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Fn Simple Scripts V4.2


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#1 wnsrn3436

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Posted 13 January 2012 - 05:57 AM

FN Simple Scripts

The creation of multi-game or online game is confusing.
But, this script is simple, and it is similar to mplay.
It is based on Faucet Networking ( http://gmc.yoyogames...howtopic=498062 )

​If you want more flexibility, use the origial Faucet Networking gex.​
However, if you want simpler and easier scripts, use it.​


[Download]

v4.2(But is not translated.): Download FNs_v4.2_kor.zip from Host-A
v4.1r: Download FNs_v4.1r.zip from Host-A


* The difference between multi version and the online version
Multi-version use a single space. So, the joined players was the only one contained in the single space.
On the other hand, online-version use the multiple space. Are you able to distinguish between the players.

Players are separated by 'space'.
For example, when you send a message ~ fn_message_send(Handle, To space, To player id, Message ID) ~ in this way, you can send a message.

* Tip
1. Server's player id is 0.
2. When you move the room(used the an message, in User Defined 0), use the fn_message_break() script.
3. How to kick the other version of the game? You can modify the constant : cfn_check="GameVer"


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Edited by wnsrn3436, 05 May 2013 - 08:47 AM.

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#2 wnsrn3436

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Posted 16 February 2012 - 01:35 AM

This script has been updated. (v2.0.3)

- fn_message_send_wait : Added a script.
- [6]_File.gmk : Added an example.

Edited by wnsrn3436, 15 March 2012 - 09:38 AM.

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#3 kamikaze21

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Posted 27 February 2012 - 08:53 AM

Thanks, i'll try :)

PS: These scripts are better than: 39dll Simple Scripts 4.0.5 ?
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#4 wnsrn3436

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Posted 27 February 2012 - 09:26 AM

Thanks, i'll try :)

PS: These scripts are better than: 39dll Simple Scripts 4.0.5 ?


First of all, thank you for ripple. :laugh:
I had produced before the 39dll Simple Scripts.
However, it had many problems. (Only one socket, Messages Broken, Slow ...)

So I developed this script for many days.
This is definitely a reliable, fast, and simple.

The use of this, your best choice.

Edited by wnsrn3436, 27 February 2012 - 10:12 AM.

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#5 wnsrn3436

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Posted 29 February 2012 - 02:28 AM

This script has been updated. (v2.0.4)

- fn_message_save_v1 : Script edit.
- All example edit.

Dear jon sploder thanks.
His advice has been updated to version v2.0.4.
Thank you again. :happy:

Edited by wnsrn3436, 15 March 2012 - 09:37 AM.

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#6 wnsrn3436

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Posted 09 March 2012 - 03:19 PM

This script has been updated. (v2.1) :happy:

- fn_socket_join : Script edit. (*time deleted)
- Example add.

Edited by wnsrn3436, 11 April 2012 - 05:35 AM.

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#7 Molinware

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Posted 16 March 2012 - 03:42 PM

What's the fn_message_join for?
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#8 wnsrn3436

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Posted 19 March 2012 - 08:51 AM

What's the fn_message_join for?


Oh! It's my fault. is fn_socket_join.
Thank you. :happy:

Ps. Is there a question about the script?

Edited by wnsrn3436, 19 March 2012 - 09:03 AM.

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#9 Molinware

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Posted 10 April 2012 - 10:27 PM

So I made a game using this scripts.
When i try to connect in localhost or localip or hamachi, it works fine. but when i try to connect to my external ip it doesn't work. I've already portfowarded the computer. Any ideas?

The script stops at this line of fn_socket_join:
if tcp_eof(skv_soket){global._fn_socket_error_str_=socket_error(skv_soket); socket_destroy(skv_soket); return 0}

with the show_message error:
A connection attempt failed because the connected party did not properly respond after a period of time, or established connection failed because connected host has not responded.

Edited by Molinware, 11 April 2012 - 04:45 AM.

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#10 wnsrn3436

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Posted 11 April 2012 - 05:00 AM

So I made a game using this scripts.
When i try to connect in localhost or localip or hamachi, it works fine. but when i try to connect to my external ip it doesn't work. I've already portfowarded the computer. Any ideas?

The script stops at this line of fn_socket_join:
if tcp_eof(skv_soket){global._fn_socket_error_str_=socket_error(skv_soket); socket_destroy(skv_soket); return 0}

with the show_message error:
A connection attempt failed because the connected party did not properly respond after a period of time, or established connection failed because connected host has not responded.


Please following the information.
1. Turn the FireWall off.
2. Set DMZ.​

And, connecting to the WAN IP. ;)

Edited by wnsrn3436, 11 April 2012 - 05:17 AM.

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#11 wnsrn3436

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Posted 11 April 2012 - 05:48 AM

All example of FNs v2.1 has been fixed. :happy:

[v2.1] Download (595KB)

Download FNs_v2.1.zip from Host-A
Download FNs_v2.1.zip from Box net

and, v3.0 version is planned.
Will receive a message to event_user().
Speed ​​is faster and will increase stability.

Please, your opinion.

Ps. In File : FN_Simple_Scripts.chm ~ fn_message_join : Script edit. -> fn_socket_join... (I'm sorry. I forgot fix it.)

Edited by wnsrn3436, 12 April 2012 - 08:46 AM.

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#12 kamikaze21

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Posted 11 April 2012 - 05:29 PM

I love your scripts but need more work ... i mean, the movement still kinda slow (between clients).

Keep the good work!
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#13 wnsrn3436

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Posted 12 April 2012 - 10:09 AM

I love your scripts but need more work ... i mean, the movement still kinda slow (between clients).

Keep the good work!


Thank you. :smile:
v3.0 version will improve the speed is definitely.
It will be developed in early May.

1. Speed ​​is improved.
2. increase stability. (ds_* use a lot).
3. Server connection is encrypted. (Can not be anyone to join.)

In addition, the current version (v2.1) is an example of the coordinates correction. :GM8:
Download Online2_Re.gmk from Host-A

Edited by wnsrn3436, 13 April 2012 - 11:53 PM.

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#14 kamikaze21

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Posted 14 April 2012 - 08:28 PM


I love your scripts but need more work ... i mean, the movement still kinda slow (between clients).

Keep the good work!


Thank you. :smile:
v3.0 version will improve the speed is definitely.
It will be developed in early May.

1. Speed ​​is improved.
2. increase stability. (ds_* use a lot).
3. Server connection is encrypted. (Can not be anyone to join.)

In addition, the current version (v2.1) is an example of the coordinates correction. :GM8:
Download Online2_Re.gmk from Host-A


Nice mate ;), thanks! and waiting v3 :)
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#15 wnsrn3436

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Posted 18 October 2012 - 11:11 AM

Download Game2.gmk from Host-A :GM8:

This is an example of a platform game.
Other monsters being created, deleted, you can.

but Only a monster coordinate correction has been processed.
I hope this example will be helpful to you.

And does not create a v3.0 version.
I'm making FNSD (Faucet Networking Simple DLL). It is based on FNs. ;)

http://host-a.net/u/wnsrn3436/pro_50.zip

Ps. If you want for "player accept max = 0".
1.Opens fn_message_check script.
2. 8 lines of
"global._fn_player_join_accept_max_ [argument0] or global._fn_player_join_accept_max_ [argument0]> ds_list_size (global._fn_join_soket_[argument0])"
->if (!global._fn_player_join_accept_max_[argument0] or global._fn_player_join_accept_max_[argument0]>ds_list_size(global._fn_join_soket_[argument0])) and global._fn_player_join_accept_max_[argument0]!=-1
3. fn_set_player_accept_max(socket, -1)

Edited by wnsrn3436, 18 October 2012 - 11:21 AM.

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#16 kamikaze21

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Posted 18 October 2012 - 11:20 AM

Download Game2.gmk from Host-A :GM8:

This is an example of a platform game.
Other monsters being created, deleted, you can.

but Only a monster coordinate correction has been processed.
I hope this example will be helpful to you.

And does not create a v3.0 version.
I'm making FNSD (Faucet Networking Simple DLL). It is based on FNs. ;)

http://host-a.net/u/wnsrn3436/pro_50.zip


FNSD work in Gm:Studio?
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#17 wnsrn3436

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Posted 18 October 2012 - 11:29 AM

FNSD work in Gm:Studio?


It will probably be possible, But it is driven only on Windows.
So, my idea is to create something similar to "Mplay Simple Scripts". (If it supports a network function from a studio.)

The network function is created in the studio soon will be.
Then I'll create a simple scripts. :happy:

I will try best.
sorry for wait "make it".

and, Faucet Networking Studio.gex (made by johnkapid) : http://www.mediafire...i8f1avakcqiwzk7

Edited by wnsrn3436, 18 October 2012 - 11:41 AM.

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#18 wnsrn3436

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Posted 28 December 2012 - 10:20 AM

This script has been updated. v3
Compared to the v2 version, a lot has changed.

1. More faster.
2. Scalability of the buffer
3. More stability
...

GameMaker : Studio support. (for Windows)

v3.2.4: http://host-a.net/u/.../fns_v3.2.4.zip

Edited by wnsrn3436, 16 January 2013 - 02:45 AM.

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#19 kamikaze21

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Posted 28 December 2012 - 06:50 PM

This script has been updated. (v3.2.1)
[v3.2.1] Download (446KB): http://host-a.net/u/.../FNs_v3.2.1.zip

Compared to the v2 version, a lot has changed.

1. More faster.
2. Scalability of the buffer
3. More stability
...

GameMaker : Studio support. (for Windows)


like I said, I love your examples / script ... keep the good work!
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#20 Primoz128

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Posted 03 January 2013 - 04:23 PM

Sounds great, and ill probably use it, but what is the licence ?
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