This weekend I made:
- PingTime
- PlayerID from SessionID block
- Player in Seat : This has to be changed to server-side, since it now apparently goes wrong sometimes (see pictures)
Made a milestone today: LockRoomType
This is one of the main goals of the Stencyl Extension.
I have wanted a lock-mechanism behavior for a long time.
The idea is that you have a grid-based game where the players 'lock' the part of the grid that will be changed.
When a lock is granted the player can alter the grid (move/push/pull/alter state).
Once data has been modified an unlock is send.
What I have is still flawed by leaving/killing or anyother type of disconnection.
When there is a lockstate it will not be unlocked.
That will be altered by a time-exceeded-system so that the server will unlock the set of grid positions
that the player/client had locked.
I probably need to use a 'previous' data mechanism as well so that data can be reversed when it only partially has been changed.
Made a prototype so that moves are done automatically.
Current Progress:
Hmm... will need to double check system because running for over an hour it created another block :(
At least the player positions (the colorblocks) are in sync!