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Ibzy

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  1. I came across a snippet of code today which demonstrates connecting two phones in a client/server relationship rather easily (can't find it right now but will post if anyone was interested) but would only work locally.  The topic did however spread to the ability to move this to client/client using a third party as a server - I imagine utilising the likes of Google App Engine, Parse, EC2 etc.   My initial thought is that I want this to be as close to free as possible while I am still working on this, the $25 Google developer fee seems the cheapest option to me.   I looked deeper into the Google App/Engine/Game services and feel the documentation on these is sufficient to get myself started on the connectivity side of things.   Thanks for the input guys.
  2. I have given this a perusal and the Amazon EC2 concept appears to be a place to hold the common data, and the node.js is the proverbial web-server?  I feel if I was to use this approach i could, for at least testing purposes, create a local testing environment with a copy of Ubuntu server?   I am currently using Parse.com to deal with my user accounts and databases and am led to believe they support this too?  I may be wrong, but it would be good to keep everything in one place.  If it comes to it though, G+ will be the way to go - at least for the immediate term.   Thanks H+
  3. Hi H+   As I say, I'm not too much against the G+ signin, however I'm a little bit too 'new' to understand your second paragraph I'm afraid.   I'm happy to build the infrastructure myself, but wouldn't know where to begin - I imagine I need my own server space to be used as a room for the players to connect to?   I'm not sure what an Amazon EC2 micro instance is either, but I imagine a quick search will give me that information.   Thanks
  4. Hi All - question without the spiel in bold,   Certain forum dwellers may notice I have popped up a lot recently asking somewhat dumb questions - so sorry for that, I hope to return the favours by the time I've finished my project with things I have learnt.   I am looking at making a 2 player game (simple card game a first, maybe developing into something bigger) and am stuck at how to connect players/users.  I have done a bit of a search and found 3 things: Skiller SDK, AndEngine and Google Play Game Service.   Skiller I believe is paid for, so currently on my 'budget' is a no. AndEngine looks thoroughly complex, but may be what I'm after, and the Google Play service looks very promising but I'm not sure what "catches" there are - for starters I think it needs G+ signin?  I'm not against it, but was hoping to not limit players to having to have a G+ account (just like the Bitstrips FB limitation).   Does anybody have anything to say about these and/or other methods of connecting players?   A very basic  flow of the game will be - Player one plays a card face down and clicks done, player two does the same (this would be preferably simultaneous but doestn need to be) when both are done, cards flip over and both players see both cards. The phases will then continue as such: both players making their 'move' but the opponent cannot see what has been done until both players confirm they are done.   Thanks as always.
  5. I have looked at the documentation around the ParseQuery API but am only seeing example queries for single table queries (If Parse supported SQL I would have this nailed).   Apologies for being rather vague in my question - I felt that general practice would cover the issues I'm having here, so maybe that's not the case.  My end goal is a card game (as I imagine you may have guessed), but with this snippet what I am trying to achieve is a list of cards owned by the current user.  There will be situations where cards get added, I would need a separate list for a deck which will contain some of the cards in the entire list, and perhaps the ability to trade cards with other players (this part is a long way off).   I know it might appear as though I'm starting from the middle, however I am trying to ensure I can fully query the Parse database in the way that I need to before deciding it is what I want.  Having read about peoples issues when taking a standalone app and making it work with users/logins, I am covering this part off first and adding the game logic to it.   Cheers
  6. Hi Again,   After some debugging I found that it is not blank, the StringBuilder just isn't populated prior to being set.  Very much a simpleton question here I'm sure, but how do I synchronise my code? I've always thought it runs in order and each function is completed before it moves on.   I've changed StringBuilder to StringBuffer, and the app still compiles, but the data is still blank? I assume this is due to the synchronising you mention?   Thanks   Edit: My ParseQuery public void section now looks like this: public void done(ParseObject object, com.parse.ParseException e) { if (e == null) { cards.append("Card: "); Log.d("Card","Contains " + object.getString("CARD_NAME")); cards.append(object.getString("CARD_NAME")+"\n"); TextView CardsList = (TextView) findViewById(R.id.CardsList); CardsList.setText(cards.toString()); } else { } } This compiles and gives me the list I expect, however when the page loads I can see the list being populated - is this something I need to drag into the very beginning and cache, or am I doing something wrong which slows it all down?   Thanks
  7. Hi Guys,   Thanks for the pointer - setting the StringBuilder as an instance var works like a charm when it comes to letting me update it from various functions.   Now I just need to figure out why the CARD_NAME is blank :)   Thanks again!
  8. Hi Chubu, Thanks - that makes a lot of sense, and is kind of what I thought was happening.  Can you think of a way to get around this?   I considered setting a public variable and having it set to the new string on each tick of the for loop, but seems to return null.   I imagine the main problem here is that Parse use a bit of their own terminology which no-Parse users wouldn't be familiar with?  If the query didn't need that public void done() I'd probably be ok.   Thanks
  9. Hi All,   I have hit a bit of a snag on Android with regards to Querying a database.   I have set up an account with Parse.com which seems a very reasonable and clever solution to server hosting as a new developer.   In my set up I have 3 tables (or as Parse call them, classes) - Users, Cards, and Payer_Cards. All Users have a unique objectID, all Cards have a unique objectID and Player_Cards is a lookup between the two, containing Player ID and Card ID (not all players have all cards).   The below logic is my attempt, but for some reason I cant figure it out.  I can get the Card IDs listed based on all cards against the player ID (currentUser), but when I try to expand this to look at table 3 (Cards) it all falls apart. public void cardList(List<ParseObject> cardList){ StringBuilder cards = new StringBuilder(); for(int i=0; i<cardList.size(); i++){ cards.append("Card:"); ParseObject[] cList = cardList.toArray(new ParseObject[0]); String cardId = cList[i].getString("CARD_ID"); ParseQuery<ParseObject> query = ParseQuery.getQuery("CARDS"); query.whereEqualTo("objectId", cardId); query.getInBackground(cardId, new GetCallback<ParseObject>() { public void done(ParseObject object, com.parse.ParseException e) { if (e == null) { cards.append(object.getString("CARD_NAME")); } else { } } }); } TextView CardsList = (TextView) findViewById(R.id.CardsList); CardsList.setText(cards.toString()); } The current error in my code is that "cards" isn't recognised within the if block.   Any assistance on this is greatly appreciated - I have exhausted all of my ides of how to get around this.   Thanks
  10. Hi Simon,   Thanks for this - pointed me in the right direction.  Didn't quite realise how 'separated' the code needed to be.   Cheers
  11. Hi All,   I am working on an Android app, and am just learning to program on Android.  I have experience in a few programming languages, but I'm struggling to combine functionality across xml and java.   Very simple question I'm sure, but how do I make a button activate a function?  I have: "public void function(string a, string b)" with the function inside in Java, and on the xml layout I have <Button android:onClick="function(stringa, stringb)".   When I click the button i get an error saying it cannot locate method "function(stringa, stringb)".   Thanks
  12. Hi Ninja,   I have considered the first, but feel it would a) be limiting to customization and b) require the same/similar resolution to the problem I have with separate items i.e. having them bend at joints.   The second idea sounds good enough for me (at least for now) but I have a problem getting the mesh to not glitch through the armour, as the model's animation moves, the armour doesn't move with it.   Option 3: separate meshes for the body parts.  This is the option I think I'm going to have to go for, but I'm at a loss for how to do this.  I need to split my current body/skin mesh into parts for the armour to 'replace', but when I do this I have a number of issues.    - Will I need to re-animate the mesh or split each animation the same way?  I downloaded my model from the asset store so it came as one piece with animations.  - Once split, will the animation of body parts leave gaps between (for example) the armpit?  - How do I got about this in the best way?  I have scoured t'interweb looking for a tutorial on this with no such luck.  I can look into combining the meshes and switching them out in-game, but getting to this position is proving difficult.   Thanks for any further assistance.   Ibzy
  13. Hi Norman,   I have every intention to make my own model for the finished product, and I want to learn to do it myself, but where/how?  Do I need to have my own model broken into components or can I pick apart the one I have? (As I say, the model I have now wont be used for the finished product, so I don't think I need to worry about EULAs for the model?)   And once I have a model separated, how do I switch out the model segments in game?   Thanks
  14. Hi All,   I posted here a while back asking for tips on how to get started on building my own RPG (http://www.gamedev.net/topic/639121-rpg-beginner-steps/#entry5034690)   I had some great tips and advice, and I ended up settling on Unity. (Thanks to Olgo for the suggestion, and Moneal2001 for the links).   So, I have now been following Petey on his quest and got far enough to understand what I'm doing.  I won't go into detail as it will most likely bore you all, but I'm at a point that I wish to deviate from his teachings.  I intend to follow through the tutorials to the bitter end to make sure I pick up everything I can, (and will do so while awaiting advice from this post), but I want to do a few things different to Petey.   My first problem is equipment.  With regards to weapons and shields Petey covers this nicely, however it appears to me that equipping armour, boots, gloves etc. I will be expected to change the material on the character model.  I would like to have separate meshes for my equipment, for different shapes/looks mainly, but this will influence other aspects of my game slightly.   I can make my game just as much fun and unique without this ability, but let's face it: people want to be able to see their character wearing the gear they've equipped.   Is anyone able to offer any advice on how to achieve this? I have started off by making some meshes, however when 'docked' onto the character, they don't flex with the model, causing gross clipping errors.  I've read about replacing parts of the model (chest, arms etc.) with the mesh for the armour, but I got my character model from the asset store so imagine this is not possible?   Any and all suggestions, tips and advice is gratefully received.   Thanks,   Ibzy
  15. Thanks Jord, I'll give it a peruse, see what its like - the more variety the better, right? :)   Moneal - thanks for the links.