First off not sure if this is the right place for such a post, if not, I apologize.
Anyway,
I was recently thinking of all the threads regarding online features for this and that and it dawned on me...
I have HTTP Processing scripts, people want HTTP processing scripts.
This made me wonder... How much do people want HTTP processing scripts? Would people be willing to pay for them 'from the start' (similar to some antilag type scripts I have seen for sale recently where you must pay before you gain access to the script) ??
Let me first be clear. By 'HTTP Processing' I mean a script which retains the ability to perform both GET and POST requests to a webserver. This could be (and most likely would be) to some php file that may also interact with some database - like a MySQL database. NOTE: I am not speaking about a script/system with full online features, nor a system with the ability to turn the users game client into a host for peer 2 peer games. (although, it could be enhanced for such features).
An example of the kind of requests I mean is shown below...
#--------------------------------------------------------------------------- # Sends a get request to the pathname of host using 'Version.php' as the # file path.. For a simple 'version checker' php script, your code *could* # look similar to my example shown below; %Q[ # << NOT THIS PART // This code should be contained in a .php file // (eg. Version.php) on your active server. <?php echo "1.5"; ?> ] # << NOT THIS PART # This method simply returns the string that was generated via the 'echo' # within the php script code. #--------------------------------------------------------------------------- def version @version ||= get("Version.php") end #--------------------------------------------------------------------------- # Removed Documentation... #--------------------------------------------------------------------------- def update_available? version > last_version endWhoever using the script would still have to write whatever online features they wanted in their game. My script merely provides the ability to perform the processing of HTTP requests.
Finally, here is some documentation from the script...
Uhh... so yea, thoughts and what not ??
Anyway,
I was recently thinking of all the threads regarding online features for this and that and it dawned on me...
I have HTTP Processing scripts, people want HTTP processing scripts.
This made me wonder... How much do people want HTTP processing scripts? Would people be willing to pay for them 'from the start' (similar to some antilag type scripts I have seen for sale recently where you must pay before you gain access to the script) ??
Let me first be clear. By 'HTTP Processing' I mean a script which retains the ability to perform both GET and POST requests to a webserver. This could be (and most likely would be) to some php file that may also interact with some database - like a MySQL database. NOTE: I am not speaking about a script/system with full online features, nor a system with the ability to turn the users game client into a host for peer 2 peer games. (although, it could be enhanced for such features).
An example of the kind of requests I mean is shown below...
#--------------------------------------------------------------------------- # Sends a get request to the pathname of host using 'Version.php' as the # file path.. For a simple 'version checker' php script, your code *could* # look similar to my example shown below; %Q[ # << NOT THIS PART // This code should be contained in a .php file // (eg. Version.php) on your active server. <?php echo "1.5"; ?> ] # << NOT THIS PART # This method simply returns the string that was generated via the 'echo' # within the php script code. #--------------------------------------------------------------------------- def version @version ||= get("Version.php") end #--------------------------------------------------------------------------- # Removed Documentation... #--------------------------------------------------------------------------- def update_available? version > last_version endWhoever using the script would still have to write whatever online features they wanted in their game. My script merely provides the ability to perform the processing of HTTP requests.
Finally, here is some documentation from the script...
#===============================================================================# ☆ Introduction#-------------------------------------------------------------------------------# This script creates the base for performing simple online features within # the RPG Maker VX Ace engine. # # Using this script you are able to perform :GET and
OST HTTP requests from# within the maker - what you do with the reply data is upto you...# It can easily be interpreted and used to modify in game behavior in a huge# number of ways - such as player login features. # # Alone, this script does not bring any new cool features to the maker - other# than allowing the HTTP requests to be correctly processed of course. # # Providing you have sufficient experience writing code for ruby, you *should* # be able to get the hang of writing server based code languages (ie. SQL, PHP).# # This script provides a number of useful methods for the processing of HTTP# requests. The use of which can allow instant download of materials and# content for your game - these would obviously need a separate system to be# correctly loaded into the database... # DEK:
atch for example can (and should be) used with this system to bring# the possibility of having an online patch detection && auto update system# within your project. (naturally, you would still have to code alot of it).# # NOTE: # I reiterate - this system DOES NOT perform any cool features that change# how a normal game is processed - IN ANY WAY. (no login title, no saving or # loading game data from servers, etc)# # So please do not ask if this script can do [x] feature like 'online battle # functionality'. # Instead, you should first ask yourself, can YOU code a battle system? # If not, then the answer is a definite No!# # If however you do feel you can code all relevant features within your system# providing the data can be transmitted to the game clients, then YES, it is# highly likely that the feature is possible. # Of course, you may wish to hire someone to write your 'cool systems'; however, # this would likely involve a rather 'handsome' fee. (just a heads up) # #=============================================================================== # METHOD INFO :: #--------------------------------------------------------------------------- # ☆ HTTP::full_get_request(*args,&blk) #--------------------------------------------------------------------------- # full_request(host,path) # full_request(host,path,&blk) # full_request(host,path,post) # full_request(host,path,post,&blk) # full_request(host,path,post,port) # full_request(host,path,post,port,&blk) # full_request(host,path,post,port,type) # full_request(host,path,post,port,type,&blk) # full_request(host,path,post,port,type,https) # full_request(host,path,post,port,type,https,&blk) # full_request(host,path,post,port,type,https,async) # full_request(host,path,post,port,type,https,async,&blk) # # This method performs a FULL request. This includes the initial opening # of the session, making the request, interpreting the reply, ending the # request && connection then closing the request, connection && session. # # After this, it calls the 'blk' if given. This can be used to processes a # Proc object and subsequently, process the reply as you please (use of a # block also allows the reply to be modified before it is returned) # # Finally, it returns the reply data in the state it is in. (ie, if you # have changed it somehow in your block, the changes will be visible within # the data returned from this method. # # The only two required arguments are the host and path. The remaining args # all have default values associated with them. # # 'post' = the data to be processed by your php scripts/server. # 'port' = the connection port. # 'type' = the request type, can be :GET or
OST # 'https' = boolean to determine if HTTP or HTTPS will be used. # 'async' = boolean to determine if the session will attempt to process # within asyncronous mode. This has shown to cause errors # when used at times the game cannot correctly update. # # By default 'post' is an empty string, 'port' is 80, 'type' is :GET # and https && async are false. # #--------------------------------------------------------------------------
Last edited by a moderator:

