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#21
There is no such thing as a public server. I decided to implement it directly inside the plugin, so clicking on "Play" will automatically create a host.

You should be able to login via a second workstation using your local lan IP. You could also run the game twice on the same pc, but since losing the focus of the window will block anything that's been processed, you would have to toggle between both constantly. Also, if you do so, be sure not to use localhost or 127.0.0.1. There have been some problems addressing the loopback interface for some reason, so I temporarily turned it off.
#22
As for now it would be okay to download the demo game above and play :-)

You might want to inform me about bugs you discovered then.
#23
Critics' Lounge / Re: New development hub.
Fri 20/04/2012 08:00:23
Quote from: Construed on Fri 20/04/2012 02:11:20
And for reinventing the wheel, I made this 9 years ago.

And this is exactly, what it looks like, from a technical point of view. I'm sorry, but as a professional web programmer for over 7 years I clearly do not see anything that new or special here. To make it even worse, your technical approach seems to be way behind todays standards, no offense.

For example, you're using HTML 4.01, a standard which has been used around ten years ago. Then you implement a frameset, also something that is definitely out of date. The way you're utilizing JS doesn't look like you're making great use of PHP, hence I don't expect any database binding, which should be absolutely mandatory and ready to go even before you start coding a single line on the front-end.

From time to time I'm working on a web based application framework for my company. I started in 2007 and literally for years I did not even think of having a GUI. Most of the time went into the kernel. I'm sorry for contradicting here, but as you're claiming this as your own idea (which is hard to argument even if you did it 9 years ago because other software already existed then) i think it has to give proof of its quality. And as far as I can see it is not the case, at least not for me.

#24
Critics' Lounge / Re: New development hub.
Thu 19/04/2012 23:45:16
I think you're trying to reinvent the wheel: http://www.eyeos.org/

Well, I don't agree with the argument that the idea of a web based desktop is pointless. Think of a big company with hundreds of (slim) workstations that to need maintenance. I noticed, my credit institution did switch to a web based system recently, so there is definitely a reason for having it. But, just to repeat myself, I don't think that it would be a good idea to develop such a thing from scratch instead of just using one of the dozens available for free.
#25
Engine Development / Plugin API
Thu 19/04/2012 11:48:32
Hello, fellow AGS-Users,

while using the AGSs Plugin API quite intensive during the past time, I noticed there're some things that may be missing right now. For example, there is no clean way of retrieving all the objects of the game, not only the current room. I know this is more likely due to the resource management of the engine (I guess it only loads the current room and discards all previous objects), but a possibility to load a room on demand would be great.

Also, the implementation of the callback functions back to the scripting language is rather inconvenient. Having three integers as arguments just isn't enough and requires a good portion of workarounds that are not very comfortable. There should be a way of at least pass a String object back to the engine.

I also noticed that the handling of the data types isn't very consistent. Sometimes you use an AGSCharacter struct, sometimes an integer as ID, but there's no way getting the ID from the struct (or at least I don't remember any).

Those things are just my quick thoughts on that, I guess there may be more, but I mainly intended to start a discussion about the API and its further development. Your thoughts on that?
#26
Thank you very much! :-)

And yes, I do need help in testing. Getting the synchronization between both clients requires a lot of replication outside AGS that sometimes yields to rather complex results. This was why I opened this thread, I was hoping to get some report on the functionality of the plugin, but the attention it got so far was somewhat less than I expected. Nevertheless, I appreciate and I'd like to take your offer.

Right now I'm in the process of refactoring the plugin. What was done by now can be seen as a quick attempt that made its way into something quite promising. The next step is to rethink some attempts and implement them in a more robust and clean way. When this step has been done, there'd be another release. But as for now, any bugs reported will be taken into account for further development, so beta testing would be very welcome.
#27
Have a look at the first post of this thread. I've just inserted the link for the demo game sources there.
#28
I just updated the link above. The new zip file contains both libgcc_s_dw2-1.dll and libstdc++-6.dll, which are needed to run the dll. Sorry for the inconvenience.
#29
It is not. The zip file just contains the normal Demo game (compiled) along with the plugin dll. I'm afraid most antivirus applications are somewhat paranoid when dealing with dynamic linked libs or executables obtained from the net.

By the way: If there're any errors regarding missing dlls (libstd-c++ or somewhat), let me know. This happens to be an issue with my current c++ compiler.
#30
Some news on this. I implemented multiplayer features in the AGS demo game (which took me roughly around 15 minutes ;-). You can't really do anything there and I haven't tested it completely, but it should be playable. I'm sorry for the debug text, I forgot to recompile the plugin, but you could always switch to D3D9 Mode, where the text shouldn't be displayed at all.

The multiplayer demo can be found here:

http://www.file-upload.net/download-4261998/DemoGameNet.zip.html

Sources will follow.

EDIT: Most recent version is in the first post.
#31
Hi there,

as some of your might have already noticed from the AGS Multiplayer topic ( http://www.adventuregamestudio.co.uk/yabb/index.php?topic=45536.0 ), i'm currently in the process of developing a plugin that enables you to incorporate coop multiplayer in your AGS games. I know that might sound a bit strange, and I can tell you it is :-D

During the last few days I've done lots of work in getting this to run and I managed to find a concept that will be (relatively) easy to implement and, unlike the slightly out-dated TCP-Plugin (don't get me wrong here, i don't want to be offensive. It's surely a great piece of work, but I haven't been able to use it because of the recent changes in the String handling.), already provides mechanisms for game state mangement such as character movement, inventory item propagation and object handling.

I've set up a small test game that uses some FoA sprites and allows you to play with Indy and Sophia in a cooperative way. Even though we only had two rooms and just some basic objects, items and a chat function, the experience we had while testing this out has actually been surprisingly entertaining. Currently I'm in the process of testing things out, tracking bugs and making sure everything's working as excepted. There're still some issues, mainly regarding animation synching and savegame handling, but once I get a feeling that everything works like it should, I'm planning to release it here, but I haven't been able to post threads in the Plugins section of this board.

Just wanted to let you know, so be prepared for some old school multiplayer experience ;-)

UPDATE: You can download a modified version of the AGS demo game here

Also, the modified demo game sources are available here

#32
And some more updates. I've spent the last hours on implementing the game state synchronization stuff. Basically this means that every object visible to the player will be synchronized with the server's current game state. I've made a quick video of the actual progress (using some crappy FoA sprites;-). As you can see there're currently some issues regarding the correct character positioning. This happend somewhere in the progress of updating certain code in my plugin, I'm sure it will be fixed soon.

http://www.vidup.de/v/C1oEG/

Actually the video has some quite funky colors at the beginning, not sure where it came from, but sorry for that :-)
#33
Good news everyone!

I made a first preview version of my plugin. I just wanted to publish it in the Plugins section of the forums, but it seems like I haven't got any rights to post there. So in the meantime I'm posting it right in this thread, I hope you don't mind.

You can get the binary version of the plugin here:
http://www.file-upload.net/download-4254549/agsnet.zip.html

Please note the readme file, everything you need to know regarding the usage can be found there.
#34
Hello there,

after years of read-only access to this board, this thread has finally convinced me to register :-)

It's kind of a remarkable coincidence that you asked for multiplayer adventures at that very instant, because I just got addressed with this topic regarding AGS as well! I was toying around with the plugin API for the past few days and I guess I'm making quite some progress here. Being a network developer (and I hesitate to say I'm involved in some MMO programming) I instantly began to discover the possibilities of implementing some multiplayer code in my plugin and I'm quite amazed seeing it working pretty well. I didn't plan to make it a serious matter yet, but at all, playing around with it just made me think of the possibilities. Imagine a Fate of Atlantis offering multiplayer experience in a coop fashioned way -- that would be absolutely awesome I think. :-D

Let me know if you got any interest in that. As I said, I was actually just toying around, but if you're interested, I guess I could put some more effort in this!

So long!
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