Another Question - cancelling chat

IvyGamesIvyGames zei

een tijd geleden | Bericht #1
For games I've seen with the Nonoba API, when played on different websites, you have to reload the whole game every time you play, and I heard this was because of the in-game chat system.

My game doesn't really need a chat system (No time to chat), so, is it possible to simply turn off the in-game chat and get rid of the reload problem? Or is that there to stay?

IvyGamesIvyGames zei

een tijd geleden | Bericht #2
And while I'm asking questions, is the Base API (Data, Statistics, etc) included in the Multiplayer API?

IvyGamesIvyGames zei

een tijd geleden | Bericht #3
And I'll add another question, I've tried to play the TicTacToe example game, but I need to open two flash movies for that, which has so far proved impossible (Flash only opens 1 project at one time)... my game is a very similar two-player game, but I really can't see how I can make it work without being able to test it :/

zproxyzproxy zei

een tijd geleden | Bericht #4
1. Once connected online you can run your game as long as you like. You can implement a level reload by your self.
2. At this time you should not remove or hide nonoba 200px chat sidebar.

FrippeFrippe zei

een tijd geleden | Bericht #5
When I want to test the stuff that I do, I just open one client by doubleclicking the .swf file directly, and then I start the other by compiling it inside of flash...
That way you have two clients running so that you can play for example tic-tac-toe, and you have the ability to do normal trace-debugging inside flash because you have one client open in the flash environment...

Alternatively you could just open both clients directly by doubleclicking the .swf's, but if you want to trace something from flash you would have to first send it to the serverside and output it from there with the Console.WriteLine() method...

Hope that helps :o)

IvyGamesIvyGames zei

een tijd geleden | Bericht #6
That doesn't work for me :/ the swf only works when directly exported from flash - when I publish or export it elsewhere (or even into the same folder), the .swf does not react to the external class code at all.

FrippeFrippe zei

een tijd geleden | Bericht #7
Hmmm that sounds strange...and you've started the server?

I'm just gonna write it step by step how it works for me, using the tic-tac-toe example :o)

First of all, if you haven't done it already, open up the TicTacToe.fla -file from the Flash-folder, and hit shift+F12 (if your on PC) to publish the swf-file. This file should be published to the "Output" -folder...

- Doubleclick the "Serverside.sln" -file to open the server environment. (It's located in the root-directory of TicTacToe)
- press "F5" to start the server.
When the server-window appears you should see a message saying: "Ready. Waiting for connection".
Then we know that the server is running ok!

When the server has started, go into the "Output" -folder and start two instances of the TicTacToe.swf...

write your name or play as guest (you do this in both clients of course)

In the server-window you should now see that an instance of your game has started and that "Guest yaddedibla : Joined game"

Hopefully you should be able to play it now? it works for me...

If this doesn't work then could you please be a little more specific about how you go about it, and I'll see if I can help you figure out what goes wrong :o)

cheers!

IvyGamesIvyGames zei

een tijd geleden | Bericht #8
OK;
I open TicTacToe, I publish it exactly as you said. I go to the Output folder and I see 'DrawPad.swf'. I publish again, and see 'TicTacToe.dll' in the Output folder.

I open Serverside.sln and run it with F5.
I open two instances of 'DrawPad.swf' (Still the only file in the Output folder).
Both instances run, flashing between the two frames of TicTacToe.fla.

:-/

FrippeFrippe zei

een tijd geleden | Bericht #9
ok hmm... when you say "I publish again and see TicTacToe.dll in the Output folder", it sounds like something is wrong...you shouldn't get that dll-file unless you have started the serverside and pressed F5 :o/

and you say "Still the only file in the output folder"? wasn't there a dll-file there also?

Do you get any messages inside the server-window ??

IvyGamesIvyGames zei

een tijd geleden | Bericht #10
By only file I meant only .swf file.
No, server window gets no messages, except when I test movie or Preview Publish, then it works perfectly.

IvyGamesIvyGames zei

een tijd geleden | Bericht #11
Nevermind, think I got it - I just rename TicTacToe differently and open both .fla`s together in Flash with Test Movie, and it works :-)

Still, seems weird... if my published files are going to be like this, I won`t be able to upload the game.

FrippeFrippe zei

een tijd geleden | Bericht #12
Hi!

The problem here is most likely your flash security settings... check this other post out http://nonoba.com/developers/forum/multiplayerapi/connection-dissallowed-message-when-testing-locally-help, or just go directly to http://www.macromedia.com/support/documentation/en/flashplayer/help/settings_manager04.html and add your file/folder to the allowed list...

I usually just add the entire drive, so that I can be sure that all of the flash-files can run without any security-restrictions...but that's just me :o)

cheers!
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