Don't have an account yet? Then register once and completely free of charge and use our wide range of topics, features and great options. As a registered member on our site, you can use all functions to actively participate in community life. Write posts, open topics, upload your pictures, put your videos online, talk to other members and help us to constantly improve our project and grow together! So, what are you waiting for? Become a part of us today!
To get support for a technical issue such as installing the software, to query a purchase that you've made/would like to make, or anything other than using our software, please visit our Customer Service Desk:
Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.
A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
I'm looking for a limited number of testers for a new project. Testers should have Fusion 2.5 and ideally some experience with networking extensions for Fusion such as Moo/Lacewing.
If you'd like to get involved, drop me an e-mail (my username at clickteam.com). Please don't send a PM because I'm not really active on the forum.
I'm looking for a limited number of testers for a new project. Testers should have Fusion 2.5 and ideally some experience with networking extensions for Fusion such as Moo/Lacewing.
If you'd like to get involved, drop me an e-mail (my username at clickteam.com). Please don't send a PM because I'm not really active on the forum.
I'm experimenting with some ideas for the HTML5 runtime. If anyone would like to help, I need some F2.5 apps/games for testing purposes that:
* Build and work correctly in HTML5
* Do not use movements
Please provide the MFA and built HTML5 version when posting (a zip is fine). You can either post here in the forum, or e-mail me at james@clickteam.com. Your MFA will not be shared outside of Clickteam.
I think we did say it won't be directly compatible, but there will be some kind of importer. Whether it only imports your graphic/sound assets or whether it can also import events is something I can't comment on just now.
James I've got this Bug present in my current problem with lots of calculations - that with some instances during scaling The values were jumping down and I had to change positions of divisions with multiplication to make it work as it should.
I didn't discontinue it, I just dropped it from liblacewing to turn it into a separate library. I'm now maintaining the relay protocol separately Please login to see this link., but I haven't yet updated the MMF2 extensions to the new version.
It's an interesting problem, because if you (for example) half one of the operands prior to multiplication, it's the same as halving the result. That is, ((x * y) / 2) == (x * (y / 2)).
I can't think of an example. The only reason it's working for your integer example is because of integer division, which does not preserve the fraction (which is just a computer quirk, not a maths thing.)
MooSock allows for tcp socket connections; you can send and receive whatever data you like outside the confines of a "lacewing"-like inflicted protocol. All of what I listed are completely possible with MooSock - I speak from experience. An extension capable of making a TCP connection (or UDP packets) and sending strings or binary data is all thats required for any type of protocol. MooSock exists exactly for that purpose.
If you're designing a game client for an existing protocol - then Lacewing wouldn't suit your needs. If you want to design a scalable backend server for a game you are creating, then Lacewing could work - but so could your own creation. The point I was making here is: Lacewing can be restrictive. I don't doubt it suits the needs of many people; but to proclaim that "Lacewing" is the way forward for networking is absurd.
Being unnecessarily restricted when designing anything is annoying.
Incidentally, MooSock could be used to connect to (and utilise) a lacewing server, amongst thousands of other networking protocols.
MooSock can not send/receive binary data so it's not usable for most game protocols (which are generally binary.)
MooSock can be used for things like HTTP or IRC, but even aside from the fact that parsing a protocol properly in MMF is a bit of a nightmare, games generally do not use text-based protocols.
I'm not saying the Lacewing Relay extensions are any better - although they can work with binary data they can only operate the Lacewing Relay protocol. A socket extension would be very nice to have, and as LB says easily implemented on top of the socket classes in the liblacewing library.
It's worth trying the profiler in DDMS to see if it can point out something specific as your bottleneck. I've been meaning to write a short guide for this.