Update!
So for those of you Python programmers, you can see the current code for the server at the project page here or the actual code here. (See first post for some more details)
So I have finished the main server (you can download the server and make your own plugins if you want to try some of the stuff out). Now I am currently "testing some other features that I coded in but have no idea what they do" and working on the Virtual Space plugin.
I am also thinking of recreating Chat.PY as a plugin, but that is currently not one of my priorities (my current priorities are school, school, Scratch, other projects, Virtual Space) so the development is coming slowly, but surely.
Any ideas, questions, comments, complaints?
No complaints about it being one of the lowest priorities or it being created to slowly though.
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I am sad to say that Virtual Space will either be canceled or suspended until further notice.
So I had the base part of the server all down and it was working perfectly. When I connected Scratch and made a quick testing client, I have found that Scratch can't handle all the sensor-updates (The server sends at least 36 updates as fast as possible to the clients) and when Scratch receives the updates, it starts slowing down and Scratch starts updating the sensor-values once every 5 seconds (if not longer) which results in a slow and unplayable game. If you would like to try it out for yourself, the server code is on Sourceforge (SVN) and the Scratch project I used to test it is here.
I am thinking of creating the project in Pygame, but sadly, I don't think it will reach Scratch until either the Flash Player supports Remote Sensors (http://scratch.mit.edu/forums/viewtopic.php?id=86104) or until Scratch 2.0 with Remote Sensors.
Sorry for the inconvenience.
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If anyone has a decompiler handy, I can implement remote sensors connections. But I am sad to hear the development news anyways.
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Announcement!
Well, silly me has continued development on a suspended project and I have created two clients so far. One is a Pygame version which uses Soulite and the other is a Scratch project.
Now the really silly thing is, Pygame/Soulite and Scratch use different Math and stuff for displaying and rotating sprites. Which becomes annoying because both versions work, but each version displays and places the sprites differently. So technically the clients are compatible with each other, or they are both incompatible with the server. But either way, I think it's an accomplishment to get two "working" clients out.
The SVN on Sourceforge has the server and client if you feel like checking it out yourself. Though currently, I don't have any official server running or clients out.
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Well, thats already a big achievement!
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Magnie wrote:
bobbybee: Okay, thanks for volunteering! Just knowing the basics in Python is good.
![]()
SJRCS_011: Thank you!
nickbrickmaster: All you need to know is some basic Python ( loops, if/elses, variables )
tripleduece: It's all right, I'll be needing some testers to test the battle field.![]()
---------
To Everyone: The testing will be open to anyone who wants to and can connect. Though the server may go down at unexpected times because I am fixing some bugs in the game.![]()
Though currently I've had very little time to even get started, but just as a notice before hand.
I can help program.


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cocolover76 wrote:
I can help program.
The code is here: http://svn.code.sf.net/p/scratchspace/code/trunk/
And the project page is here: https://sourceforge.net/projects/scratchspace/
If you have anything to show, I'll be glad to see and possibly add it.
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Can you do a tutorial of what do do after we downloaded it and opened the file? I have no idea
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Magnie wrote:
cocolover76 wrote:
I can help program.
The code is here: http://svn.code.sf.net/p/scratchspace/code/trunk/
And the project page is here: https://sourceforge.net/projects/scratchspace/
If you have anything to show, I'll be glad to see and possibly add it.![]()
I'm showing this:
import json #Get rid of this, since when was this gonna use json?


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cocolover76 wrote:
Magnie wrote:
cocolover76 wrote:
I can help program.
The code is here: http://svn.code.sf.net/p/scratchspace/code/trunk/
And the project page is here: https://sourceforge.net/projects/scratchspace/
If you have anything to show, I'll be glad to see and possibly add it.![]()
I'm showing this:
Code:
import json #Get rid of this, since when was this gonna use json?
Oh, and add me to the Sourceforge. I am cocolover76 on Sourceforge.


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FreshStudios: Well, I think as long as you understand the basics of computers and know how to use Python, that would be enough to run it. I'm also really lazy and I don't think I can make a tutorial at the moment.
cocolover76: I don't see why I need to add you to the project. You don't need to be part of the project to download the files. I also don't want to allow other people edit the files, cause I don't want any changes done without me knowing before the change is made. And if you want to, you can even clone the project and make your own changes.
Also, thanks for telling me about the json module, I forgot to remove it when I changed my non-existent protocol.
Last edited by Magnie (2012-01-30 03:54:06)
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Magnie wrote:
Tbtemplex97: Possibly, I need skilled Python and Scratch programmers that know how to connect Python and Scratch together.
I guess I'm sort of advanced in scratch, but I can't connect the two
EDIT: Never done Panther BTW
Last edited by funelephant (2012-01-30 19:46:22)

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Sorry if this would be consider necro-posting, but is this project still on?
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bobbybee wrote:
Sorry if this would be consider necro-posting, but is this project still on?
Yeah. The SVN is mostly being updated at the moment. I'm working on a Chat.PY and Authentication plugin for the server at the moment. A large part of the server is done, I just need to work on the client, probably get a menu. And for some reason when I run the game the positions of the ships are different for each ship. So one ship might see another North of them, but the other player sees the player "South" of them to the West. Though I haven't fully tested yet.
In general, I've finished player movement. My next goal is to add weapons. After that I need to add planets and a way to jump from system to system. Once I do that, then I'll probably add some missions. Once that's done, I'll finish up with weapon/armour/shield upgrades (and possibly the ability to get new ships) which you can pay for. After that, it will be pretty much finished. Anything else I'll end up doing will either be new upgrades, ships, planets, systems, missions, and possibly another galaxy.
I am thinking of adding story-lines and maybe different "races" or empires. I'm not entirely sure though. Creating those will be quite easy after I add the above features.
The only problem with this project, is that it will be slow. If any of you have tried the trunk version, you'll see how slow it is. Though, there won't be much difference in the speed of the project after adding the features, but it will become irritating. There is the possibility of using Turbo Speed Mode, but that will be annoying. What I really want is for the Flash Player to either have direct connections to the server, or at least have Remote Sensors/Connections.
If anyone has any ideas that would be great!
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If I can afford a $75 program (decompiler), I'll mod the flash player to work properly with remote sensors connections.
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Why python use node.js
much more cost savyy
but i can help you guys with python or scratch [more of client side though]
and hey .. if you you can somehow connect java to listen events through javaScript of same for flash i can actually use TCP/IP socket protocol using websockets -> flash sockets
-> XHR (gracefull degradation) for your game :-) ,
And i think making a JS bridge would be a good option , why ?
* You can leave all the tiresome task on browser
* You can host it on web servers
* You wont have to make direct tunnels
[thats what its protocol seems to me which is wery dangerous]
Last edited by fanofcena (2012-02-21 07:50:16)
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fanofcena wrote:
Why python use node.js
much more cost savyy
but i can help you guys with python or scratch [more of client side though]
and hey .. if you you can somehow connect java to listen events through javaScript of same for flash i can actually use TCP/IP socket protocol using websockets -> flash sockets
-> XHR (gracefull degradation) for your game :-) ,
And i think making a JS bridge would be a good option , why ?
* You can leave all the tiresome task on browser
* You can host it on web servers
* You wont have to make direct tunnels[thats what its protocol seems to me which is wery dangerous]
I don't know how to use JS, and even more so, I don't know how to run JS in the background on a VPS.
If you can get JS to listen for events from the Flash Player and then have those be sent to the server, that would be great! But I don't know how that could be done. It also sounds kind of "hackerish".
I'm probably misunderstanding though, could you explain more?
The current protocol is the mirror connects to the Server then connects to Scratch. After that, it relays all the information sent. The only insecurity is if someone decides to internal connections to the computer and I'm not sure how you would sniff a 127.0.0.1 connection without the client being the sniffer. xD
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I might actually get a decompiler to implement RSC (remote sensor connections) in the Flash Player. I might have to change the protocol, though.
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bobbybee wrote:
I might actually get a decompiler to implement RSC (remote sensor connections) in the Flash Player. I might have to change the protocol, though.
What would you have to change?
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I would just have to inject a piece of code that would open a socket and parse data that follows the protocol.
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Magnie wrote:
Well, this is probably more of a "Virtual Space" game than a "Virtual World" but oh well.
Any suggestions, thoughts, or ideas, please bring them forward.![]()
So for those of you Python programmers and those of you who think you can understand code without knowing the actual language, you can see the current code for the server at the project page here or the actual code here. The mirror is pretty much done anyways (it's a non-working version that can only receive broadcasts) and the server will probably use the Java Applet that MathWizz created. So you can kind of ignore the mirror.
I've created an example of how the physics will be here if you want to see some sort of "alpha demo".![]()
Can you say Super man? Scratch and Python are my two best languages. I will gladly help free of charge.
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DAwesme wrote:
Can you say Super man? Scratch and Python are my two best languages. I will gladly help free of charge.
http://sourceforge.net/projects/scratchspace/ is where all the source code is and you can submit code here in the forums.
Bunkers: By using Remote Sensor Connections or Mesh, Scratch will connect to the server (which is coded in Python) and the server will "create" the player and send all the x and y coordinates of other players and objects.
Currently, only the players are displayed. I've got the weapon/laser coded server-side but haven't had enough time to add/test it for the Scratch client. Though I'm afraid it's really slow (even with Turbo Speed on) and won't be very enjoyable to play until Scratch 2.0 comes out with Remote Sensors or Mesh.
The development will be slow because of school and other reasons. Though I am thinking of releasing the server and Chat.PY 2.0, but I don't think I have any time to deal with any popularity and moderation (I'll probably need a mod from the US and one from Asia/Other-side-of-the-world so I can have Chat.PY moderated 24/7), but until then.
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