Alert Games Blog

Gaming, Software, and Internet

AGMAPI Version 1.3

Posted by AlertGames on January 15, 2012
Posted in: Alert Games, API, Programming. Tagged: 1.3, 2012, ag, agm, api, avatar, framework, multiplayer, programming, update, version. Leave a Comment

Some definite improvements in this update! Hopefully this will make things easier, and if not, let me know if you have a suggestion.

  • Added FRAMEWORKS. This allows you to use only the stuff that you are actually going to send to the site. (Even if you are using your own coding, the framework is used to create variables possible to communicate with the site)
  • Added AGMaction(actionconstant); Instead of doing all the request information in the objects, I combined them all into one script. This makes it easy to find the coding to send the requests, and use them in your own objects if you prefer.
  • Fixed some bugs. Honestly I dont remember what they all were….
  • Added Avatar downloading! They download quite fast and easily with their user ID as the argument of downloadAvatar(id); They download to the appdata folder by default, but no caching or displaying is implemented. You can easily code that in though.
  • Added a ‘save password?’ option
  • The security object is referenced by a script, so you can easily combine your own security object to it.

I also put up the ani-decompiler and obfuscator for you to use. PLEASE use at least the anti-dec on your EXE demos. Letting out the source just makes it easier to cheat :/

I hope you enjoy this version! Here’s some stuff to look forward to in the next release though:

  • Downloading friends lists, and optionally what they are playing. Hey, why not; Lets make a new steam while we’re at it…
  • Packet security. Especially on the join sequence and other important infomation, it would be good to implement more security.
  • Better multiplayer example. Right now the actual multiplayer gameplay coding is terrible. Joining, leaving, chatting, etc. all works great.
  • UDP support. Right now only TCP is enabled. UDP would help for things like adjusting direction on players/enemies, and when there are a lot of things going on in the game
  • Add some common chat commands. Such as keeping a ban list.
  • Storing values in a DS list, rather than an inefficient game maker array. Specifically for the highscore lists and server list.

Enjoy, and let me know your thoughts/questions!

AGMAPI Update 1.2!

Posted by AlertGames on December 18, 2011
Posted in: Alert Games, API, Programming. Tagged: api, buffer, encrpytion, update. 2 comments

Fixed a few things. Heres the scoop:

-Fixed bugs with the lobby code, such as more than 2 players joining, and stuff.

-Fixed some chat problems, but there are still a couple display issues to work out.

-Made it easier (and compatible) to go on either testing (localhost), or online.

-Fixed some multiplayer data transmit problems, so now you can actually test it.

Some things coming to the next version:

-Buffer encrypting of packets. Probably implemented to login sequence, but also will have it optional for things such as trading things. Nobody likes cheaters.

-Optional posting to the players’s feed. This will be available on the homepage of AlertGames.net

-Option for the player to save their password on the computer.

-Possibly an upgrade to the simple multiplayer example lol.

Other things:

Im thinking since there is a lot offered in this API, I will probably post a video explaining what to do with it, so you dont have to do a lot of reading in the documentation.

This API will help to make more multiplayer games with a whole lot of features. I’m really excited for things to get going! :D

Minor Setback >:(

Posted by AlertGames on November 28, 2011
Posted in: Alert Games, API, Programming. Tagged: 406, semicolon, setback. Leave a Comment

So after testing the time verification option I’m making for the API, I found out something discouraging.

It turns out that if a semicolon is in the right place within a sent string from the game, it will return a 406 error…

Edited: After some research, I also found out that HTML tags would also trip the error, and so I’m also adding tag characters to the list of switching out. This mod_security does help security, but also hinders how easily data can be sent. Fortunately I found all of this out before releasing the API…

In order to prevent this from possibly happening I’m updating all my scripts to sub. out the semicolons. It is a hassle, but has to be done :(

Better news, however, is that the multiplayer was tested and is looking really good. It will need some more testing when it comes to the way to efficiently send gameplay stuff such as bullets and movement. But everything else is looking really good. And for an added bonus, the security is 100x better than reflects’!

Be sure to keep preparing your games for some multiplayer goodness! :D

Black Friday Update (Joining sequence)

Posted by AlertGames on November 25, 2011
Posted in: Alert Games, API, Programming. Tagged: 1.2, api, joining, release, sequence. Leave a Comment

Today I will be hopefully testing with someone the new join sequence. The last version tried to send and receive data at the same time while joining, which made it very hard to establish a connection.

This new version fixes that issue. Essentially this is how the joining procedure works:

  • Client Requests join ->Host approves, after double checking if they are banned or if there is enough space in the lobby.
  • After connected, the client sends their information (name, rank, version, game id, etc) -> Host checks if version doesnt match, kicks if it does.
  • Now the Host needs to send all players’ data to the new player, and the new player’s data to all the other players.
  • The other players then receive the new player and we are done! Ready to start playing!

As you can see it is a bit more complicated than you would think, but that is the whole point of this bundle of crap. Doing all the hard work so we can focus on something we like to do: make cool games!

In next versions I will be combining more things into scripts to keep the coding uncluttered. Objects pretty much handle the code of the sequences at the moment, but will rely on more scripts to make it easier to edit. It is easy to edit right now, but it will be even easier if everything you would need to edit is categorized into scripts ;)

Keep in touch! Next blog will most likely be about the release of Skydiver Mach II: AG. Will be fun!

A few minor API updates

Posted by AlertGames on November 16, 2011
Posted in: Alert Games, API, Programming. Tagged: lol what you want????. Leave a Comment

I cleaned up the API a little bit to make it more organized and consistent. But the most important is yet to come… probably because it is kinda hard to test over the internet.

The highscores system is added
Achievements system has been tested, but could use a little better documentation
Scripts more organized, and documented

What I need to do is test a potentially better system for joining a session. Last time we tried joining games, it didn’t always work and sometimes took almost random number of tries before it magically joined you in. I was gonna try a loop method of joining once or twice with a custom timeout, and to try to make it not freeze the game. CPS games gave me an example of his new joining sequence, which is similar to what I was thinking of doing. So I will update it soon so we can test it out.

Other than that, I took out saudio and supersound from the GMK. I put a SG audio example in a separate ZIP in case anyone wanted to use it. I may also release a non-multiplayer version of the engine, so that it is easy to add to a game for just the login, highscores, and achievements.

Thanks for checking this out!

Returning after 5 years

Posted by AlertGames on October 27, 2011
Posted in: Alert Games, Internet, Programming. Tagged: agmapi, alert, api, five, games, programming, returned, years. Leave a Comment

I haven’t published a blog on here in over 5 years! Wow.

I decided to return to this blog to document changes if people want to see more in-depth stuff about the API im programming. That way everything is in one place and you can see what was changed and what is planning to be changed.

I’ll be uploading the new AGMAPI version tonight so here are some details of what will be available and what im planning on adding soon when needed:

  • Highscores table of scores: top, friends, and rivals
  • Example of submitting score and achievements
  • Saving passwords works correctly
  • All the other multiplayer features seem to be working

Heres some things that need to be fixed:

  • Choosing profiles that youve signed in with from a list
  • Some multiplayer sending efficiency
  • Some multiplayer features

Things to be added at some point

  • Retrieving the GP’s theyve earned
  • Getting their friends list, friends online list, and friends playing this game
  • Test using the time check on the request checksum for added security

So for anyone who isn’t really following me, my plan is to release the new api version so other people can start testing and using it. I might also release a public beta, as a closed-source executable to test out the hosting and joining system.

This means that I will need to finish up the display of the servers on the web site to test the whole system. After this I can start implementing the new system into the older games and then new games for you to play!

Till next time

What is coming up next?

Posted by AlertGames on August 26, 2006
Posted in: Alert Games, Gaming. Leave a Comment

At Alert Games, there are unfinnished games that may be paused on progress. Gencon is one of them. At the moment, Gencon is a 2D shooter with 2 teams. The story takes place in the future, where, because of the growing population, wanted a new planet to expand. One country founded and claimed the planet, but the other tried to take it over. You are a leader of a secret group, trying to reclaim the planet. The current project is to finnish the story, make the game a 3D FPS, and make it online enabled. To download the current version(without many updates), go here: games page. We are hoping this will be a success, and turn out very fun!

This project may take a few months, or another year. So, hopefully we can get it done as soon as possible.

Alert Games Site Down

Posted by AlertGames on August 9, 2006
Posted in: Alert Games, Internet, Links. Leave a Comment

The Alert Games Site(originally alertgames.awardspace.com) had been hacked on August 7th. No one knows who did it or why, but it happened. A defacing tool was used on the php to suspend my account. Unfortunately, I can not access the files, and therefore I only had backups about 2 months old.

The transferring of the site is currently taking place, and may even go online as a flash style site. There will be a new host, and the domain (alertgames.uni.cc) will transfer. We are making sure that the attack could not happen again, but even so, there will be backups this time around.

I am sorry that it will not be up for a few days, if not, about a week. This is because I will be away from Thursday until about Tuesday or Wednesday. Please be patient with this process, and hope for the best! :)

Where the Hell is Matt?

Posted by AlertGames on August 5, 2006
Posted in: Misc.. 1 comment

A 29-year-old man in Feburary of 2003 decided to quit is job, and use the money he saved to travel the world. While stopping in popular cities around the globe, he recorded himself dancing with his camera. He became pretty popular after releasing his video clip on the internet. Many were inspired by his accomplishment. He currently has a small website, wherethehellismatt.com to show his family where he is and other small details. You can find his official clip here: YouTube

He is now sponsored, so they could help with the cost of the trip. :) If you have any questions on the video, your best bet would be the FAQ.

Star Fox Command

Posted by AlertGames on July 31, 2006
Posted in: Gaming, Nintendo. Leave a Comment

As most of you know, there will be a new game for the DS called, Star Fox Command. The link here is the teaser site, for those who didn’t know. From much feedback about the game on the NSider board, it seems that many people are looking forward to this game, especially because it is WiFi compatible.

The graphics, judging by the teaser site’s clip of a small portion of the game, are very nice for a handheld system. What I did notice is that there is a pretty low drawing distance, which is not too much of a downfall. The music you can’t really judge, since there is not enough footage of the game yet. The sound seems a little annoying, however. Constant shooting with the same noise of the lasers may get on your nerves after a while while playing WiFi, but no footage really shown the WiFi play. The explosions aren’t that rich, but you can’t expect it from the little speakers on the handheld. Overall it seems like a game you would want to play. It also appears to have a good wifi replay value, even though the wifi hasn’t been shown to the pubic yet.

As a side note, you may have noticed the many “Ha! Take that!” messages by fox. Hopefully we won’t see that in the game. ;)

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    Alertgames.net is a website on the web with a focus to bring fun, free, downloadable quality games in one, interactive and connected community. This blog goes behind the scenes at what is being planned to keep developers in the loop so you know what to expect!
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