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Re: Multiplayer Game [Re: TSG_Christof] #118284
07/26/07 19:39
07/26/07 19:39
Joined: Apr 2006
Posts: 265
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vartan_s Offline
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vartan_s  Offline
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Joined: Apr 2006
Posts: 265
Thanks a lot George, I was thinking maybe you'd forgotten about multiplayer. I have one question; will this be good enough for online play, or only good enough for lan. That is with about 8-16 players. Thanks.

Re: Multiplayer Game [Re: vartan_s] #118285
07/27/07 06:16
07/27/07 06:16
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline

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George  Offline

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Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
I'm interested in finding that out myself . Even my previous (and poorly) programed multiplayer code works great over the lan, so I'll do my best and optimize the code as much as possible, trying to make it run over the net as well.

Re: Multiplayer Game [Re: George] #118286
07/27/07 16:37
07/27/07 16:37
Joined: Aug 2005
Posts: 390
Florida
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oldschoolj Offline
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oldschoolj  Offline
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Joined: Aug 2005
Posts: 390
Florida
Goerge, I would really like to see a fast point-and-click targeting system if you ever get the chance.
Most of the stuff I've seen in the mags revolves around fireing in the direction of a target, I guess hoping it hits.
But what about for an RPG that uses buttons to cast spells or abilities, that need a target to become active?
I guess if you could show us RPG makers a code that revolves around having to select a target to cast a spell, or use an ability, that would be great!

Oh, some conditions would be that the spell always follows the target, if it was cast, like a firebolt or something. Also, that if the target is out of range you can't cast it.

Hope it's not to much trouble


you can find me with my face in the keyboard, unshaven, listening to some nameless techno tragedy, and hashing through code over a cold cup a stale joe. __________________________________ yours truly
Re: Multiplayer Game [Re: oldschoolj] #118287
07/28/07 20:02
07/28/07 20:02
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline

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George  Offline

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Bucharest, Romania
The target idea is quite simple: mouse_ent is the pointer to the entity that has the mouse pointer placed over it. You can then get the entity name / pointer, store it and do whatever you want with it.
Here's another idea: use enable_touch for any entity that will be sensitive to mouse touching and / or clicking.

Re: Multiplayer Game [Re: George] #118288
08/19/07 07:37
08/19/07 07:37
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline
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ShoreVietam  Offline
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Europe
@George

If you like you can contact me for the MP shooter.
I gained a lot of expierience by making my western shooter, smoothing with my mmorpg-server project (which runs smooth with 4 updates/ sec and still could be reduced).
And finally the starbattle where I learned that there is not that much communication necessary than expected.


@oldschoolj
Look for my game "Starbattle" (topic New multiplayer game "MORPG battle"), the script file is included and everything's well commented and in english.


My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
Re: Multiplayer Game [Re: ShoreVietam] #118289
08/19/07 18:52
08/19/07 18:52
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline

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George  Offline

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Thank you for the generous offer. I'll probably ask you to review my code and suggest improvements.

Re: Multiplayer Game [Re: George] #118290
08/21/07 17:22
08/21/07 17:22
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline
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ShoreVietam  Offline
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Posts: 2,002
Europe
I'm still at A6.31.4, but I know C/ C++ well.

Newertheless was my intention more about the theory where what should be calculated.


My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
Re: Multiplayer Game [Re: ShoreVietam] #118291
08/21/07 20:50
08/21/07 20:50
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline

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George  Offline

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Thank you, that would be even more helpful. Prepare for a long series of questions (just kidding... or maybe not)

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