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AppGameKit/AppGameKit Studio Showcase / [WIP] 64x64 pixel Jam

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Conjured Entertainment
AGK Developer
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 8th Aug 2020 02:13 Edited at: 8th Aug 2020 14:23
Greetings ,

I have my first (probably only) entry for the itch.io 64x64 pixel Jam, but I have not uploaded it there yet.

I have it on a free web host just for testing, just in case I have security flaws (its wide open really), so if that gets hacked it won't matter much.

Anyway, it is my first attempt at multiplayer, but it is not real time or turn based.

How it works is like this, you fill out your card and submit it (each user gets a unique id), and it will match you with another card as you go don the list of cards other people have submitted.

Each time you play, your card is updated with your latest selections, so other players will have variety when they complete the list of cards and cycle back to yours.

The only ones that are stagnant are the cards that people play once and don't update again, like the half dozen I put up to get started.

Right now I have the list capped at 50 players for the testing, but I could change that easy enough.

Anyway, this was more or less just a good chance for me to play around with the shared variables for the HTML5 builds, and the HTTP stuff.

Instructions are on the loading screen, and don't forget you have to be on the results screen in order to use the chip to restart. ( the chip does nothing when viewing a player's card )

Don't forget to hit the FULL SCREEN option, because I start it out small so you can read the instructions...

64x64 Jam .... Rock-Paper-Scissors-Tic-Tac-Toe

Let me know what you think. (I already know it is lame, after all it is Tic-Tac-Toe, so save your breathe with the hate stuff)

You will need your cookies enabled, and don't skip the dialog boxes as they are used for displaying your info like wins, losses, coins, and stuff.


EDIT

Thanks to those who tested last night.

I went ahead and submitted this to the low res jam at itch.io, since it appears to be working okay.

The exception would be the text input not working right on google chrome for mobile, so I did not list it as a mobile game in the contest.

Use the first link above to get to the free server where the multiplayer is working if you want to play against 'live' players and not NPCs, because for some reason the HTTP call to the server is not functional at itch.io. (so they only get the random NPC action)

Thanks again to the testers.


Coding things my way since 1981 -- Currently using AppGameKit V2 Tier 1

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Scribble
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Posted: 8th Aug 2020 02:40 Edited at: 8th Aug 2020 02:40
Hi,

I've tried to play it on Android Chrome. But it seems like the virtual keyboard won't pop up when we are prompted to enter our name. The editbox is there though
Conjured Entertainment
AGK Developer
18
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 8th Aug 2020 02:45 Edited at: 8th Aug 2020 02:58
I didn't design it for virtual keyboard, so you'll need a real one.

I know this should be for mobiles being this small , but I am only using a PC web browser for testing.

Sorry, about that, but I don't use chrome (Firefox) and my tablet is down at the moment. (not sure how I could try to fix that)

Try it on a PC if you have one, but thanks for trying and the feedback. (I'll see what I can do)

EDIT

I used GetTextInput() , and I guess I should have used an edit box instead. (i'll play around with that tomorrow)

Coding things my way since 1981 -- Currently using AppGameKit V2 Tier 1
Virtual Nomad
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Posted: 8th Aug 2020 03:10 Edited at: 8th Aug 2020 03:13
it works. and, no surprise that the results are pretty random (while i try to outwit "jesus").

are there always/sometimes/never actual live players involved?
Quote: "Don't forget to hit the FULL SCREEN "

NOW you tell me i was just zooming the browser screen... which still worked well.

nice little jammer, CE.
[AGK Resource Directory] | [TGC @ GitHub]
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Conjured Entertainment
AGK Developer
18
Years of Service
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 8th Aug 2020 12:44 Edited at: 8th Aug 2020 13:06
Quote: "are there always/sometimes/never actual live players involved?"

Sometimes, but that will depend on whether people are playing or not.

Your card for instance (from your last round) is now waiting as Match#8 for anyone who plays in the future. (I looked at the files this morning and saw the "VN1" name)

So, while that card is not necessarily 'live', it was produced by a live person and not an NPC.

Only one other person tried it so far (match 7) and it looks as if they used numbers for their name, so I will have to guess who that was.

However, that card was produced by a live player too.

If you ever play again (and have not cleared your cookies) then your next round of selections will overwrite your card for match 8, so that slot is yours now.

So, the next time someone plays through the list, they would have different results when they get to your card as long as you have made different selections.

I also added a small array of NPC's which have random cards produced, but they all share the last spot on the list, so when ever someone cycles through all cards they are guaranteed at least one random play regardless of whether anyone has 'refreshed' their cards or not.

So, that is the only slot of randomness, whereas all the others (except for the first six) are generated by 'live' players.

I know, this sounds funky, but I have in mind character development for an RPG where each player will have their 'card' that represents their battle character and their stats.

So, Gladiator Quest will have a similar matching system, except I may match players with similar stats for fairness rather than simply going down the list sequentially. (they will aslo have unique battle tactics, so even similar stats will not mean a close match necessarily)

I will not be getting fancy with this Jam entry game, but it was a nice way to test the basics for a more complex system yet to come.

You will be able to change your player name in other games without having to reset your cookies, so you can retain that unique user ID, which is simply the UNIXTIME + a PRIVATE KEY then encrypted with SHA256.

I will be keeping a list of user IDs for that in case two people join at the same second and are assigned the same ID, but I did not bother with this one since I doubt many people will play it.

Quote: "nice little jammer, CE."

Thanks

Good thing there was a file limit at that hosting site.

I made a typo when editing the PHP script for the site, and caused a error which resulted in overwriting the 6 preset matches, and then that caused another error which created an endless loop of file creation.

So, I hit the 10,000 file limit before I could get the thing stopped ( it was perfect locally before I made the typo in editing and glad I hosted/tested there), hence the new 50 player limit in the script.

Coding things my way since 1981 -- Currently using AppGameKit V2 Tier 1
blink0k
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Posted: 8th Aug 2020 22:54
Quote: "it looks as if they used numbers for their name,"

That was me
Conjured Entertainment
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Location: Nirvana
Posted: 10th Aug 2020 13:37
Quote: "That was me"

Cool, thanks for testing.



After looking at the documentation again, I have discovered why the multiplayer is not working at ITCH.IO, but is working on the other server that is hosting all the files (PHP)...

Quote: "SetHTTPHost() ... When exporting to HTML5 note that web browsers limit which servers you can connect to. By default you are limited to files hosted by the same server as your app. However if the server sends an Access-Control-Allow-Origin header in its response that allows your app's server, then the browser will let you connect to it. "

Coding things my way since 1981 -- Currently using AppGameKit V2 Tier 1

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