I've been working on a project in BYOB that can turn your computer into a pseudo game server!
Pros and Cons:
Pros
1. Allows any number of clients to connect to the pseudo-server
2. Allows clients to play any game currently on the server without downloading a new game
Cons
1. The more clients, the slower it is (may be solved with turbo speed, but might not)
2. Games that are on the pseudo-server are 1-sprite-1-script
3. Client users can't interact
4. The
<touching color[
<color[]is over[
<wait( )secs>
<wait until>
[/blocks] blocks can't be used
5. More cons than pros
At the moment this is extremely beta so I won't post a download, but I'll give an update when it's ready.
Come to think of it, this is sorta like the Scratch website, but with these differences:
1. Only one project is stored at a time
2. The project is made in BYOB
UPDATE: At the moment, the 'client' project isn't working so well, so I may have to start over on it.
UPDATE: Making a successful project that takes a string and calculates the formula (example: (2 + 2) mod 3 ). This may make the client work better.
UPDATE: Just finished what I mentioned above.
Last edited by rubiks_cube_guy238 (2010-01-31 15:00:08)
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Interesting... This would be quite fun to play with, less downloads, the better! Does this only use Mesh, or does it use other items in BYOB? I would like to test this out.
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Magnie wrote:
Interesting... This would be quite fun to play with, less downloads, the better! Does this only use Mesh, or does it use other items in BYOB? I would like to test this out.
![]()
If you mean that the 'client' has absolutely no scripts, the answer is (unfortunately) no. But it does use custom blocks.
By the way, Magnie, I liked your Chat project.
Last edited by rubiks_cube_guy238 (2010-01-29 17:51:04)
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Hmm - it'll be interesting to see this.
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RHY3756547 wrote:
Hmm - it'll be interesting to see this.
![]()
I think so too, I dunno what Pro 2 means, though - does that mean that the client will somehow run certain blocks individually when the server tells it to, or something else?
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technoguyx wrote:
RHY3756547 wrote:
Hmm - it'll be interesting to see this.
![]()
I think so too, I dunno what Pro 2 means, though - does that mean that the client will somehow run certain blocks individually when the server tells it to, or something else?
Okay, I'll explain how it works:
In the host program, this is the setup:
<when green flag clicked>
<forever>
<say[ #glideToXY ~1~100~100
<end>
[/blocks]
where the
<say[
[/blocks]
block is a custom block that takes the code and sets a function, arg1, arg2, and arg3 variable. The code is in the format
#function ~argument1~argument2~argument3
. It then broadcasts 'step', and when the client receives 'step', it uses some custom blocks to calculate the arguments and execute the function. This is rather complicated, but it allows you to use one project to play multiple games that are on the host.
BTW, I made this in my 'private' BYOB, so you'd have to be using my version to use the client or the host.
Last edited by rubiks_cube_guy238 (2010-01-31 15:21:03)
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Wow... Does This Game Use Any Custom Made Blocks From BYOB? If It Doesn't, Then That Would Be Even Better!
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