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[blaxun] Online Engine/examples And Documentation


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#1 BlaXun

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Posted 09 January 2008 - 06:14 PM

Hello everybody.

I got a lot of PMs regarding Game Maker and Online Programming.
Recently I had to stop my project "Slime Online" due to loss of free-time.
However, I plan to keep on working with Game Maker,it's just that I can't work on whole game-projects any longer.

Instead I decided to share my knowledge with those that are interested.

I used the 39dll for all of the following examples.
The 39dll is a very powerfull dll which will allow you to send information between programs.

We will be using this dll to get into the basics of Online Game Programming.
I created a couple of scripts that make it even easier to use the 39dll.

You can check them out below.
They exist in GM7 and GM6 format now.

I also started a documentation-series about
Online Programming with Game Maker which will guide newcomers through the trouble and joy of online programming.

As I am a big fan of online games I will try to support those that are interested as good as possible =)

However, if you really want to learn you won't get around reading, so, get ready to read -_-

Good luck, and welcome to the wonderful world of online games

~BlaXun

IMPORTANT:
Those of you that use a router to connect to the internet, you will have to open/forward a port on your router to enable other people to connect to your server.
If you only plan to use the engine for network then there is no need to do this.
Here is a site that will help you on opening a port:

http://portforward.com/routers.htm
(thanks to Lycondone for the link)

So, here you go:

[b][09.01.2008][/b]

Uploaded a new Version.

News:

-Server shows upload and download (send/recieve) traffic per second and total
-Server/Client now use decrypting/encrypthing based on the string in the variable "global._buffsize"
-Server and Client have a script "_used_variables" which contain a list of all used variables
-To send a message from the server use the function "send_client()"
 This function will encrypt the message, log the traffic and send the message
-To send a message from the client use the function "send_server()" 
 This function will encrypt the message and then send it
-When you sent a message from the server that had "writeshort(playerid)" as first input after the message-case you can now call "get_player()" on the recieve part of the client to perform the following action directly just for that one object. (Dont forget to use the "with")

[b][10.01.2008][/b]

-Uploaded a new Version
-Changed Players sprite
-Changed mvement system, use the mouse to move
-The function "send_client()" on the server was changed.
It now uses the following arguments:

send_client(arg0,arg1)

arg0 =

0 = send the message to all players
1 = send the message to all palyers in the same room
2 = send the message only to the player/socket it came from
3 = send the message only to the player with the player id = arg1

Its pretty simple =)

Hope you like it!

[b][10.01.08][/b]

-Added room changing
-Graphical changes
-the function "send_client()" on the server now has new indexes for argument 0:

4 = send to the players that are in the room with the number argument1
5 = send to the player with the instance id defined in argument1

[b][10.01.08][/b]

Uplaoded a new Version:

-When a Player is moving in a anohter room and you enter that room you will get the new move_to position of the other players now

-when creating an account unwanted characters are blocked (Those that windows wont accept or those that will cause trouble with GM)

-The variable "global._maxname" will hold the maximum number of allowed characters for Name and Password (Can be changed in the script "scr_init_engine" on the client)

-The variable "global._contactdelay" will define how many steps delay there should be between creating a new contact-object

-Players now can not login twice with the same account (uses a ds_list)

-The Players name is shown above the head

-Added trees :P

[10.01.08]

-Uploaded Basic Engine with ingame Chat

[10.01.08]

-Uploaded Basic Engine with Collectibles

[20.01.08]

-Uploaded Basic Engine with Position Saving

[01.02.08]

-Uploaded Basic Engine with Keyboard-Movement

[03.02.08]

-Uploaded GM6 Versions (thanks to GMREC1111 for converting)

[05.02.08]

-Uploaded GM6 Version of the Basic "BlaXgine" (thanks to GMREC1111 for converting)

[05.02.08]

-Uploaded "Lesson 1 - GM and Online Programming"
 and "Lesson 2 - Types of Servers" of my series of Online Programming documentation.

[05.02.08]

-Uploaded "Lesson 3 - Preventing Common-Errors" of my series of Online Programming documentation.

[05.02.08]

-Uploaded a slightly modified version of the "BlaXgine" v.01 which is now v.02
 It contains a small txt file on what was changed.
 The changes are minimalistic, no need to change from v.01 to v.02;)

[06.02.08]

-Uploaded a "Blank"-Version of the Engine v.02
 This version only has the [b]most[/b] basic function that you may use to build a full   
 blown game from there on.
 I created this version for those that get confused by to much unncecassary code.
 Please make sure to read teh Instructions.txt which is included in the archive.

[22.02.08]

After quite some time I am back for now.
I added a small and really simple example on how to create an inventory.
It covers just the real basics, but I still think that this is enough...I dont want to make the game for you...
So, enjoy.
Next one will propably be a PING-System

[03.03.08]

Finally did the example with the Ping system.
Oh, there is another important note:

[b]I found a bug in ALL eamples.
It was within the "send_client() script" on the server.
The bug would count traffic even if it was NOT send from server to client[/b]
I fixed this for all [b]GM7[/b]-files and uploaded those new files.
If you are using one of the old files please update the script.

It isn't anything malicious, but it provides false info.

[10.07.08]

I started a new documentation on creating a Online-Engine with GameMaker.
This documentation will be divided into different parts.

Part 1 - Theoretical knowledge [released]

[22.01.09]

I used the Basic Engine v.02 and improved it with many nice things and now it is v.03
New Version has a new way for Player IDs and uses Toon Masters MyIni.dll

I recommend this version above all others (that I released so far :P)

Changes:

[General]
Added the gml files for the MyIni.dll and the 39dll.dll

[Server]
each obj_player will now have a variable _accpth. This variable contains the path of the players account file
Server now uses the "MyIni.dll" which was created by ToonMaster
Most writeshort functions were replaced by writeushort functions. This will allow us to send values up to 65536 instead of 32767, but we cant send negative 

values anymore.
removed unnecassary lines from the User(0) event of obj_player
scr_server_setup was renamed to scr_server_init
scr_server_setup() is now placed in the Creation code of rm_server
The variable global._ServerInIpth will now hold a string with the path of the [Srvr]Setup.ini file
case_msg_account_create script will now use myini.dll
case_msg_login script uses the myini.dll now
case_msg_account_create script will now give static Player IDs and save it in the account file
New script scr_vars_init is called in obj_controller Create Event. Argument0 is the string that is used for encrypting
39dll is now intialized in the scr_server_init script
Player IDs are now static and wont be handled dynamic. 
This can prevent confusin when you have to deal with Players
Added detailed description to all scripts!
All scripts for the 39dll.dll and the MyIni.dll are stored in a [dlls] folder in the Scripts category

[Client]
case_warp script was renamed to start_warp because it wasnt a real "case" that would send information to the server
removed an annoying mistake... rm_presented and rm_menu both set the ip and port...this would lead some people to overwrite their previous set values
only rm_presented will now call the scr_init_engine script now

[27.01.09]
Some of you had problems with keyboard movement.
I made a new version of v.03 which features keyboard movement.
Hope this helps.

Please make sure to read the text-file which comes with the archive!!!

[01.01.2010]
Fixed an annoying bug in v 0.3 + Keyboad Movement (GM7), please note that the GM6 version of this version is still bugged and I don't own
a copy of GM6 and won't work on it.

[04.01.2010]
Added a new verison of the engine v 1.0.
This new version uses the mouse movement again and comes with more comments and a documentation.
Currently only a GM7 version exists.

----------Online Engine Game Maker 7 Versions-----------

Basic Engine v.01(provided by host-a.net)

Basic Engine v.01 + Chat

Basic Engine v.01 + Collectibles

Basic Engine v.01 + Position Saving

Basic Engine v.01 + Keyboard Movement

Basic Engine v.02

Blank Engine v.02 - Read the instructions.txt!

Basic Engine v.02 + Simple Inventory

Basic Engine v.02 + Ping System

Basic Engine v.03

Basic Engine v.03 + Keyboard Movement

Basic Engine v 1.0 - Mouse Movement and Documentation<-- This is the latest Version [04.01.10]

---------------------------------------------------------------------------------------

----------Online Engine Game Maker 6 Versions----------- Thanks to GMREC1111

Basic Engine v.01

Basic Engine v.01 + Chat

Basic Engine v.01 + Collectibles

Basic Engine v.01 + Keyboard Movement

Basic Engine v.01 + Position Saving

Basic Engine v.02

Blank Basic Engine v.02

Basic Engine v.02 + Inventory

Basic Engine v.02 + Ping-System

Basic Engine v.03

Basic Engine v.03 + Keyboard Movement <- This version is bugged, on page 62 in this topic you can get the correction for the small bug. Or just check the GM7 version which has been fixed.




----------Documentation "Game Maker and Online Programming with the 39dll"-----------

Lesson 1 - Game Maker and Online Programming

Lesson 2 - Different Types of Connections

Lesson 3 - Preventing common-errors

Lesson 1 - 3 Summary in a CHM file, made by Postality


Documentation Course: "Developing a Online-Engine with Game Maker"

[10.07.08] Part 1 - Theoretical Knowledge

Edited by BlaXun, 04 January 2010 - 02:02 PM.

  • 3

#2 lego_sniper

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Posted 09 January 2008 - 06:28 PM

I like it! Simple yet effective.
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#3 ZZ man

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Posted 09 January 2008 - 06:33 PM

OMG!
thanx BlaXun
-_-
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#4 BlaXun

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Posted 09 January 2008 - 06:40 PM

np, yw.

Please leave feedback on what you want to see next.

Oh, btw, you might want to increase the room speed on client side to 60 so the client can do more messages.
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#5 darklithium

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Posted 09 January 2008 - 06:40 PM

hey sounds really good . thank you for taking your time 2 make this
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#6 datagutt667

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Posted 09 January 2008 - 06:43 PM

Awesome, i like it now it is as good as onlin3s engine:P
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#7 Viktor

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Posted 09 January 2008 - 06:51 PM

Blaxun, is credit needed for use those cool sprites you made? They really fit the game XD

Looks good, I just love the sprites..

Ye, but seriously this time, its cool
  • 0

#8 BlaXun

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Posted 09 January 2008 - 06:54 PM

Blaxun, is credit needed for use those cool sprites you made? They really fit the game XD

Looks good, I just love the sprites..

Ye, but seriously this time, its cool

<{POST_SNAPBACK}>


Use those sprites if u want ;)
No credit needed :D

Ya, they turned out rly great -_-

Thx for the feedback =)

What would you guys like to see next?
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#9 Viktor

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Posted 09 January 2008 - 06:58 PM

I wanna see gravity inside the game actually
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#10 Joonaz

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Posted 09 January 2008 - 07:05 PM

blaaablaablaaaaaa


blaablaaaa

What would you guys like to see next?

<{POST_SNAPBACK}>



platfrom engine
outfits
accesories
items
own shop (like in slimeonline)
chat
room chaning
coins
shops

Edited by Joonaz, 09 January 2008 - 07:26 PM.

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#11 Viktor

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Posted 09 January 2008 - 07:09 PM

Blaxun, cant you make a offline game with slime online? Like megaslime a combination of megaman and slime online, or a quest game, that would be awsome!
  • 0

#12 ZZ man

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Posted 09 January 2008 - 07:10 PM

chat
and uglier sprites lol
-_-
  • 0

#13 BlaXun

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Posted 09 January 2008 - 08:06 PM

workin on it atm.

I made a function that I called "get_player"

You can use this to perform a ection with just one player.

On the server you write the player_id when you want to tell others that the player moved and on the client you simply do

with get_player()
{
x = readshort()
y = readshort()
blablablaaaaaa...
}

this gets rid os some annoying lines -_-

I also added the use of ds_maps...you guys dont have to care about em, the system does it all
  • 0

#14 Joonaz

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Posted 09 January 2008 - 08:10 PM

doh, i forgot to add:
sprs:
idle right
idle left
jump right
jump left
duck right
duck left
walk/run right
walk/run left


for player
  • 0

#15 BlaXun

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Posted 09 January 2008 - 09:26 PM

Uploaded a new Version.

News:

-Server shows upload and download (send/recieve) traffic per second and total
-Server/Client now use decrypting/encrypthing based on the string in the variable "global._buffsize"
-Server and Client have a script "_used_variables" which contain a list of all used variables
-To send a message from the server use the function "send_client()"
This function will encrypt the message, log the traffic and send the message
-To send a message from the client use the function "send_server()"
This function will encrypt the message and then send it
-When you sent a message from the server that had "writeshort(playerid)" as first input after the message-case you can now call "get_player()" on the recieve part of the client to perform the following action directly just for that one object. (Dont forget to use the "with")

Edited by BlaXun, 09 January 2008 - 09:27 PM.

  • 0

#16 TheMagicNumber

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Posted 09 January 2008 - 09:41 PM

I really want there to be an Inventory/Equipment/Shop System! There is currently no examples or tutorials of anything with these! Of coarse they need to be online! I am making a game now but couldn't learn because there wasn't anything to learn from!

Items!

Shop!

Equipment!

Can you also teach me how you make something destroy forever! Like some hidden item that you can't get many times...I will give credit for a system like that!
  • 0

#17 BlaXun

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Posted 09 January 2008 - 09:46 PM

I really want there to be an Inventory/Equipment/Shop System! There is currently no examples or tutorials of anything with these! Of coarse they need to be online! I am making a game now but couldn't learn because there wasn't anything to learn from!

Items!

Shop!

Equipment!

Can you also teach me how you make something destroy forever! Like some hidden item that you can't get many times...I will give credit for a system like that!

<{POST_SNAPBACK}>


That shouldnt be a problem at all.
Have a look:

When creating a Player account, have a entry in the ini like this:

[Collectibles]
Crown = 0

Now when the player enters the room where that object is in you let the object do the followin in its create event: Send a message to the server to check if the "Crown" entry in the ini is = 0.
If it is, let the Server send a message back and inform the client about that.
Now the Client should make the Crown item visible (make it so you can only take the crown when it is visible).
Now the Player takes it and the server must be informed.
All thats left is to change the "Crown = 0" to "Crown = 1"
its as easy as that.
With that account the Player wont be able to take the crown again =)
  • 0

#18 Hoosierchristian

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Posted 09 January 2008 - 09:52 PM

Nice job Blaxun, you are so smart! I love this engine! Again nice job and keep up the good work!
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#19 TheMagicNumber

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Posted 09 January 2008 - 10:00 PM

I really want there to be an Inventory/Equipment/Shop System! There is currently no examples or tutorials of anything with these! Of coarse they need to be online! I am making a game now but couldn't learn because there wasn't anything to learn from!

Items!

Shop!

Equipment!

Can you also teach me how you make something destroy forever! Like some hidden item that you can't get many times...I will give credit for a system like that!

<{POST_SNAPBACK}>


That shouldnt be a problem at all.
Have a look:

When creating a Player account, have a entry in the ini like this:

[Collectibles]
Crown = 0

Now when the player enters the room where that object is in you let the object do the followin in its create event: Send a message to the server to check if the "Crown" entry in the ini is = 0.
If it is, let the Server send a message back and inform the client about that.
Now the Client should make the Crown item visible (make it so you can only take the crown when it is visible).
Now the Player takes it and the server must be informed.
All thats left is to change the "Crown = 0" to "Crown = 1"
its as easy as that.
With that account the Player wont be able to take the crown again =)

<{POST_SNAPBACK}>

Hmm...I understand a bit. But wouldn't you have to make it for EVERY SINGLE thing you want! So in Slime Online you did that? It's a stupid question...but I don't understand how it would read your thing...ALL! I know this was items and that and I stink at INIs! I don't work much on them! Couldn't you add my requests to the example? I would learn from that! I find it easier to stare at something than waste someone else's time for a long time! I can change this to like a platform maybe? I need it platform...plus I have fun doing that!

BTW I love your server!

Edited by GMREC1111, 09 January 2008 - 10:00 PM.

  • 0

#20 Newly Discovered

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Posted 09 January 2008 - 10:03 PM

joonaz...you're basically asking him to make an entire game and give it away. the point of this engine is to allow people to easily make a basic online game...not to make an entire game for anyone to change the sprites and the name and release it under their own name. if you want all of that, you're going to have to make most of it on your own.

as for the engine:
pretty nice. seems fast too, though I was the only person in the room. anyway, good job, I look forward to future updates.
  • 0

#21 BlaXun

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Posted 09 January 2008 - 10:42 PM

Okay, I will invite you to a bit of my server :)

Well, lets say I have 8 collectible items in Slime Online.

There is a Sample account file which allready has all those entrys, like this:

[Collectibles]
1 = 0
2 = 0
3 = 0
4 = 0
5 = 0
6 = 0
7 = 0
8 = 0

Every number (id) means a collectible, for example:

1 = Jetpack
2 = Pori-Pori Hat
3 = Crown
4 = Magican Hat
5 = Bird
6 = Mini-Slime
7 = Magic-Stick
8 = Unicorn

When an account is created all I do is copy the whole ini and replace just the NAME and PASSWORD aswell as renaming the file.

This way all entrys are in allready.

Now if I have old accounts that didnt have as much entrys when they were created I just check if the entry exists at all.

On the client I give those collectibles a ID in their start event.

Lets say a player gets into the room with the collectible 8.

That collectible will now send its id to the server.
the server will check like this:

ini_open(name +'.ini')
if !ini_key_exists('Collectibles',string(collectible_id))
{
Now if that entry doesnt exist that means the player didnt get the collectible yet.
All we have to do now is to send the client a message that the player should be able to take the item.
}

The collectible is invisible by default, so if he DID take it allready (if the entry does exists) it doesnt have to send anything at all and yet agani we save some bandwidth =)

If the player should that it now we can just create the entry....and thats it =)

Simple, huh?
  • 0

#22 Hoosierchristian

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Posted 09 January 2008 - 10:46 PM

Okay, I will invite you to a bit of my server :skull:

Well, lets say I have 8 collectible items in Slime Online.

There is a Sample account file which allready has all those entrys, like this:

[Collectibles]
1 = 0
2 = 0
3 = 0
4 = 0
5 = 0
6 = 0
7 = 0
8 = 0

Every number (id) means a collectible, for example:

1 = Jetpack
2 = Pori-Pori Hat
3 = Crown
4 = Magican Hat
5 = Bird
6 = Mini-Slime
7 = Magic-Stick
8 = Unicorn

When an account is created all I do is copy the whole ini and replace just the NAME and PASSWORD aswell as renaming the file.

This way all entrys are in allready.

Now if I have old accounts that didnt have as much entrys when they were created I just check if the entry exists at all.

On the client I give those collectibles a ID in their start event.

Lets say a player gets into the room with the collectible 8.

That collectible will now send its id to the server.
the server will check like this:

ini_open(name +'.ini')
if !ini_key_exists('Collectibles',string(collectible_id))
{
Now if that entry doesnt exist that means the player didnt get the collectible yet.
All we have to do now is to send the client a message that the player should be able to take the item.
}

The collectible is invisible by default, so if he DID take it allready (if the entry does exists) it doesnt have to send anything at all and yet agani we save some bandwidth =)

If the player should that it now we can just create the entry....and thats it =)

Simple, huh?

<{POST_SNAPBACK}>



You make my head hurt... :)
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#23 TheMagicNumber

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Posted 09 January 2008 - 11:11 PM

Okay, I will invite you to a bit of my server :P

Well, lets say I have 8 collectible items in Slime Online.

There is a Sample account file which allready has all those entrys, like this:

[Collectibles]
1 = 0
2 = 0
3 = 0
4 = 0
5 = 0
6 = 0
7 = 0
8 = 0

Every number (id) means a collectible, for example:

1 = Jetpack
2 = Pori-Pori Hat
3 = Crown
4 = Magican Hat
5 = Bird
6 = Mini-Slime
7 = Magic-Stick
8 = Unicorn

When an account is created all I do is copy the whole ini and replace just the NAME and PASSWORD aswell as renaming the file.

This way all entrys are in allready.

Now if I have old accounts that didnt have as much entrys when they were created I just check if the entry exists at all.

On the client I give those collectibles a ID in their start event.

Lets say a player gets into the room with the collectible 8.

That collectible will now send its id to the server.
the server will check like this:

ini_open(name +'.ini')
if !ini_key_exists('Collectibles',string(collectible_id))
{
Now if that entry doesnt exist that means the player didnt get the collectible yet.
All we have to do now is to send the client a message that the player should be able to take the item.
}

The collectible is invisible by default, so if he DID take it allready (if the entry does exists) it doesnt have to send anything at all and yet agani we save some bandwidth =)

If the player should that it now we can just create the entry....and thats it =)

Simple, huh?

<{POST_SNAPBACK}>



You make my head hurt... :skull:

<{POST_SNAPBACK}>

I agree. This kinda confused me! I'm telling you that there should be a short and sweet example for this! I did read it! Can't you edit your example so that it has this too! And BTW I was mostly wondering about the kind of system you use to keep them from getting more than one of the same "Slime Points" This helps too! This can be a part of your next version! :) Also...I think you only spent like 5 minutes on your engine! No solid walls! Only Left and Right! LOL! Also, can you please make it with ONE item that changes the color when you wear it? By change I mean like a body suit! This is the only place I have a chance to learn about the Inventory/Shop/Equipment/Item things! I really don't know how to make an inventory that saves the items and equipment in INI files! Also equipment...Can it be made into an example with a rotated face moving that updates the sprite and is able to change the "shirt" with that updating? I have looked for help on this for weeks! :) You will make me so happy if this happens!
  • 0

#24 BlaXun

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Posted 09 January 2008 - 11:15 PM

I will see what I can do with my next version =)

Edit: Uploaded yet another version with changed moving system =)

Edited by BlaXun, 09 January 2008 - 11:24 PM.

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#25 TheMagicNumber

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Posted 09 January 2008 - 11:24 PM

I will see what I can do with my next version =)

Edit: Uploaded yet another version with changed moving system =)

<{POST_SNAPBACK}>

Lifesaver... :)

Thanks!

EDIT: You forgot 39dll in the new one! Just saying...

Edited by GMREC1111, 09 January 2008 - 11:29 PM.

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#26 BlaXun

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Posted 09 January 2008 - 11:31 PM

I will see what I can do with my next version =)

Edit: Uploaded yet another version with changed moving system =)

<{POST_SNAPBACK}>

Lifesaver... :)

Thanks!

EDIT: You forgot 39dll in the new one! Just saying...

<{POST_SNAPBACK}>


Aw dang...will upload the new one x(

edit: There we go, uploaded =)

Edited by BlaXun, 09 January 2008 - 11:31 PM.

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#27 TheMagicNumber

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Posted 09 January 2008 - 11:35 PM

Lol, One thing I can say that will stop lag! The click and move system...it's nice...but you can click as many times as you want and lag it like crazy! If someone gets an auto clicker...my god the server might die! I'm pretty sure it might lag but not completely! If you say it would then you can fix it. If you want to later than go ahead!

I will shut my mouth for now :)

Edited by GMREC1111, 09 January 2008 - 11:37 PM.

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#28 BlaXun

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Posted 09 January 2008 - 11:38 PM

I didnt noticve any lag until now....but I might aswell include a gird-based clicking system that would get rid of a few clicks....other then that...blocking a auto click wouldnt be that easy...but the server could check if there was a huge amount of clicks and the kick the player.

Auto-Clickers can click with insane speed....the server would definetly notice that.
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#29 TheMagicNumber

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Posted 09 January 2008 - 11:44 PM

Hmm...Is there a way to temporary ban someone? Kicking isn't as effective! It's like banned for an hour? Or you could just make a script that if they click more than 10 times in a second it automatically closes the game? Lol, no chance to save!

BTW I'm so surprised...People have been waiting for your next online engine for so long! Yet almost nobody comes here...I guess they don't need it! All the people like "BROKEN LINK :) " are never going to see this!

See you tomorrow!

Edited by GMREC1111, 09 January 2008 - 11:49 PM.

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#30 matty_richo

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Posted 09 January 2008 - 11:49 PM

I still want just basic platform jump and run, and coins and hats(from a shop) and chat.


please! put them in your example
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