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Messages - seonr

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TNet 3 Support / Re: TNet server / NAT
« on: July 12, 2013, 11:57:55 PM »
Unless your router doesn't support UPNP like my Airport Extreme and then no NAT == mostly screwed :(

I'd love to hear exact Apple sales figures but you can easily guess there are millions and millions of Airport products out there, especially amongst OSX users, so that's a HUGE marketplace effected with no local game hosting by TNet not having NAT support :(

To put it in perspective for me, we have over 65,000 OSX customers (not including pirated copies) of Cubemen 1 & 2. There is a huge possibility that many of these players use Airport products. We can't afford such bad odds.

We really need NAT support for local server hosting for Tnet. Please.

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NGUI 3 Support / Re: 2.6.3: Question for Professional users...
« on: June 18, 2013, 11:10:27 PM »
We have seen a dramatic reductions in allocations when our UI is both idle and when draggin content.

Our UI Draggable Panels went from 236kb/frame allocations to 96b/frame - An amazing reduction, and has reduced our GC collections for Cubemen 2 on mobile from every 4-5 seconds to less often than every 30 seconds.

Michael is a wizard. W I Z A R D !!

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I am a heavy Photon users and one of the features I use that is preventing me from truly considering TNet right now is the ability for host owned network objects, no matter who they are instantiated from (which user/client) and the ability for ownership of network objects to be transfered between players.

Photon allows for objects to be instantiated as Scene owned objects (that basically are owned by who ever is the current Master Client) and if the MC drops connection, Photon automagically passes the token to the next player, so the game can continue, and all network objects that were either owned by the MC or the scene, get transfered to the new MC, with out a hiccup during gameplay.

The other thing it allows for is general transfer of ownership of network objects to other players, so if a player drops connection, another player can control that players units, without having both the Objects and any RPC's destroyed or lost.

Sure, all of this happens in the game logic (who gets what etc) but the ability is there to do it, and I cant see how that would work in TNet at the moment.

So here is my use case in Cubemen with Photon. Example is a 2+ player game, with AI (lets say 3 network players + 3 AI players )

The MC has his own units, but also owns all of the AI units (all AI player logic is done on the MC) and it also owns all Mobs - all as scene objects.

Player 1 is also MC in this example.

Half way through the game, Player 2 (FRED) quits/drops out. The "player" class for that player becomes AI instead. All of their mobs stay alive as they are scene objects owned by the current MC. All of heir units are now controlled by the MC as they are now AI.

The other players in the game get notified that Player 2 (FRED) is now AI controlled, and the game continues, without a hitch and there are still 6 players in the game.

Then, Player 1 (the MC) drops connection. Photon automatically passes the token of MC to the next (and in this case the only other player left) and they automatically inherit ownership of all scene objects. All of Players 1's units are now AI controlled and the game continues still with 6 players in the game, but now just one human and 5 AI.

The key here is that it solves the problem of Players dropping/quitting and the game breaking or the players units being killed off. It's about continuity.

So what I am looking for in TNet is the ability to :

1. Have Scene/Host (not player specific) owned network objects, so if the current HOST drops, the next HOST assigned automatically takes ownership.

2. Have the ability to have a dropped players RPCs/Objects NOT destroyed on their exit, so they can be transfered to another player in the game.

I hop this makes sense :-)

4
NGUI 3 Support / Re: TAB char inside a UILabel?
« on: January 26, 2013, 02:41:01 AM »
Bummer, ok,  that is a lot of UILabels I need to use :(

I better get cracking on it then....

5
NGUI 3 Support / TAB char inside a UILabel?
« on: January 25, 2013, 04:18:09 PM »
I am wanting to use TABto format some text inside a UILabel, but cannot seem to find a char sequence I can use to do so. Has anyone managed to do this?

I have tried \t and that doesn't work either.

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NGUI 3 Support / Re: The UFont(Dynamic Font patch for NGUI) online demo
« on: January 07, 2013, 02:08:58 AM »
I bought UFont for $200 and love it. Works great... no more pixelated fonts or stacks of font atlases.

Highly recommended :-)

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NGUI 3 Support / Re: Weird clipping on UIPanels....
« on: December 26, 2012, 01:17:14 AM »
Turns out it was some optimisations I made to the Shaders. It's a pity the shipping shaders are not at all optimised for performance on Mobile.

8
NGUI 3 Support / Weird clipping on UIPanels....
« on: December 25, 2012, 01:03:35 AM »
So I am experiencing some weird clipping in UIPanels, where it kinda works when I am no dragging anything, but when I drag the contents (of a UIGrid) everything is show (no clipping) but when I left go of the mouse button, I get some flickering and then contents clips again... kinda.

Example video can be found here...
https://dl.dropbox.com/u/4779625/Weird%20Clipping%20UIPanel.mov

Anyone with some ideas on why this is happening and how ti fix it?

BTW NGUI 2.2.6c, Unity 4.0f7, example video is on OSX platform in Unity with no Graphics emulation set.

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