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  #286  
Old 12-30-2009, 06:58 PM
12171217 12171217 is offline
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This game is evil.

I went to bed at 10:30 PM two nights ago so I could wake up and be alert for a track meet at 6:00 AM. I turned on my iPhone and decided to have a quick PKing spree.

...

The PKing spree turned into a sparring spree and turned into a social hour with some people in game. I was lying in bed, awake, playing this God forsaken game, until 3:00 AM..

Running at the meet on 3 hours of sleep and a God awful headache, no doubt from staring at the screen, I screw over the entire 4 by 8 relay team and run a 2:32, then I screw over myself over in the 800 and run a 2:30.

Later that day, right after the meet ends, I'm sitting on a rail talking to some people. They leave, only thing left for me to do is leave. I take out my iPhone to call in a ride, battery's dead. Had to walk home in 10 degree weather in a track sweats, still cold as ****.

Damn you. Damn you, Graal. Why must you be so fun and addicting?
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  #287  
Old 12-30-2009, 06:59 PM
fowlplay4 fowlplay4 is offline
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Originally Posted by 12171217 View Post
I'd really, really like an iPhone Testbed.
It's more than possible to have Graal Classic forward people to Testbed so it doesn't require another server.

The only issue is that weapon scripts remain between servers (or at least from Classic to any other server), so that's a security issue at the moment.
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  #288  
Old 12-30-2009, 07:01 PM
Loriel Loriel is offline
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  #289  
Old 12-30-2009, 07:01 PM
12171217 12171217 is offline
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Originally Posted by fowlplay4 View Post
The only issue is that weapon scripts remain between servers (or at least from Classic to any other server), so that's a security issue at the moment.
Surely only the clientside bytecode, though, right? And what's stopping you from removing them anyway?

And what are the current business plans as far as me hosting my own playerworld?
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  #290  
Old 12-30-2009, 07:09 PM
fowlplay4 fowlplay4 is offline
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Originally Posted by 12171217 View Post
Surely only the clientside bytecode, though, right? And what's stopping you from removing them anyway?
Seems like it, and we could remove them but this is probably an idea/feature that needs to be run by Stefan first.

It'll probably just end up becoming a server option, iphoneenabled=true or something.

Developers don't really have to change their ways at all just:

- Limit yourself to a screen resolution of 480 by 320
- Make things more mouse driven
- Use if (player.platform == "iphone") where necessary.
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  #291  
Old 12-30-2009, 09:15 PM
DustyPorViva DustyPorViva is offline
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Quote:
Originally Posted by fowlplay4 View Post
- Limit yourself to a screen resolution of 480 by 320
- Make things more mouse driven
- Use if (player.platform == "iphone") where necessary.
Pretty sure iPhone doesn't use anything like mouse controls. Can't the iPhone register multiple touches(more than one mouse)? I have no idea how Graal handles that.

Also, it's been said before but you need to rely heavily on the serverside, so you don't bog down the CPU with clientside loops and processes.
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  #292  
Old 12-30-2009, 10:36 PM
fowlplay4 fowlplay4 is offline
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Quote:
Originally Posted by DustyPorViva View Post
Pretty sure iPhone doesn't use anything like mouse controls. Can't the iPhone register multiple touches(more than one mouse)? I have no idea how Graal handles that.

Also, it's been said before but you need to rely heavily on the serverside, so you don't bog down the CPU with clientside loops and processes.
It uses the onMouseDown events in GUIs, and so on. From what I've seen there's no Multi-touch functionality in GS2 to accommodate for it though. Would be nice if there was: onMultiTouch(touchCoords[])

Yeah, that's important too which is why scripts should be event driven as possible. I.e: playerenters, playertouchsme, etc.
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  #293  
Old 12-30-2009, 11:38 PM
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Quote:
Originally Posted by fowlplay4 View Post
It uses the onMouseDown events in GUIs, and so on. From what I've seen there's no Multi-touch functionality in GS2 to accommodate for it though. Would be nice if there was: onMultiTouch(touchCoords[])
There's a parameter for which mouse is pressed, GraalControl.onMouseDown(keymod, mx, my, clicks, mouse)
GraalControl.onMouseUp(keymod, mx, my, clicks, mouse)
GraalControl.onMouseDragged(keymod, mx, my, clicks, mouse)
etc

If you press one finger down, mouse will be 1, press a second finger down mouse will be 2, and so on.
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  #294  
Old 12-31-2009, 12:52 AM
cbk1994 cbk1994 is offline
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Quote:
Originally Posted by fowlplay4 View Post
It uses the onMouseDown events in GUIs, and so on. From what I've seen there's no Multi-touch functionality in GS2 to accommodate for it though. Would be nice if there was: onMultiTouch(touchCoords[])
Sales is correct; I've played around with it before (multi-touch) and it works quite well, though there are some problems when you move two fingers on the screen at once (only one updates).

Yellow dots are fingers:

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  #295  
Old 12-31-2009, 01:20 AM
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Originally Posted by cbk1994 View Post
Sales is correct; I've played around with it before (multi-touch) and it works quite well, though there are some problems when you move two fingers on the screen at once (only one updates).

Yellow dots are fingers:

You're making me jealous; I want Testbed access on my iPhone!
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  #296  
Old 12-31-2009, 02:01 AM
fowlplay4 fowlplay4 is offline
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Quote:
Originally Posted by salesman View Post
There's a parameter for which mouse is pressed, GraalControl.onMouseDown(keymod, mx, my, clicks, mouse)
GraalControl.onMouseUp(keymod, mx, my, clicks, mouse)
GraalControl.onMouseDragged(keymod, mx, my, clicks, mouse)
etc

If you press one finger down, mouse will be 1, press a second finger down mouse will be 2, and so on.
Thanks for sharing this, released my script demo displaying the multi-touch functionality in the Code Gallery.
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  #297  
Old 12-31-2009, 03:04 AM
Tigairius Tigairius is offline
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Quote:
Originally Posted by 12171217 View Post
I'd really, really like an iPhone Testbed.
It would be very possible to add an iPhone Testbed with no security-issues, right now it's only enabled for certain iPhones though to be allowed to navigate to other servers.

Not really sure how it should be added (like we can't just give everyone access to testbed on iPhone), would probably need some sort of actual plan to do a server and a dev team because we can't just let everyone go to other servers because the other servers aren't optimized enough for the iPhone and could make the game look bad.

Quote:
Originally Posted by fowlplay4 View Post
It's more than possible to have Graal Classic forward people to Testbed so it doesn't require another server.

The only issue is that weapon scripts remain between servers (or at least from Classic to any other server), so that's a security issue at the moment.
Weapons only stay with the client that are added on classic iphone, same for login servers on Graal. It's basically the first server you log into, you keep the weapons you get there.
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  #298  
Old 12-31-2009, 04:32 AM
12171217 12171217 is offline
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Can I get access? I'm a capable scripter. I want to experiment, see if the iPhone is a platform worth my time, see how capable it is of running GS2 on the client and stress-testing it's rendering prowess, etc.
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  #299  
Old 12-31-2009, 10:45 AM
Crono Crono is offline
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do u get paid to script instead?? also current era is pretty bad, wat r ur plans to improve it 4 era iphone?
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  #300  
Old 12-31-2009, 11:03 AM
Sam Sam is offline
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Isn't it possible to use the fantastic tilt function from iPhone? Another thing could be to make a character move by whisking on the screen.
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