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Re: A real Networksolution for GS A6/A7
[Re: Xarthor]
#232589
10/22/08 15:28
10/22/08 15:28
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Joined: Jul 2005
Posts: 1,930 Austria
Dark_samurai
OP
Serious User
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OP
Serious User
Joined: Jul 2005
Posts: 1,930
Austria
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Good to here that there are so much people interested in this! I'll try to complete the first version as fast as possible! What licence model do you have in mind for that plugin? For the Standard and Pro versions: You will buy the plugin and after that you can make as much games, applications,... with it as you like. BUT of course you aren't allowed to distribute the plugin itself or give it to somebody else or change the plugin in any way. I'm still thinking about how to make the licence of the free version or if I only make a demo version and no free version at all... This dependes on things like how much I have to pay for other things (like for the webspace, online Shop, ...).
ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)! get free version
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Re: A real Networksolution for GS A6/A7
[Re: Dark_samurai]
#232606
10/22/08 17:26
10/22/08 17:26
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Joined: Oct 2005
Posts: 57
picoder
Junior Member
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Junior Member
Joined: Oct 2005
Posts: 57
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If it works better than A7 network, I'd buy it.
Last edited by picoder; 01/20/10 07:06.
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Re: A real Networksolution for GS A6/A7
[Re: Dark_samurai]
#232635
10/22/08 19:46
10/22/08 19:46
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Joined: Oct 2008
Posts: 513
Carlos3DGS
User
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User
Joined: Oct 2008
Posts: 513
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You will buy the plugin and after that you can make as much games, applications,... with it as you like. BUT of course you aren't allowed to distribute the plugin itself or give it to somebody else or change the plugin in any way. What about when we publish the game, wont it need the dll to be distributed with the game for those functions to work? Will we be able to distribute the dll with our commercial games for them to work with it?
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Re: A real Networksolution for GS A6/A7
[Re: Dark_samurai]
#232650
10/22/08 21:52
10/22/08 21:52
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Joined: Oct 2008
Posts: 513
Carlos3DGS
User
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User
Joined: Oct 2008
Posts: 513
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I have a few questions. Will there be conections by sockets? What is the limit of number of connections? Can the server handle client crashes automatically, or other types of unexpected disconnections? (Timeouts?). Can you send multidimentional arrays or structs?
Also it would be great if the server could work without having to actually load a level, that would be a great feature so the server we program using your plugin could handle multiple maps. (multi-zone support?). Is this feature planned?
A lobby system to search for online game sessions to join and chat before you start to play a level would be great. Is late-join support implemented (when a game is already in progress)?
Additional functions that take care automatically of the most commonly used features in multiplayer games, this is not needed but I think they could take relatively little time to develop and would add great value to your project. Some ideas that come to my head are: -chat being dealt with easily through a function instead of having to make one yourself like: chat_send(player, STRING*) or chat_send(all, STRING*), etc... -some automated functions for "teams" support like: add_to_team(player_id, team_id), chat_send(team_id, STRING*), send_pos(player_pos, team_id), etc...
These are just the first ideas that come to my head, but i bet there are some more. All this "atuomated chat/teams" can already be done with your plugin if the user adds functions to control these things in his game script. But if these type of things are dealt with automatically by functions of your plugin I think it would be the difference between an Enet connection plugin worth 20€(or whatever you set the final price to), to a great tool worth more than double of that. And also by adding automatization for common multiplayer game features you would awaken the interest of a much broader public.
P.S.: I am interested in buying your plugin withought those automated things. These are just ideas that came to my head thinking: "If I was making a plugin like this and would release it comercially what could I do to increase its value and get more people interested in buying it".
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Re: A real Networksolution for GS A6/A7
[Re: Carlos3DGS]
#232661
10/23/08 00:54
10/23/08 00:54
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Joined: Aug 2002
Posts: 572 Toronto
MadMark
User
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User
Joined: Aug 2002
Posts: 572
Toronto
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A suggestion. The demo/free version: Increase the client number to 5 or 6 rather than 4. I can do 4 without a plugin, so how do I know that I am not just using the built-in comm package? Brings me no value or demonstrates much of an improvement.
Just my 2¢, collect the whole dollar. Mark
People who live in glass houses shouldn't vacuum naked.
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Re: A real Networksolution for GS A6/A7
[Re: MadMark]
#232664
10/23/08 02:43
10/23/08 02:43
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Joined: Mar 2002
Posts: 1,774 Magdeburg
FlorianP
Serious User
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Serious User
Joined: Mar 2002
Posts: 1,774
Magdeburg
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I would buy it if it's possible to send huge data packes(~10-20kb) without any variable correlation at once. So if i want to send 5 Bytes - there should go 5 Bytes out the same with 5000 byte. Of course there have to be some adressing-header data but I don't want e.g. var_for_name-things
Last edited by FlorianP; 10/23/08 02:43.
I <3 LINQ
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