Hey everyone, I've finally managed to get a version of Retro Tanks on the xbox indie forums! It's still incomplete, but I'd like to get the back end complete before going crazy on adding level...
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Hey everyone, I've finally managed to get a version of Retro Tanks on the xbox indie forums! It's still incomplete, but I'd like to get the back end complete before going crazy on adding level...
Hi Cole, yes I'm logging in with just my main profile, then using other made up accounts to test other players on - but they don't get a chance to save any data. It's the person who presses start at...
Still having problems getting the INI to stop resetting/deleting? Any help appreciated.
Any suggestions at what the improvements or new features might be Jeff? If there's something useful to my current project, then I might hold off on a few things, so it would be good to know.
That's fab GK - just what I was looking for.
I've hidden the non-player toolbars and am working on tidying up the toolbars as you suggest - yes, I guess it could look a bit daunting - you forget...
Thought I'd upload some Alpha footage of a 2 player battle from my latest XBLIG game made with MMF2 and the XNA exporter! Feel free to scrutinise, offer suggestions, etc. I'm shortly going to post a...
Anyone have any ideas on this?
Francois - who's game had this problem, I'll drop them a line.
Thanks Francois, that's good news - I'll double check the XNA forum again in case I missed something, but pretty sure I didn't find anything related to this.
I'm noticing that my INI data is resetting every now and again when testing my game on xbox.
I test all my changes on xbox by building and deploying and 95% of the time the INI data is working,...
Reloaded - on my menu screen I have two groups, purchased and trial, both inactive at the start of the frame.
Then, for your first events, just have:
'game is in trial mode' then activate the...
Cheers chaps - yeah, XNA is really limited and tough to work with Koni, but I am still particularly chuffed that I'm managing to make games on a console! I never imagined this would be within my...
Hi peeps, does anyone have a good example of how to (without any extensions) create multiple enemy tanks, each with a turret and collision detector around them and the ability to independently shoot...
Don't forget that you guys are probably coding to a much better standard than others, including me.
For the first run of coding on my current project, I got stacks of slow-down without using...
Nope, I had this problem as well, it sucks major balls - you have to be really careful how you code things, and it's a right nightmare if you're used to just coding like you would in MMF on an...
I'm not sure how DA works, but if your armour is an active object which follows the actor around, you could create different animations frames or directions showing varying amounts of blood splatter,...
You Sir, are a genius! That's exactly the sort of answer I was hoping someone would provide - credit worthy stuff.
Works like an absolute charm and kicks in a touch earlier than my current formula...
Thanks for the idea Kev but I'm writing for the XNA exporter so cannot use that extension - I'll have a look though as it sounds like a good extension for my other bits.
I've made a quick graph of what I am aiming for in the hope that it helps:
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It just demonstrates for having a max health of 100, but ideally the graph shape should remain whatever the max...
Thanks Looki. Subtracting makes it fade in much earlier, but even adding a fixed value like 50 just stops it from being linear as you upgrade your hull. I.e. when you're at 2500 max health, changing...
Hi peeps, I'm using a formula to change the semi-transparency of a warning icon which appears over your unit as you play, and as your health deteriorates I want it to become more visible (i.e. less...
Great stuff chap!
Nifflas - that's some amazing stuff you've spanked out there! Love the slow motion effect - really wish it was usable in XNA stuff.
Fab - cheers Marv
Thanks Nifflas - looks like you've created an excellent solution and I love how helpful you are on these boards, however it appears soundplayer.mfx (extension) doesn't exist any more! I've tried the...
Is it possible to play a sample within a range of channels.
I'm assigning 5 channels (for example) to each of 4 players, and editing the pan of these channels depending on where the player is on...
I thought that might be the case - I guess it's one of those things you have to do for love not money at the end of the day! :)
Thanks Jeff, the issue was isolated to XNA - if I pressed F7 and ran the level in windows, it ignored the splash damage - same applied when I switched it to a standard windows EXE file and ran it.
...
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Might as well just post the stripped down file :)
XNA project - needs at least 2 controllers to test the error (unless you quickly change the appropriate button presses to keyboard...
Thanks for the info - I've created a stripped down version for the main problem and will send it across - the engine has gone from 1280 events to 80, so I've literally taken it right back.
I'm 99%...
Hi, I have two errors within my code and I'm unable to resolve them - is it possible to send the files to Clickteam for one of their guys to have a quick look. If so, where is the best place to send...
Hey Cole, I don't want to come across as crass, but I'm just wondering - how much does 670 sales of a game generate in terms of income? Are we talking tens of pounds, or hundreds possibly?
I'm a...
You could use an animation and adjust the hotspot, then at the end of the animation, change the players position forward how ever many pixels you moved for the jump.
Sounds like you enjoy a challenge! I'm sure someone will have links to some good tutorials to at least help get you started.
Can you create a fake mouse pointer and always set it to the x/y position of your mouse controlled object - then make that visible & invisible as required.
I would display a string relative to the box (active object) - would give you more freedom, allow you to adjust the text colour, etc easily and would be easier than making loads of active object...
So, 320x200 stretches to the screen size.
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It does however (on my screen with component-scart lead) take away about 5-10pix from the top/bottom and a good 20pix from the edges.
The red...
It definitely stretches fully for 16:9 - I tested that for you, but my 4:3 CRT is back in the loft. I thought I was being thorough by testing things on that, but it really did seem a bit overkill...
It will do that automatically chap - if you make it in 16:9, then in a 4:3 window it will just letterbox it for you (i.e. black boxes at top and bottom) so that the wider screen all fits into the...
I stuck to widescreen and will just let 4:3 letterbox as appropriate - I figure at least 99% of people must use 16:9 by now, and if they don't, they can still enjoy the game - just a bit smaller.
...
Sure, no problem :)
That's the negate symbol - right click on the event and select negate.
Ah - actually DJ I managed to resolve that diagonal movement problem with some flag checking in the debugger.
Turns out my collision detectors were too large, so when you moved into a diagonal set...
Fair enough thanks DJ - time to bite the bullet and put something together; sooner it's done the better I guess.
Here's what I've managed so far with the collision detectors:
http://www.youtube.com/watch?v=uqycYimiFKk&feature=youtu.be
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I've attached a quick capture direct from my xbox using...
Thanks DJ, will have a go of that.
I think it's difficult to classify as a bug or not mate - as DJ says, it's likely to be an issue coming from the KNP days, so probably impossible to fix...
I think I've seen something about avoiding slowdown by having a counter which increases every frame, then basing movement off that counter, so slowdown will affect the movement as well.
I do love...
Great post thanks DJ - I tried adding the manual 4 collision boxes last night and made it so that your x & y pos changed if any of those overlapped backdrops, and it worked perfectly in conjunction...
Fair enough - time to stop being lazy then :(
Pretty frustrating that the built-in movement is so jank though
Hi DJ, thanks - yeah, I had them stopping not bouncing, and they just seem to spaz out on the walls. I gave the deceleration a try and that's had no effect unfortunately - was hoping that was a...
Is it possible to stop player objects repeatedly bouncing against obstacles when you move into them?
I'm using the built-in 8-direction movement as it's easier (I think) than doing custom...
That's correct - but certain things behave in a strange way when you use them. I.e. working one minute, not working the next. It really does throw up some curve balls.
Has anyone created a local 4 player XNA game that's passed review? I'm trying to get my head round what Microsoft wants when it comes to peer review, and I'm still not 100% sure what's actually...
Second that big-time!
They seem a little unstable to me at times, with similar events creating very different results - would be nice to know exactly what happens, and how to get the exact result...
Thanks Danny - I've made lots of changes since the last file, so I'll whip a fresh one across tonight - been grouping as much as possible so no code is running unnecessarily, but I'm sure there's...
I was as well, but no matter how hard I tried, I couldn't get infinity's example to give a flawed reading!
I was trying to avoid external extensions because I'm worried of bugs creeping in,...
Nice one gkinfinity - I was worried that dividing and multiplying would have rounding issues, but your method is absolutely spot on! Thanks for taking the time to make an example.
That's the method I use in the above posted example file - works fine, no need for fast loops or any resource hungry coding - and perfectly reliable.
Ah, that's a good way of taking one of the processes out, cheers.
I'm saving a Global Value as a 4 digit number to represent 4 different resource values you collect when you collide with a special resource block.
The 4 digits represent a modifier to each of your...
But don't forget, the number of events isn't necessarily directly proportional to a good project Sevennemesis ;)
They have competitions in which you make a game using 20 events or less, and lots...
Yeah, I hit 1,800 events in my latest project while still adding loads of feature to the engine, and it suddenly ground to a halt.
Deleted the latest 200 events I put in for one of the options and...
This is an old file of mine which does grid movement.
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Does that help?
You might have more luck posting these questions in the standard forum.
All of your queries are non-XNA related, so you will be able to get help from far more people - just mention that you're...
You are a gentleman and a scholar Konidias!
I created the array pretty much as you said, but left Z0,1,2,3 as the 4 different resource costs for the upgrade - then I got stuck working out how to...
There is an array object, but I have no idea how to implement that into a shop code :(
Hi peeps, can anyone help with the following?
Each player has a similar toolbar, in the middle are the weapons and 4 upgrades (hull, speed, boosters & magnets):
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The red areas are...
Yeah, checking controller "15" is best to cover all bases.
I specified 1,2,4 & 8 because all my games cater for 4 player local multiplayer; damn I love local multiplayer games!
Also, in PC apps the consensus is to use a quick backdrop mosaic rather than 10x10 of a backdrop object - however I recall seeing somewhere in the XNA help files to do the opposite - i.e. breakdown...
Thanks Francois - this is an XNA query, so every kb is counting.
No problem - I know how horrible it is when something seemingly simple just stumps you! :)
Does anyone know whether an upgrade from standard to developer would still attract this 15% xmas offer?
Hey peeps, I've got a quick memory question for those who know about this sort of thing.
Is there any saving to be made by having object names very short and simple (I mean even the tiniest of...
Thanks Danny - it would be great to get to grips with the MOD function once and for all.
Skyhunter - elegantly simple and just perfect really. I knew I was massively overcomplicating things, but...
Thanks Danny, I think I understand, but having real difficulty getting a practical version to work.
The delay is causing a problem, because when I implement something which resets the counters (to...
Does anyone have a clever way of replicating this condition, as it bugs out after about 10 minutes of play time.
It's for shooting a variety of weapons, so the every condition is ruled out as it...
Ah - great question, I've been wondering this as well after noticing a few glitches with cloning whole frames.
I rescind my comment lol
Surprised there was no attempt to correct my false assumption?
Ah, nice idea - I never thought to actually test events by doing that. Great suggestion Niffs.
You're clearly a good artist, but yes - the game just doesn't look fun, so it doesn't matter how good it looks when people turn off after 2 minutes.
You could add some effect to show the little...
Yeah, I'm sure there would be a way of using maths to sort it out, and that would certainly increase performance.4
OCD being obsessive compulsive disorder, it was a joke (sort of...) I don't like...
Nor me! Put it on the tube or something.
Thanks for the responses, the example was just an example rather than a specific problem I'm having - my main qualm was whether shorter code or reduced checks each cycle was better (which Niffy...
Quick question to the memory buffs:
Which is better for optimum performance:
A)
Counter = 1, set maximum heath to 100
Counter = 2, set maximum health to 150
etc, etc
Make sure you have the gamepad object in the frame
Use the condition "compare two general values"
Top box: StickLeftH( "XBOX Gamepad", 1)
(assuming player 1) (use 2,4,8, or a combination for...
You need to use compare two general values event rather than using a standard gamepad object event, then compare the X/Y positions of the sticks.
Yeah - it's definitely a thrill to be able to play things you've made with MMF on your TV via the xbox! I remember the days where getting something to run on xbox with MMF was just a pipe-dream, then...
The Xbox button triggering is certainly a bit excitable - you get many loops from the quickest single press. The Xbox exporter is great stuff - I never thought I'd have something of mine running on a...
David, I tried your methods and for some reason they didn't work particularly well (well, at all) - I think it's because I'm programming an xbox project and the button pressed commands are slightly...
By default the button press conditions are repeaters - so if you have a condition that says, player presses B: +1 to counter - it will continuously increase the counter as you press the button.
I...
Ah yes - that's the sort of response I was hoping for thanks David, will have a play with those - I quite like your last idea.
This is using the XNA platforms Xbox gamepad item condition upon pressing button B (essentially the same as when B is pressed) - it's not a problem with the button press though, the problem is with...
Can anyone help - looking for the optimum way to code the following:
It's a game setup screen which follows from your character selection and starts with two options (tournament or single-play)...
Doh - other way round:
0,1,2,3 on gamepad events works correctly for XBOX
1,2,3,4 on gamepad events works correctly for PC
Try it yourself!
Fracois - I'll send a basic test across to you when I'm home, highlighting the two differences.
You've got the right section - it's the gamepad connection events, and yes - they say 1-4 on the...
Gamepad connected, and it's not 0 to 3 on PC on my computer! I'm testing it right now?
Has there been an update to the XNA part that I've missed?
Ah, of course... lol cheers Danny
Trying to optimise as much as possible (a little too much!)
Some of the XNA related conditions differ when testing directly on xbox and testing on PC.
This problem is still to do with the base-number of the player tests - can we get this issue resolved?...
If you're not using the virtual keyboard or device selector within your game, is there any need to use the set system player commands?
From what I can tell from the help files, the system player...
Yeah, I'm now converting to 854x480 from 640x480. I tried loads of bits initially, but keep changing my mind what looks best, then keep trying to please every format available lol :rolleyes:
I'm...
You get this error if you've not completed certain fields in the properties.
Go to the main game properties, click on the XNA options (far right tab), then complete the application title, etc.
...
Danny, I'd love to do it that way but I don't think you can adjust the resolution at runtime (when they select their option) nor have half the game at 1000x500 and half at 1200x500 to cater for both...
Still looking for a solution to this if anyone's knows a work around?
Are there any code amendments in Visual Studio which can lock the aspect ratio and prevent it autostretching?
Cheers
I think so - you just deploy it to your xbox when you test it, it doesn't get uploaded anywhere.
Good find, hope you get a solution quickly - I wonder if this is the same case for XBLIG? I.e. if someone is playing music and loads a game?
I've noticed a few games which offer a choice on start-up of widescreen and normal - this gets around that problem, but I'm thinking preventing the screen from stretching is beyond the current...
Ah perfect - I thought it was a base number problem, but didn't think to try tapping in 0,1,2,3 for the tests.
I've also noticed that with 4 players playing on windows with 4 controllers, it will...
Is there anyway to stop a widescreen 16:9 device automatically stretching the screen of a 4:3 designed game?
I'm creating in 640x480 and this works well on an old CRT, but I'd prefer it not to...
I was getting the following error on deployment for no reason:
"An unhandled exception of type 'System.IndexOutOfRangeException' occurred in Engine 02.exe"
With the bold bit highlighted in...
In order to get a value from the sticks, you need to compare 2 general values, and grab the data from the Horizontal and Vertical data. They range from -100 to +100 in each way so if you want to...
Great help Cole - I noticed that the assign gamepad worked only for the mmf2 index, was a bit confusing at first.
Good to see the actual methods used on a published game, thanks.
I'd also like some clarity over getting the correct events in place for these functions, just to take the guess work out of it.
Actually, done some more testing with counters watching everything and ColeJs method does work perfectly - but for some reason, the horizontal and vertical values returned by the gamepads is a bit...
Francois - edit, bug still occurs on windows - seems to still be one controller out of line. I.e. 4 plugged in, only the first 3 show as connected.
File attached Francois
That's exactly the sort of thing I was looking for thanks, but I can't quite get it to work for me - it just spins around with any input given. I'm avoiding the trig, but something tells me I need to...
What method do you use? I'd far sooner use the correct maths than an extension as it'll be better on mem and space.
Thanks V - the Xbox sticks returns 0,0 for dead centre and -/+100 for maximum directional push.
I've got to be honest, I was expecting there to be an expression for directional value!
Edit -...
I've been doing some testing and it appears there's an error in Gamepad connection detection condition.
Looks like a base number issue as with various controllers the following happens:
(events...
Hi peeps - is there an easy way to get the direction from an analogue stick? At present the only values you can obtain are the horizontal and vertical position and unfortunately my maths is a bit...
Francois - I was going to say, I noticed larger projects take a while to import, and even changing frames takes quite a while. Is this the speed things will run if uploaded to the XBLIG platform, or...
One nice surprise was that the gamepad worked without any code adjustment when I tested some old projects on the Xbox - all projects which used the "pressed fire 1" instead of a specific key work a...
Yeah - good stuff. I never thought I'd have any of my games running on an xbox and made available to a mass-audience!
Already got my xbox running things so well chuffed :)
Okay, well I've set everything up and have managed to get an old game working on my xbox. It's very touchy with the fonts you use and make sure you add the information to the properties/XNA tab, or...
Also, regarding resolution - if the screen size is set to a lower res (maintaining aspect ratio) would it still resize appropriately and look okay? Or is it best to stick to a HD resolution setting...
Great stuff, wasn't expecting such a prompt answer at midnight!
I notice there's also some debate as to resolution? Most suggestions point to using 1080 as standard, but is it safe to use 720 and...
Great bit of information - I've just bought the XNA module and looking forward to re-writing some of my old games for it. Quick question to start off however - what's considered an adequate safe-zone...
It's difficult to get help because it's not easy. I'm a lawyer, and there's never a simple answer as there's so much to consider.
On the one hand, you're trying to avoid infringing existing...
Thanks Francois
Um - this might sound like a stupid question, so forgive me - but how do you program the iPhone controls in MMF2 at present?
Do you code on the basis that a mouse button has been clicked to...
What's a 'no flash' game...?
Yves, sorry to flog this one to death, but can you clarify one thing for me while we're here:
Does the 16,000 event limit apply to just events running at the time?
For example - if I have 4...
Hmm... so potentially a good way of making in-game cut-scenes/narrative sections.
Jeff - once you start the demo, it says all user input is ignored - does that mean that you can't bypass at all,...
I've always wondered about the demo files... what does it save your file as - a mpg video, avi video?
Does anyone actually use the function?
That's a fantastic use of 'keeping the display from previous frame'... like it a lot!
Thanks for the info, I thought that was the case but wasn't sure; it's exceptionally tidy - much better than a single list of events - doesn't help that I'm a slave to OCD :( it would kill me to even...
In order to tidy code up, and to keep the game running smoothly, I want to create groups within groups which I can activate/deactivate.
Is this safe from a resources point of view - and how many...
Ah, sorted - the solution is always easy once done...
Used the Alt Values of an object as suggested above - set to the various counters at the start of the level, then when it differs from the...
Well it seems I've solved it...
I turned off 'delete object if too far from frame' and it no longer leaves an image.
Strange, because I'm moving the objects, not creating and destroying, so if...
The counter doesn't change manually, that's my point, it's only adjusted via an 'always' event...
Save Background doesn't affect anything when de-checked for the toolbar background object, and when I de-check it for the texts, it also leaves the text behind... (i.e. no longer leaves a blank patch)
How can you determine whether a counter has changed, without having duplicate counters?
I have counters which are always set to other values via calculations... e.g. 'to hit' bonus = (strgth...
Hey peeps - I'm sure there's an easy way to fix this, with regards to ticking the correct boxes, etc - but I've tried various combinations and can't get it to work properly.
Here's the problem:
...
Yeah it's a great idea, perhaps with a user-defined level of transparancy/level so it's not too overbearing.
Also the event editor is, in my opinion, the core of the Clickteam products.
This is a cheeky little tip... I run twins so will have to give this a try tonight!
Not sure about European law, but it sounds like what is called in the U.S. as a "Poorman's Copyright." You write everything down, date it, mail it to yourself and never open it. Allegedly the...
Perfect, cheers chaps.
Can someone help?
I have an experience animated counter, which is basically a bar which fills up, e.g.
1) ||||....|
2) |||||...|
3) ||||||..|
4) |||||||.|
5) |||||||||
I'm surprised no one's mentioned designing or planning?
Larger projects need planning so you implement all the core components from the start.
There's nothing harder than making a game, then...
Add a flag to any object, when stealth is activated switch this flag on, when its run out/deactivated switch the flag off again.
For the conditions which reduce health, add the condition - stealth...
Presume this is where Python comes into play...
How do I make it so that a list is generated and kept on the server(s), so that when a client tries to create a profile, it quickly checks to see if...
Okay thanks chaps - I'll double check cases, etc.
Chaps - can you help:
There's a "select channel by name" which I can't work out how to function.
I want to do this:
Condition "on channel join"
+ channel name = "lobby"
: do lobby actions
NG2 - how did you manage it? Did you use the command line route as suggested, or did you try something completely different?
Ah, yes - this has now changed... I thought I was just connecting to localhost to set up a game; but I did have the Host event in there which I guess has now been removed.
Will have to wait until...
For 2 you can just click the object icon and it filters those events out... it includes both actions and conditions too, so it covers everything.
For 3 - I don't know how a debugger would work, as...
Humbugle - don't forget, you can still have a player create a game on "localhost" which other remote players can join...
What Dev-only extension did you use LB?
When a channel is joined for the first time, you could send a message to say you're the first joiner and change a flag related to that channel locally. Then any further joiners don't get the update...
Thanks Looki - I could have tested but was being lazy (shame mode activated)
Jamie - quick question; does the current build support retaining connection over frames?
Yeah, but it's not about the usability... it's just about having MMF on the go lol
Cheers Stephen, maybe you could find the resolution before the game starts, remember it, and then when the...
Ah, awesome I'll give that a try tomorrow as I've hit the sack already, now if only my iPhone could run mmf as well as allow me to post from bed... Hmm.....
http://www.mediafire.com/?yd2ewnnzywn
Something I quickly knocked up as a test...
Yeah, I've just done that... it's not working?
I believe it's not possible to change the resolution during runtime though...
Changing the x & y of the screen during games just appears to just resize it past the visible part cutting the edges...
Cheers Mathias :)
Markclick - I've had a snoop around, and notice that EclektiKs online game "ACE" connects to a server which you host.
I may be asking the wrong person (i.e. should ask him),...
Just read some old posts, and I didn't realise the idea of making a server in MMF2 had been discussed... and shot down.
So i'm going to forget this, and learn Python properly.
Just a quick...
Lol - fair enough Mathias, I'll get out the Python books; as you say, 'tis indeed good to learn something new!!
I think you're probably right, problems will crop up, and multiple users will...
Cheers Mathias (I may have to accept your kind offer), but that's exactly what I'm hoping to avoid if I can do something which works just as well in MMF2.
That way I can concentrate all my efforts...
Great info - what I'm thinking is, by creating a server like program in MMF, it avoids the need to learn python, or run SQL, PHP stuff etc as it could all be handled by server-side ini's and jazz...
Okay, I've been trying various methods of how to code my online game, and have come up with this; can I have your input please network/OINC experts:
Game Overview: 1-4 online RPG (not MMO) the...
Yeah, I'm with these guys - your extension is revolutionary in terms of MMF creations.
Keep up the great work :) you're allowing a new breed of games to be made with Clickteam stuff
Tuna... I would love to know what you've got cooking!!! :)
It might be because while your mouse is over the object, it's continually trying to start the animation - thus only ever getting to play the first frame of animations.
Do you have a limit...
You could try creating and destroying the blocks appropriately as the screen scrolls...
I had the same problem on my twin-screen setup... never managed to solve it.
What type of driver did you get to fix it SEELE?
Can someone clarify the maximum number of events allowed:
Do you mean you can have 4,000 events as an absolute maximum?
If I have events nestled in groups, can I exceed this limit?
Mine's turquoise, with subtle hints of sea-green.
Certainly not blue though - I can check against the Pantone Matching System if it's going to become a thread-destroyer though...
Are you using multiple layers - sounds like a layers problem...
Check your new objects aren't being created on a lower layer, and are therefore being hidden at run-time.
Or check the properties...
I got stumped for 5 minutes due to this last night - so good suggestion mobichan.
Created an active object, and it disappeared at run-time - thought I was going mad until I realised it was hiding...
Ah perfect, cheers chaps - knew there would be a simple solution.
How can you test for the mouse pointer in a zone for a scrolling game?
I want to test when the mouse is over the toolbar (which occupies the left part of the screen) but the mouse in zone tests...
Lol... I've been gazumped by this chestnut as well :)
To start, think of it like this:
Channels - a motorway/interstate running up the country
Subchannels - individual lanes of that road
The only data you send through channels/subs is text or...
Uh huh - you also "ran before you could walk" when typing that post by the look of it!
You can type any extension into the file name... so I wasn't sure whether you could type "test.avi" or whatever in order to have it encoded as video...
I could certainly use some help - thank you for the compliment!
Drop me a PM
Oh I see... it's a runtime thing. I guess that makes sense, although I thought this was for making, for example, youtube demos - not in game ones!!
Cheers!
I'm not talking about at runtime dude... just when I'm creating objects in the frame...
Would it be possible to have an option to save the data from a text-box to the clipboard?
When I want to create text in a backdrop (say for the interface, or for writing on a building wall, etc),...
I've worked out how to record them, but never how to play them...? Where do you mean by the storyboard controls?
Mathias - I'm just running though Python and stuff, what's your MSN? I may call on you some time!
Yeah - I caved in and have downloaded Python & Twisted...
I don't know where I'm going to store all this information :(
Corentin - in that case, how can an individual "host" player do anything to a game, such a password protect it or kick players? Do they have to request that the server does it? And in that case, how...
Yes, you can also send text to peer (select them by name first) - so I would imagine you could just send them the text "kick", which when picked up, removes them from your channel/whatever.
You need to go into more depth - in my game, for example, a maximum of 4 players can be in each game lobby (the host, and 3 joiners) - which makes life easier, as I just send a different message to...
Small example:
In the code, have text message "kick" received on subchannel 1: disconnect from OINC, or disconnect from channel, or whatever.
Then allow those "hosting" a game to kick players...
I've made a full working lobby system - with kicking of players - using just MMF and logging on to oinc.darkkiller.dk?
Or you could do it through MMF and OINC..?
Online? Try doing something offline that works well first!! Like this one... http://www.create-games.com/download.asp?id=644
Ahh, no shame :)