end of application" function doesn't work.

And it's important to know exact number of players, if you work with team like game or if you try to create layout owner to first player. If creator of room(first layout logger) leaves the room, others should automaticaly disconnect by that layout.

I'm trying to make a fake master server - sub server(create room) like system. :)

I have an idea, what if we untick application caption property. And draw a same looking caption with sprite ^^. So x button can be our own button which handles same with esc button ^^.

If it works, than only problem left would be task manager logouts :)

By the way, do you have any idea about how to make a real master server-sub server system with cc ? Is it possible with some way ? Spider_hip2012-01-04 17:26:32
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