Yes - it's looking like everything will work on android this time
around - the team have done a good job bringing it up to par with iOS
:)
Quoting Colin Holgate :
Yes, that’s what it’s good for. The “pixel perfect” approach isn’t
ideal, just look at how different iOS 7 will be to iOS 6 f
Yes, that’s what it’s good for. The “pixel perfect” approach isn’t ideal, just
look at how different iOS 7 will be to iOS 6 for example, and having to make
your apps know which of the several OSes graphics to pull up could get tricky.
How is your community version of the existing add-on going? A
With pluggable themes being added soon;
"Pixel perfect native looking themes for every single platform we
support including Android and iOS"
I'm not sure how much of MobGUI will become redundant. My guess is
that MobGUI could still provide the native placeholder controls for
browser, scr
While you seem to have this bit of spare time, could you comment on the state
of MobGUI? I’m currently 7 weeks overdue on sending in updates for my book
chapters, and that’s one of the things I need to give people an update about.
On Jul 3, 2013, at 5:18 PM, John Craig wrote:
> >I have just u
I have just updated it with the latest version :)
On 03/07/2013 21:53, Mark Talluto wrote:
On Jul 3, 2013, at 10:38 AM, John Craig wrote:
The current client stack is available at
https://drive.google.com/folderview?id=0B_yStO6pph2XWjZDUEtmZmMzTEk&usp=sharing
Shows as an empty folder. I l
On Jul 3, 2013, at 10:38 AM, John Craig wrote:
> The current client stack is available at
> https://drive.google.com/folderview?id=0B_yStO6pph2XWjZDUEtmZmMzTEk&usp=sharing
Shows as an empty folder. I like the server/client design. Clearly it is
super fast.
Best regards,
Mark Talluto
cane
Yeah, since I'm usually the only one on late, a bot was my next suggestion
(after the list of others I've sent).
This really is getting to be a good little game.
On Wed, Jul 3, 2013 at 1:38 PM, John Craig wrote:
> All the clients can do is request a change of heading, target speed, fire,
> ref
All the clients can do is request a change of heading, target speed,
fire, refuel, shield, etc. The server validates the requests, detects
collisions, updates co-ordinates, etc. then sends the data to each
client. The communication is all via UDP sockets. It's only been
tested with a few peo
Most impressive. Would you reveal more about the architecture of the game? I
am curious about your server/client implementation. Are the clients reporting
their positions to the server and the server redistributes the data to the
other clients? Or are the positions coming from the server and
Thanks, Mark. LiveCode is continuing to impress me with with each
addition the team makes. This game is running from a server - we are
both connected remotely and I had to turn the speed down a few notches
after the latest tweak - it was just too fast to play sensibly! I'm
really looking for
This is a pretty cool example of what can be done in LC for gaming. Nice work
John.
Best regards,
Mark Talluto
canelasoftware.com
On Jun 29, 2013, at 9:52 AM, John Craig wrote:
> I've been doing some multi player game testing with LiveCode - if anyone is
> interested in a test game somet
You know, this is pretty fun, guys, but we need to set up some load
testing. Right now it's just John and I playing. With just the two of us
the response time is good, but I don't know how it will be with 4-8 players.
On Sat, Jun 29, 2013 at 2:31 PM, Mike Kerner wrote:
> You guys should watch
You guys should watch the video - looks like the beginnings of a fun game.
On Sat, Jun 29, 2013 at 12:52 PM, John Craig wrote:
> I've been doing some multi player game testing with LiveCode - if anyone
> is interested in a test game sometime to report on how well the client
> stack runs and the
I've been doing some multi player game testing with LiveCode - if anyone
is interested in a test game sometime to report on how well the client
stack runs and the server app runs with more players connected, then
drop me a line off list.
Here's a video of a dog fight between myself and Dixie;
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