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#326 2012-03-22 15:50:15

bobbybee
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Registered: 2009-10-18
Posts: 1000+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

I'll go with LGPL, in that case. (I should probably consult a lawyer, though...)

EDIT: I think GPL is actually better, now that I read the choose a license page.

Last edited by bobbybee (2012-03-22 16:00:08)


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#327 2012-03-22 18:40:38

bobbybee
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Registered: 2009-10-18
Posts: 1000+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

Magnie, I'm working on the Scratch-part. Do you have any suggestions regarding cloning (to support many users in a single room)? After all, you're working on Virtual Space and all.


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#328 2012-03-22 19:05:07

Magnie
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Registered: 2007-12-12
Posts: 1000+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

bobbybee wrote:

Magnie, I'm working on the Scratch-part. Do you have any suggestions regarding cloning (to support many users in a single room)? After all, you're working on Virtual Space and all.

For games, cloning won't be possible. With a decent speed that is.

For VS I'm limiting each "universe" to 12 players (so 12 sprites for each ship, not counting weapons, planets, etc), but it can support as many universes as the computer/server can handle.

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#329 2012-03-22 19:09:06

bobbybee
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Registered: 2009-10-18
Posts: 1000+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

I guess I'll try limiting my rooms. (I'm doing more club-penguin like game, so it would be everyone crammed in the same "universe") If you know a private file sharing site, I can should you something rather ambitious I'm working on (don't want to unveil my secrets 'till they're fully ready)...


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#330 2012-03-23 17:18:43

bobbybee
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Registered: 2009-10-18
Posts: 1000+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

bump. Like the new tutorial?


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#331 2012-03-23 18:23:50

bobbybee
Scratcher
Registered: 2009-10-18
Posts: 1000+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

bobbybee wrote:

I guess I'll try limiting my rooms. (I'm doing more club-penguin like game, so it would be everyone crammed in the same "universe") If you know a private file sharing site, I can should you something rather ambitious I'm working on (don't want to unveil my secrets 'till they're fully ready)...

I'm beginning work on rooms. So far, so good.


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#332 2012-03-23 19:55:28

Magnie
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Registered: 2007-12-12
Posts: 1000+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

bobbybee wrote:

bobbybee wrote:

I guess I'll try limiting my rooms. (I'm doing more club-penguin like game, so it would be everyone crammed in the same "universe") If you know a private file sharing site, I can should you something rather ambitious I'm working on (don't want to unveil my secrets 'till they're fully ready)...

I'm beginning work on rooms. So far, so good.

Cheers! Can't wait to see the finished result!

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#333 2012-03-23 19:59:09

bobbybee
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Registered: 2009-10-18
Posts: 1000+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

Magnie wrote:

bobbybee wrote:

bobbybee wrote:

I guess I'll try limiting my rooms. (I'm doing more club-penguin like game, so it would be everyone crammed in the same "universe") If you know a private file sharing site, I can should you something rather ambitious I'm working on (don't want to unveil my secrets 'till they're fully ready)...

I'm beginning work on rooms. So far, so good.

Cheers! Can't wait to see the finished result!

It's kinda cool. Do you have any advice regarding optimizations? I'm doing some tests and the Scratch-side is slower than erm...heck. Specifically my string handling routines are slow. (the mirror/server-side are definitely fine)


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#334 2012-03-23 20:13:37

Magnie
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Registered: 2007-12-12
Posts: 1000+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

bobbybee wrote:

It's kinda cool. Do you have any advice regarding optimizations? I'm doing some tests and the Scratch-side is slower than erm...heck. Specifically my string handling routines are slow. (the mirror/server-side are definitely fine)

Yeah, I think you see my problem with Virtual Space now.  tongue

I suggest doing something like this:

Scratch sends an update request
Server sends all the sensor-values then server sends a broadcast "updated"
Scratch receives "updated" and tells all the sprites to update to their new positions.
Then after Scratch is done updating, it restarts the process.

If you can make that any shorter, that would be amazing. Also, having the server continually update Scratch with sensor-values won't work very well. You need to somehow regulate the "Update" and "Updated". Continually sending "Update" won't work, at least, not very well.

For Virtual Space, I send "Update" then the server replies "Updated" and all the sprites receive "Updated" and then update all their positions. So if the server stops sending broadcasts, then it will stop running until it receives "Updated".

But as I said earlier, if you can find a more efficient or faster way, that would be great!

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#335 2012-03-23 20:16:22

bobbybee
Scratcher
Registered: 2009-10-18
Posts: 1000+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

Magnie wrote:

bobbybee wrote:

It's kinda cool. Do you have any advice regarding optimizations? I'm doing some tests and the Scratch-side is slower than erm...heck. Specifically my string handling routines are slow. (the mirror/server-side are definitely fine)

Yeah, I think you see my problem with Virtual Space now.  tongue

I suggest doing something like this:

Scratch sends an update request
Server sends all the sensor-values then server sends a broadcast "updated"
Scratch receives "updated" and tells all the sprites to update to their new positions.
Then after Scratch is done updating, it restarts the process.

If you can make that any shorter, that would be amazing. Also, having the server continually update Scratch with sensor-values won't work very well. You need to somehow regulate the "Update" and "Updated". Continually sending "Update" won't work, at least, not very well.

For Virtual Space, I send "Update" then the server replies "Updated" and all the sprites receive "Updated" and then update all their positions. So if the server stops sending broadcasts, then it will stop running until it receives "Updated".

But as I said earlier, if you can find a more efficient or faster way, that would be great!

As you complained about on your article about why Scratch Live is bad, you should trade-off recognition for speed. In my case, I'm doing everything from collision-detection to high-scores on the server. Perhaps I might implement a mirror protocol that would do the string manipulation directly (before contacting Scratch, of course.)


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#336 2012-03-23 21:25:21

Magnie
Scratcher
Registered: 2007-12-12
Posts: 1000+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

bobbybee wrote:

As you complained about on your article about why Scratch Live is bad, you should trade-off recognition for speed. In my case, I'm doing everything from collision-detection to high-scores on the server. Perhaps I might implement a mirror protocol that would do the string manipulation directly (before contacting Scratch, of course.)

That's exactly what I'm doing. I'm doing everything on the server and Scratch just displays the positions and directions of the players, and eventually, the type of ship. Even then, it's really slow (updates about every half-second). Which is why I'm still looking for a faster method.

Using variables might work, but it isn't what I really want to use. Though I think I'll just wait for Scratch 2.0.  hmm

Last edited by Magnie (2012-03-23 21:26:17)

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#337 2012-03-24 06:25:48

bobbybee
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Registered: 2009-10-18
Posts: 1000+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

I haven't tested turbo, though...maybe I'll make a flash player hack for it.


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#338 2012-03-24 09:42:36

Magnie
Scratcher
Registered: 2007-12-12
Posts: 1000+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

bobbybee wrote:

I haven't tested turbo, though...maybe I'll make a flash player hack for it.

Yes, please make a Flash Player hack!  big_smile

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#339 2012-03-24 09:44:00

bobbybee
Scratcher
Registered: 2009-10-18
Posts: 1000+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

Magnie wrote:

bobbybee wrote:

I haven't tested turbo, though...maybe I'll make a flash player hack for it.

Yes, please make a Flash Player hack!  big_smile

Money would be an issue...my dad won't let me buy a decompiler--he claims Flash is obsolete so I'm wasting my savings. It's my decision!


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#340 2012-03-24 14:50:30

bobbybee
Scratcher
Registered: 2009-10-18
Posts: 1000+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

Magnie wrote:

bobbybee wrote:

I haven't tested turbo, though...maybe I'll make a flash player hack for it.

Yes, please make a Flash Player hack!  big_smile

I found an Adobe product that should let me do everything...and it's open-source.


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#341 2012-03-24 18:22:22

peterkap
Scratcher
Registered: 2009-01-24
Posts: 1000+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

Im going to use this for my own virtual world, PonderMe. (Official Website here
I need some help. 1) How do you get packet to appear on the sensor values?

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#342 2012-03-24 18:28:16

bobbybee
Scratcher
Registered: 2009-10-18
Posts: 1000+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

peterkap wrote:

Im going to use this for my own virtual world, PonderMe. (Official Website here
I need some help. 1) How do you get packet to appear on the sensor values?

You need to run both the server and the mirror at the same time.


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#343 2012-03-25 17:14:05

bobbybee
Scratcher
Registered: 2009-10-18
Posts: 1000+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

Magnie, I dunno if you've seen this bug before, but I seem to have some issues when 2 packets get sent to the client at once. It seems to only parse the second (last) packet.


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#344 2012-03-26 09:43:23

Magnie
Scratcher
Registered: 2007-12-12
Posts: 1000+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

bobbybee wrote:

Magnie, I dunno if you've seen this bug before, but I seem to have some issues when 2 packets get sent to the client at once. It seems to only parse the second (last) packet.

Another problem I've had to deal with.  tongue

When the same broadcast is sent twice, the second one will override the first one. Try making a "When I Receive" script and put a forever loop on it. Start the script once, then start is again. It will stop the script then start it again.

That's what happens when you send two broadcasts at once. You'll need to regulate the script to only send the broadcast once the original one finishes. I've done a script like this:

when gf clicked
broadcast [Updated v] // Then the server sends all the sensor-values and then broadcasts "Update"

when I receive [Update v]
broadcast [New Update v] and wait
broadcast [Updated v]

when I receive [New Update v]
go to x:<[p1x v] sensor value> y:<[p1y v] sensor value>

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#345 2012-03-26 15:55:30

bobbybee
Scratcher
Registered: 2009-10-18
Posts: 1000+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

Wouldn't when I receive Update be called twice, and be overrided?


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#346 2012-03-26 17:39:38

Magnie
Scratcher
Registered: 2007-12-12
Posts: 1000+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

bobbybee wrote:

Wouldn't when I receive Update be called twice, and be overrided?

If you send two Update broadcasts at once, then yes. But I don't see why you would.

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#347 2012-03-26 17:51:14

bobbybee
Scratcher
Registered: 2009-10-18
Posts: 1000+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

Magnie wrote:

bobbybee wrote:

Wouldn't when I receive Update be called twice, and be overrided?

If you send two Update broadcasts at once, then yes. But I don't see why you would.

I have a method that sends two packets twice in a row. It's sort of a speed issue.


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#348 2012-03-28 16:35:06

bobbybee
Scratcher
Registered: 2009-10-18
Posts: 1000+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

bump


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#349 2012-03-30 16:23:07

bobbybee
Scratcher
Registered: 2009-10-18
Posts: 1000+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

If anyone cares, I made a little network debugging project (a telnet simulator). The project can be found here.


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#350 2012-06-20 19:40:32

evo12
Scratcher
Registered: 2012-03-17
Posts: 100+

Re: FireMMO: The Ultimate MMO Development Kit (previously MMO Project)

Wut?


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