Stelimar

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About Stelimar

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  1. Flash actually does have support for socket connections, which is how most of those types of games probably communicate with the server (SmartFoxServer, e.g., uses sockets, as well as probably most other servers built for Flash applications). There are some security restrictions, but most of these are easily taken care of with a policy file. For simpler games which don't need constant updates, you can make requests to the server, and use a server-side scripting language (e.g. PHP/ASP), just like you would with a Javascript/AJAX-based application. A good tutorial for getting set up with Flash sockets and a Java-based server: [url="http://www.gotoandplay.it/_articles/2003/12/xmlSocket.php"]http://www.gotoandpl...2/xmlSocket.php[/url]
  2. Quote:Original post by sooner123 Quote:Original post by SimonForsman using curlpp to load the script from a c++ program is just insane, if you're able to run your own software on the server you can have it update the gamestate directly rather than go the long way through the webserver. (I'd also recommend having your own software handle the communication with the client in that situation since HTTP and HTML/XML overhead will kill your bandwidth for any large scale game) I don't understand what you're saying about using curlpp being insane. How would I update the gamestate "directly." Without having a c++ program that sleeps or loops on a timer and uses curlpp to call update.php every 60 seconds? He's saying that if you're going to use a C++ application, you might as well connect to the database and manipulate the game data directly, rather than connecting to a PHP script, which then connects to the database to manipulate the data. Also, if it were me, I would never use C++ for something like this. I would tend to lean toward a small Python app or something similar, which would be much easier and faster to develop, and no less powerful.
  3. Quote:Original post by RobAU78 According to this, the default behavior for a subclass's constructor function is to automatically call its superclass's constructor first. So my guess is that, if you override the constructor, that default behavior doesn't happen. Does anyone know whether I'm right? Thanks! You are correct. When your class is compiled, the default constructor is something like: public function ClassName():void { super(); } The super() statement simply calls the superclass's constructor. If you define your own constructor, it will not be called. However, if you would like to, you can call it yourself by simply adding super() as the first line of the constructor.
  4. Quote:Original post by Wan Quote:Original post by Viper17 The team at Indiesafe sets out to establish the newest name in online communities, providing in-depth, weekly articles, varying in topic from game development to interviews with talented indie developers. The site itself, provides an active forum, free blog space for any person interested, and a easy to use recruitment page for anyone looking or forming a team. So it's like GameDev? Similar in functionality, but separate in purpose I think. Sounds like it's aimed more for developers and players to come together and for developers to talk about their games, rather than focusing on the development of the games.
  5. They wouldn't have to modify the SWF to cheat, they could simply send a fake HTTP request just as easily as your game sends a legitimate one. You can make things more difficult of course, by using encryption and such, but the user could still crack your encryption fairly easily if by decompiling the SWF and looking at the code if they have any knowledge of AS3. The point is you need to take precautions to prevent cheating, or at least make it very difficult.
  6. Parenting as a Game?

    Quote:Original post by bardbarienne The problem is that all the players have an objective perspective on the goings-on in the sim, so unless you made a ton of original dialogue and made the art really unique, the players wouldn't feel attached to the world. That and the intense amount of AI programming you'd have to do. Why would your wife get in a fight with you? If your child is naturally more resilient, how would he/she respond to seeing or hearing you fight? If not, is there an "it's okay; even people who love each other very much fight sometimes" option? There would probably be many scripted "events" which have a chance of occurring at certain times, and under certain conditions. For example, any time you and your wife are both at home, you have a chance of getting into a fight. If you do, then a pre-determined script is initiated, in which you will most likely have several options which determine the outcome. Most events will only happen if your child has a certain personality. So if your child does well in school, there is a chance that one day they will bring home a report card with an A+, and depending on how much you reward them, it may effect their work ethic, either encouraging them to repeat it, or possibly teaching them that hard work isn't rewarding. Different outcomes are possible even if you take the same action. If you act like getting good grades is no big deal, and your child has only a moderate work ethic, it could cause it to drop, whereas if they have an extremely high work ethic, it won't effect it. Hopefully there will be enough different events with different conditions, and the right amount of randomness that each time the player plays the game it will be different, and even if they get some of the same events, and take the same action, it may cause different results.
  7. Parenting as a Game?

    Anyone else have any thoughts on this?
  8. MUD???

    What does MUD stand for?
  9. Parenting as a Game?

    I've played the slimmed down iPhone version of the Sims 3, so I know what you're talking about, although I don't know how different the PC/Mac version is. I'll take a look at black and white.
  10. Parenting as a Game?

    What I was thinking was having a set of personality traits, and everything you do that should influence him changes one or more of his personality traits by a few points. The values would probably be rated between 1 and 100, would start at somewhat random values, and sometimes a single situation may have multiple possible effects as well, so that the game isn't entirely deterministic. Then the decisions that he makes are based on his certain personality traits. Initially, I want the game to appear as if it's a simple life sim game, without the player even realizing that their decisions are affecting their child's behavior. Another thing I didn't mention is that this will probably be a Flash game.
  11. Parenting as a Game?

    I've always liked "art games", and always wished that I could come up with an idea for one. I think I might have finally come up with a good idea today, but I'm looking for some feedback before I try to develop it any more. The basic idea is that you play the role of a father, raising a child together with your wife, with the goal of gifting to him the best life possible. The game starts out when your child is a newborn, and most every decision you make alters your child's personality. For example, if your wife does something to anger you, and you decide to use violence to settle the matter, it will cause your child to have a more violent personality, which will change his actions later in the game. Or if you are short on cash and your wife decides to get a job instead of being a stay at home mom, it will alter his personality. If you decide to skip work one day, it will send a bad message to your child, causing him to have a bad work ethic, etc. There will also be many times when you will be tested. Do you let in to the constant pleading and begging, and let him stay up the extra half hour to watch his favorite TV show? Do you resist the urge to buy the shiny new iPod for yourself, and instead get it as a birthday present? These examples are focused around the early childhood, but the game will contain multiple stages of life: newborn, early childhood, teen years, and college life. How you changed your child's personality in the earlier stages of the game will greatly effect what happens later in the game. For example, if your child develops a strong need for social acceptance, he may start using drugs in his teen years. If he has developed a conscientious personality, he may become valedictorian and end up going to an ivy-league school. Ultimately, nearly every aspect of his life will be determined by his personality. Many of the choices presented may seem obvious if the player KNOWS that the goal of the game is to raise your child well, so the game will try to keep the actual goal hidden. The game will most likely seem very "dream-like" (Aether keeps popping into my head), and the player will be led to believe that they are only trying to create the most enjoyable experience for the character they are playing. Towards the end of the game, it will be made apparent what the real point of the game was. There would then be significant replay value as players try to achieve different outcomes once they actually understand what the game is about. This post has mainly been ideas that have come to me as I wrote them, and I haven't thought this out extensively by any means, but I'd like to know what everyone thinks about the general concept. Is it good? Is it bad? Does it make sense? Has it been done before? Do you like it? Would you play it? What should I primarily focus on? etc.
  12. [web] Flash Viewport

    The origin is located at the top-left of the stage, with the positive x-axis going right, and the positive y-axis going down. The viewport in flash is fixed. The reason your square is resizing as you resize the browser window is because the SWF is set to take up the entire page, so when you resize the browser window, the entire SWF gets scaled up/down, along with everything inside. Setting the width/height of the SWF to a static value should fix it.
  13. Configuring cron jobs on Windows
  14. Osiron Alpha - Need Feedback

    Over the past few weeks, a lot of work has been done on Osiron. The latest version of the game can be found here. The most prominent new features: -A completely new look -The game keeps track of your best time and fewest moves for each layout in the Dusk to Dawn game -A completely re-designed layout menu, which now displays the board name, as well as your best time and fewest moves -Each game has it's own menu, with buttons to play the game, view instructions, change settings, and go back to the main menu -A settings screen which allows you to mute the music/audio, and change the backround, board and peice images -Many bug fixes, and a lot of behind-the-scenes work! I'm still looking for feedback, so if you have any questions, comments or suggestions, please post them here or PM me.
  15. I've been working on a new abstract strategy/puzzle flash game called Osiron, and I'm looking for some feedback. The newest version of the game can be found here. It's still a major work-in-progress, and there's still a lot of work to be done, but the core gameplay features are pretty much done. Since there are no instructions in-game, I'll post them here. There are three different game modes, one 2-player mode, and two single-player modes. Osiron Classic - 2 Players This is the classic Osiron game. Rules can be found on the OsironGallery.com website. In case you're too lazy to read that much, here's a shorter version. Players take turns swapping one of their pieces with an adjacent enemies piece. The first one to completely fill one of the seven interlocking circles with their pieces wins. You cannot win by filling a circle which was filled with your pieces at the beginning of the game. Osiron's Dusk to Dawn - 1 Player The goal is to create the inverse of the design's color scheme in as few moves as possible. At the end of the game, all of the light-colored pieces should be where the dark pieces were at the beginning of the game, and vice-versa. To move pieces, click the center of one of the seven interlocking-circles to select it, then click and drag the circle to spin it. and all of it's pieces. Osiron's Prism - 1 Player Similar to Osiron's Dusk to Dawn, except now there are 6 different colors. The goal is to arrange all of the pieces with the same color next to each other in a triangle shape, with each triangle pointing towards the middle, so that it looks like a color wheel. In case this doesn't make sense (which I'm sure it doesn't), here's an image of what the board should look like when it's completed. Note that it does not matter which color is where. Movement of the pieces is the same as in Osiron's Dusk to Dawn. I'd appreciate any feedback about the game. Specifically, I'd like these questions answered: 1. Is the game fun and easy to learn? 2. Are the single-player games too hard or too easy? 3. Have you been able to find any bugs? 4. Are the visuals okay? (they are still a work-in-progress, so any suggestions are welcome) 5. Do you like the music/sound effects? 6. Do you have any ideas for new gameplay features for any of the game modes? Any other comments, suggestions, complaints, etc. are welcome as well. Enjoy! -Stelimar