Search found 85 matches
Foley Art
Hello, Short version: does anyone want free sounds (not music) made for them, for free? Please give me your requests! I am interested in making a few dollars on the side doing Foley art. I understand "Foley art" to be the art of making sounds (not music), typically for use in film to make ...
- Sat Mar 16, 2019 11:27 pm
- Forum: General
- Topic: Annotation/Registration for Flexible Code
- Replies: 0
- Views: 4805
Annotation/Registration for Flexible Code
So I am creating my game, which piggybacks off of the LOVE2D physics engine. I'm currently programming a system that takes the world and turns it into a string so that it can be given to the client and brought from a string back into programming code again. I wanted to take some ideas I saw in Java ...
- Wed Mar 13, 2019 11:55 pm
- Forum: General
- Topic: Putting Objects Into Strings
- Replies: 5
- Views: 4733
Putting Objects Into Strings
So I had recently got my game to sort-of work with multiplayer. My problem now is that I have Lua objects that need to be communicated to/from the server/client. So, I need to come up with a mechanism that takes the objects needed and turns them into strings, and another for taking strings and putti...
- Sat Feb 02, 2019 7:38 am
- Forum: General
- Topic: LuaSocket Help?
- Replies: 6
- Views: 6435
Re: LuaSocket Help?
I would like to work on getting HTTP working between the client and the server, since HTTP is a very well defined and supported protocol with many features. Now I know HTTP is designed to connect, fetch data, and disconnect, so I will be making my own game's protocol, but I want my client/server to ...
- Sat Feb 02, 2019 7:30 am
- Forum: General
- Topic: LuaSocket Help?
- Replies: 6
- Views: 6435
Re: LuaSocket Help?
Okay, so I took your suggestion to use socket.select(), which worked excellent. What I am going to do is have BOTH TCP and UDP on the same IP/port on both sides, and switch between either as needed. I have found that my packets for sending the world are a bit large and found that TCP is much easier ...
- Fri Feb 01, 2019 8:00 am
- Forum: General
- Topic: LuaSocket Help?
- Replies: 6
- Views: 6435
Re: LuaSocket Help?
Hey, so I have not gotten a response on this issue. Did I include enough information? Am I asking the wrong questions? Do I seem lazy in my attempt?
- Tue Jan 29, 2019 2:18 am
- Forum: General
- Topic: LuaSocket Help?
- Replies: 6
- Views: 6435
LuaSocket Help?
Hello, I am trying to network my game between client and server using Luasocket. However, I am having issues with getting consistent responses for fetching the world, especially when multiple clients are connected and disconnected. I wanted to ask if you could please review my code and let me know h...
- Sat Jan 26, 2019 6:23 am
- Forum: General
- Topic: Lua Enet IPv6
- Replies: 12
- Views: 11042
Re: Lua Enet IPv6
I edited some code. Thank you for your function suggestion! I just need to get the code to work, then I'll work it out how to design it better.
Here is the updated LOVE code for the client that SHOULD work: Thanks!
Here is the updated LOVE code for the client that SHOULD work: Thanks!
- Fri Jan 25, 2019 1:54 am
- Forum: General
- Topic: Lua Enet IPv6
- Replies: 12
- Views: 11042
Re: Lua Enet IPv6
Okay, so I spent today cleaning up the server code. I put together a version for demonstration purposes, since I don't want to put my entire game's code out in plaintext. I was able to get a consistent response where when the client joins, it shows, when the client leaves (nicely or not), it gets dr...
- Thu Jan 24, 2019 6:34 pm
- Forum: General
- Topic: Lua Enet IPv6
- Replies: 12
- Views: 11042
Re: Lua Enet IPv6
Okay, now I am having issues when I have multiple clients connected/disconnected/not fully disconnected. Could any of you help me out with this code? The server is run on a separate thread, by the way. client: https://gist.github.com/EliterScripts/5a3b29fe7ea544e10e66743480d74a7f server: https://gis...