Get your P2P DNS system fired up… we will not allow Internet censorship, your eyes and your ears (and your mouse finger) are not the property of the U.S. government.
Hi! Does anyone know how to solve this issue of the screen flashing orange on every touch?
Also if I double-tap an element the browser tries to zoom in which is not desirable! I’ve set return false on the onmouseup listeners for those elements… do I need to assign ontouch listeners too? Anyone know the answer?
EDIT: OK fixed the orange flashing by calling preventDefault() on events… annoying bubbling etc – sometimes I forget I’m still in HTML! The zoom issue is super-annoying though, cannot quickly tap a button because it doesn’t register mouseups, just zooms instead!
Although not yet fully mapped out (it has not been finished yet), here is a sneaky peek at the upcoming BlackJack tutorial’s flow diagram showing how the game logic flows from client to server including engine API calls and game class methods. The BlackJack tutorial will be the first to show you step-by-step instructions of how to create a multiplayer game from scratch, including client/server custom engine classes and logic as well as concepts like mapping out the game’s flow before coding your game.
It will show you how to write your own engine classes that handle distinct sections of game logic so that they can be sectioned off and how those classes interact with each other via event emitters and listeners. The tutorial will also be fully-downloadable and be hosted on GitHub for those who wish to fork it.
The game looks like this:
Heres the currently incomplete flow diagram:
Hi all,
The Facebook API module has been updated to include the new changes to the Facebook API and you can download the new version from the secure store. Both Online and Offline license versions have been made available.
Special thanks to Chris Smith for providing almost 100% of this fix.
After a couple of days of downtime the IsoCity demo is now back online. We had to fix some Facebook API issues but they are now resolved.
Hi folks,
Due to some updates that Facebook has implemented the existing Facebook API module is now broken. We are working on a patch and will inform you when it is available to download.
Please don’t hesitate to get in touch if you have any questions.
Cheers!
Hi all,
The latest version of the engine has been released and is now available for download. You can download the new version from the Irrelon Secure Store. Please note that it is not the latest download link at the top because this version is not a full release yet so check the list of downloads to make sure you’ve selected the correct version from the list.
This release is a beta version and may contain some bugs or errors. We encourage you to test this release and direct any issues to the Irrelon GetSatisfaction forum where we will be on hand to help out. It is better to ask in the forum so that everyone can benefit from the discussion, however if you feel you need some confidentiality when dealing with your issue you can contact us directly in the usual way.
If you do not yet have a username / password for the store, you can log in using the email address and PayPal transaction ID that you received with your purchase receipt. The email address must be the same as the one you used when you purchased the engine.
If you have any difficulties with the login or download process please contact us!
EDIT: ** PLEASE NOTE – The 0.2.6 beta is currently only available for online license holders until the release can be produced for the offline version as well. Sorry to those who are waiting for it… expect a release for the offline version shortly after Dec 21st. Thanks.
My buddy Seth Ladd at Google discusses Google Dart…
So this is a quick vid demonstrating a server-side Box2D physics simulation which is being piped to a load of connected clients. The clients don’t receive constant updates as this would saturate the server’s bandwidth so instead updates are sent at regular intervals. Each client receives their update packets adjusts for network latency before interpolating the previous position to the next one in the queue.
Although using simple shapes to represent the sprites any sprite graphics can be used in either 2d or isometric and network performance would be just as good. This video shows version 0.2.6 of the engine which is due for release soon.
Hey folks,
If you’re looking to purchase an engine license you can get a 45% discount using the super-exclusive discount Read the rest of this entry »