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[blaxun] Online Engine/examples And Documentation


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#21 BlaXun

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Posted 09 January 2008 - 10:42 PM

Okay, I will invite you to a bit of my server :)

Well, lets say I have 8 collectible items in Slime Online.

There is a Sample account file which allready has all those entrys, like this:

[Collectibles]
1 = 0
2 = 0
3 = 0
4 = 0
5 = 0
6 = 0
7 = 0
8 = 0

Every number (id) means a collectible, for example:

1 = Jetpack
2 = Pori-Pori Hat
3 = Crown
4 = Magican Hat
5 = Bird
6 = Mini-Slime
7 = Magic-Stick
8 = Unicorn

When an account is created all I do is copy the whole ini and replace just the NAME and PASSWORD aswell as renaming the file.

This way all entrys are in allready.

Now if I have old accounts that didnt have as much entrys when they were created I just check if the entry exists at all.

On the client I give those collectibles a ID in their start event.

Lets say a player gets into the room with the collectible 8.

That collectible will now send its id to the server.
the server will check like this:

ini_open(name +'.ini')
if !ini_key_exists('Collectibles',string(collectible_id))
{
Now if that entry doesnt exist that means the player didnt get the collectible yet.
All we have to do now is to send the client a message that the player should be able to take the item.
}

The collectible is invisible by default, so if he DID take it allready (if the entry does exists) it doesnt have to send anything at all and yet agani we save some bandwidth =)

If the player should that it now we can just create the entry....and thats it =)

Simple, huh?
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#22 Hoosierchristian

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Posted 09 January 2008 - 10:46 PM

Okay, I will invite you to a bit of my server :skull:

Well, lets say I have 8 collectible items in Slime Online.

There is a Sample account file which allready has all those entrys, like this:

[Collectibles]
1 = 0
2 = 0
3 = 0
4 = 0
5 = 0
6 = 0
7 = 0
8 = 0

Every number (id) means a collectible, for example:

1 = Jetpack
2 = Pori-Pori Hat
3 = Crown
4 = Magican Hat
5 = Bird
6 = Mini-Slime
7 = Magic-Stick
8 = Unicorn

When an account is created all I do is copy the whole ini and replace just the NAME and PASSWORD aswell as renaming the file.

This way all entrys are in allready.

Now if I have old accounts that didnt have as much entrys when they were created I just check if the entry exists at all.

On the client I give those collectibles a ID in their start event.

Lets say a player gets into the room with the collectible 8.

That collectible will now send its id to the server.
the server will check like this:

ini_open(name +'.ini')
if !ini_key_exists('Collectibles',string(collectible_id))
{
Now if that entry doesnt exist that means the player didnt get the collectible yet.
All we have to do now is to send the client a message that the player should be able to take the item.
}

The collectible is invisible by default, so if he DID take it allready (if the entry does exists) it doesnt have to send anything at all and yet agani we save some bandwidth =)

If the player should that it now we can just create the entry....and thats it =)

Simple, huh?

<{POST_SNAPBACK}>



You make my head hurt... :)
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#23 TheMagicNumber

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Posted 09 January 2008 - 11:11 PM

Okay, I will invite you to a bit of my server :P

Well, lets say I have 8 collectible items in Slime Online.

There is a Sample account file which allready has all those entrys, like this:

[Collectibles]
1 = 0
2 = 0
3 = 0
4 = 0
5 = 0
6 = 0
7 = 0
8 = 0

Every number (id) means a collectible, for example:

1 = Jetpack
2 = Pori-Pori Hat
3 = Crown
4 = Magican Hat
5 = Bird
6 = Mini-Slime
7 = Magic-Stick
8 = Unicorn

When an account is created all I do is copy the whole ini and replace just the NAME and PASSWORD aswell as renaming the file.

This way all entrys are in allready.

Now if I have old accounts that didnt have as much entrys when they were created I just check if the entry exists at all.

On the client I give those collectibles a ID in their start event.

Lets say a player gets into the room with the collectible 8.

That collectible will now send its id to the server.
the server will check like this:

ini_open(name +'.ini')
if !ini_key_exists('Collectibles',string(collectible_id))
{
Now if that entry doesnt exist that means the player didnt get the collectible yet.
All we have to do now is to send the client a message that the player should be able to take the item.
}

The collectible is invisible by default, so if he DID take it allready (if the entry does exists) it doesnt have to send anything at all and yet agani we save some bandwidth =)

If the player should that it now we can just create the entry....and thats it =)

Simple, huh?

<{POST_SNAPBACK}>



You make my head hurt... :skull:

<{POST_SNAPBACK}>

I agree. This kinda confused me! I'm telling you that there should be a short and sweet example for this! I did read it! Can't you edit your example so that it has this too! And BTW I was mostly wondering about the kind of system you use to keep them from getting more than one of the same "Slime Points" This helps too! This can be a part of your next version! :) Also...I think you only spent like 5 minutes on your engine! No solid walls! Only Left and Right! LOL! Also, can you please make it with ONE item that changes the color when you wear it? By change I mean like a body suit! This is the only place I have a chance to learn about the Inventory/Shop/Equipment/Item things! I really don't know how to make an inventory that saves the items and equipment in INI files! Also equipment...Can it be made into an example with a rotated face moving that updates the sprite and is able to change the "shirt" with that updating? I have looked for help on this for weeks! :) You will make me so happy if this happens!
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#24 BlaXun

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Posted 09 January 2008 - 11:15 PM

I will see what I can do with my next version =)

Edit: Uploaded yet another version with changed moving system =)

Edited by BlaXun, 09 January 2008 - 11:24 PM.

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#25 TheMagicNumber

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Posted 09 January 2008 - 11:24 PM

I will see what I can do with my next version =)

Edit: Uploaded yet another version with changed moving system =)

<{POST_SNAPBACK}>

Lifesaver... :)

Thanks!

EDIT: You forgot 39dll in the new one! Just saying...

Edited by GMREC1111, 09 January 2008 - 11:29 PM.

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#26 BlaXun

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Posted 09 January 2008 - 11:31 PM

I will see what I can do with my next version =)

Edit: Uploaded yet another version with changed moving system =)

<{POST_SNAPBACK}>

Lifesaver... :)

Thanks!

EDIT: You forgot 39dll in the new one! Just saying...

<{POST_SNAPBACK}>


Aw dang...will upload the new one x(

edit: There we go, uploaded =)

Edited by BlaXun, 09 January 2008 - 11:31 PM.

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#27 TheMagicNumber

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Posted 09 January 2008 - 11:35 PM

Lol, One thing I can say that will stop lag! The click and move system...it's nice...but you can click as many times as you want and lag it like crazy! If someone gets an auto clicker...my god the server might die! I'm pretty sure it might lag but not completely! If you say it would then you can fix it. If you want to later than go ahead!

I will shut my mouth for now :)

Edited by GMREC1111, 09 January 2008 - 11:37 PM.

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#28 BlaXun

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Posted 09 January 2008 - 11:38 PM

I didnt noticve any lag until now....but I might aswell include a gird-based clicking system that would get rid of a few clicks....other then that...blocking a auto click wouldnt be that easy...but the server could check if there was a huge amount of clicks and the kick the player.

Auto-Clickers can click with insane speed....the server would definetly notice that.
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#29 TheMagicNumber

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Posted 09 January 2008 - 11:44 PM

Hmm...Is there a way to temporary ban someone? Kicking isn't as effective! It's like banned for an hour? Or you could just make a script that if they click more than 10 times in a second it automatically closes the game? Lol, no chance to save!

BTW I'm so surprised...People have been waiting for your next online engine for so long! Yet almost nobody comes here...I guess they don't need it! All the people like "BROKEN LINK :) " are never going to see this!

See you tomorrow!

Edited by GMREC1111, 09 January 2008 - 11:49 PM.

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#30 matty_richo

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Posted 09 January 2008 - 11:49 PM

I still want just basic platform jump and run, and coins and hats(from a shop) and chat.


please! put them in your example
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#31 Konochi

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Posted 10 January 2008 - 12:26 AM

is it gm6?
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#32 BlaXun

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Posted 10 January 2008 - 12:32 AM

gm7 only, sorry =)
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#33 Konochi

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Posted 10 January 2008 - 12:34 AM

darn :)
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#34 BlaXun

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Posted 10 January 2008 - 01:31 AM

Uploaded another version.
read whats new in teh first post. Enjoy =)
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#35 TheMagicNumber

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Posted 10 January 2008 - 01:48 AM

Lol, It's getting better fast!
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#36 Dinsdale

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Posted 10 January 2008 - 01:56 AM

I still don't get handling ID's :) I can make two player online games but I would love to diversify into 4 if giving ids etc wasn't so bloody hard. :skull:
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#37 TheMagicNumber

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Posted 10 January 2008 - 10:12 AM

I still don't get handling ID's :) I can make two player online games but I would love to diversify into 4 if giving ids etc wasn't so bloody hard. :skull:

<{POST_SNAPBACK}>

Do what I do! Look at the functions and go through it like your running it! So look at all functions that come from it! :) The hard part is finding the start! In one create event or something!
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#38 BlaXun

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Posted 10 January 2008 - 11:34 AM

I still don't get handling ID's :) I can make two player online games but I would love to diversify into 4 if giving ids etc wasn't so bloody hard. :skull:

<{POST_SNAPBACK}>

Do what I do! Look at the functions and go through it like your running it! So look at all functions that come from it! :) The hard part is finding the start! In one create event or something!

<{POST_SNAPBACK}>


I anybody wants to know where a message starts and where it ends or something then just iform me and I'll gladly update the help file =)
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#39 TheMagicNumber

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Posted 10 January 2008 - 11:48 AM

PM Dinsdale...he needs to know where the IDs are....BTW can you add me on MSN? If you have?

I'm going to run an auto clicker test!

Edited by GMREC1111, 10 January 2008 - 11:55 AM.

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#40 BlaXun

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Posted 10 January 2008 - 11:55 AM

Will add you in about 3 hours....I got to get back to school now...had a small break ;P
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