Topic:   Space Game Project (No Name Yet)   (Read 15492 times)


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GMG Tim


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Re: Space Game Project (No Name Yet)
« Reply #30 on: May 30, 2008, 02:43:09 PM »
The code doesn't work because it's ancient BlitzMax code. I don't think it's supported in the latest version. The following tutorial may be of great help:

http://www.eiksoft.com/multi/multi.htm#junk

That specifically deals with UDP networking. Here are some more general BlitzMax tutorials:

http://www.blitzbasement.net/tutorials/tutorialindex.html
http://www.2dgamecreators.com/tutorials/gameprogramming/
http://www.alsbonsai.com/john/BlitzMax_OOP_Tutorial.pdf

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Re: Space Game Project (No Name Yet)
« Reply #31 on: May 30, 2008, 02:47:52 PM »
Thanks  ;)

-Gandolf

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Re: Space Game Project (No Name Yet)
« Reply #32 on: June 02, 2008, 01:06:51 PM »
Well, I've done a bunch of research, and I took a look at Python, and it turns out Python is actually one of the best languages to make networking apps in.

So, I downloaded Python, did a bunch of tuts, and am now experimenting with it.

Though I have a few questions.

(1) When you save your code from IDLE, it saves it as a regular document format. Shouldn't it save it as .py?

(2) What exactly does Python Launcher do? I try to open .py files in it but it always comes up with an error.

(3) In the build Applet app, I take my .py documents and convert them to applications, but when I open them, they just quit.

(4) Do you know some documentation that has all the Python Script Commands?


Thanks,

-Gandolf

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Re: Space Game Project (No Name Yet)
« Reply #33 on: June 02, 2008, 01:39:55 PM »
I had a quick look at Python awhile back, but couldn't make head nor tail of it.
Quote
(4) Do you know some documentation that has all the Python Script Commands?
-Gandolf
No. This frustrated me too. That sort of thing should always be included in the readme.
« Last Edit: June 02, 2008, 01:41:05 PM by Silverwind »
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GMG Tim


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Re: Space Game Project (No Name Yet)
« Reply #34 on: June 02, 2008, 03:12:39 PM »
Quote
Well, I've done a bunch of research, and I took a look at Python, and it turns out Python is actually one of the best languages to make networking apps in.

So, I downloaded Python, did a bunch of tuts, and am now experimenting with it.

Though I have a few questions.

(1) When you save your code from IDLE, it saves it as a regular document format. Shouldn't it save it as .py?

(2) What exactly does Python Launcher do? I try to open .py files in it but it always comes up with an error.

(3) In the build Applet app, I take my .py documents and convert them to applications, but when I open them, they just quit.

(4) Do you know some documentation that has all the Python Script Commands?


Thanks,

-Gandolf

1) Shouldn't matter, you can still open the file in Terminal by typing 'python filename'
2) Python launcher will only launch when running a program from within the IDLE environment, or when you're using something like pyglet or pygame.
3) When making the applet, you have to be sure to import all necessary libraries, and make sure you drag and drop ALL associated files onto the applet maker (including images if you're using any).
4) Yes, http://www.python.org/doc/. They have every command documented, but it's not just in list format.

Python is no good for making stand-alone applications for many reasons. First, it's an interpreted language, not compiled, so even when you make applets, users still have access to the source code. They can modify it and change the way your program works.

What Python is good for: server-side scripts (game server, etc), scripts where security is not an issue, scripts where users can have access and modify the code, etc.

For stand-alone applications, you should use an environment that compiles, because it makes accessing the source code really hard (reverse compiling, etc).

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Re: Space Game Project (No Name Yet)
« Reply #35 on: June 02, 2008, 04:09:44 PM »
(1) Ah.
(2) Oh.
(3) What do you mean by libraries?
(4) Thanks.

It doesn't matter to me if users have access to the source code. I trust people here.

So... Now comes the hard part. To try to make a Server that can handle 10+ clients and a client which will send a text file to the server and the server to send the text file back as fast as possible.

What do you think is best, UDP or TCP?


Thanks,

-Gandolf

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Re: Space Game Project (No Name Yet)
« Reply #36 on: June 02, 2008, 04:38:40 PM »
I think that UDP may be faster but TCP givesw status checks so you can tell if the connection is broken

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Re: Space Game Project (No Name Yet)
« Reply #37 on: June 02, 2008, 04:41:06 PM »
Thanks Mistron.  :)

I think I will go with UDP. I downloaded a simple UDP server/client that sends messages back and fourth.

-Gandolf

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Re: Space Game Project (No Name Yet)
« Reply #38 on: April 18, 2009, 10:22:56 AM »
Sorry for dredging up such an old topic but...  Wow, this looks strikingly familiar.
I thought my Java Space Game was all original, I must of forgotten about this.

-Gandolf

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Re: Space Game Project (No Name Yet)
« Reply #39 on: April 18, 2009, 10:37:13 AM »
Quote
I thought my Java Space Game was all original,
Oh I am sure many people before us thought of a space game where you shoot other space ships. Hey any of you remember Escape Velocity that was a lot like that.
I must be dreaming (wake up me wake up) How could this have happened. Tireas' cry when he found his computer fallen over in his chair with it's screen shattered.

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Re: Space Game Project (No Name Yet)
« Reply #40 on: April 18, 2009, 10:39:04 AM »
Quote
Oh I am sure many people before us thought of a space game where you shoot other space ships. Hey any of you remember Escape Velocity that was a lot like that.
True, true. ;)

-Gandolf
« Last Edit: April 18, 2009, 10:43:40 AM by Gandolf »

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