Jump to content


Photo

GameMaker Server


  • Please log in to reply
1107 replies to this topic

#181 NeoTalon27

NeoTalon27

    GMC Member

  • GMC Member
  • 220 posts
  • Version:GM:HTML5

Posted 19 May 2012 - 06:11 AM

Update?
  • 0

#182 size43

size43

    GMC Member

  • GMC Member
  • 448 posts
  • Version:GM:Studio

Posted 19 May 2012 - 08:07 AM

This is the best frickin thing I've ever seen, I'm going to use this SO HARD. It's so cool that you made this so easily available and free for public use-

THANK YOU SO MUCH

I have too much free time so I made this logo for your site. It looked pretty slick to me- you can use it or not: I won't mind. (:

:D

May I edit the logo so that I can use it for GameMaker Server plus?


Update?

Just give me an hour or so to put everything together and update the server :)

 

I am currently working on a really cool part of the new GMS+. When I was trying to make something to sync large groups of enemy's, I realised that it was impossible to do with the current instance->client #1->server->client #2->instance system. So I came up with something really, really cool (and possibly my biggest project ever)

I can't tell much about it, since I want to keep it secret until I can show it off. But I've had a lot of help from a popular and old "Let's build" series.

 

The server might go down a few times while updating...

 

GameMaker Server - Update 13
-Ping script
-Sync instance once-script
-2 new examples
-script to adjust the time chat messages are visible
-bugfixes
-Server has been optimized

Download(when ready): GMS U13.zip

Edited by size43, 19 May 2012 - 08:19 AM.

  • 0

#183 Questionare

Questionare

    (BEN)

  • New Member
  • 160 posts
  • Version:GM8

Posted 19 May 2012 - 05:22 PM

Yeah, do what you like with it, it's yours. I could even re-edit it if you want. (:

Super psyched for GMS+ now

Edited by Questionare, 19 May 2012 - 05:24 PM.

  • 0

#184 NeoTalon27

NeoTalon27

    GMC Member

  • GMC Member
  • 220 posts
  • Version:GM:HTML5

Posted 23 May 2012 - 03:01 PM

you should spend some time re-doing /updating some of the D&D Icons.
  • 0

#185 size43

size43

    GMC Member

  • GMC Member
  • 448 posts
  • Version:GM:Studio

Posted 23 May 2012 - 05:34 PM

Yeah, do what you like with it, it's yours. I could even re-edit it if you want. (:

Super psyched for GMS+ now

Ok, thanks. :D

I think I can handle the editing myself :)

you should spend some time re-doing /updating some of the D&D Icons.

I think I will draw a completely new set of (coloured?!?) D&D icons for GMS+ :)
  • 0

#186 NeoTalon27

NeoTalon27

    GMC Member

  • GMC Member
  • 220 posts
  • Version:GM:HTML5

Posted 24 May 2012 - 02:18 PM

I have a rather large favor to ask, My favor is that, in the topic header, you show the D&D icon and its GML conversion / alternative, I am still rather confused as to how I should translate some functions. :thumbsup:
  • 0

#187 size43

size43

    GMC Member

  • GMC Member
  • 448 posts
  • Version:GM:Studio

Posted 24 May 2012 - 05:02 PM

I have a rather large favor to ask, My favor is that, in the topic header, you show the D&D icon and its GML conversion / alternative, I am still rather confused as to how I should translate some functions. :thumbsup:

I will add it to the to-do list for GMS+

Any specific D&D icons you need to know right now?

 
After a week of work, I am finally able to get the first testing results. I'm quite satisfied with the result :D
Posted Image
  • 0

#188 NeoTalon27

NeoTalon27

    GMC Member

  • GMC Member
  • 220 posts
  • Version:GM:HTML5

Posted 24 May 2012 - 05:14 PM

I also REALLY REALLY need a large document with all the scripts, some of the functions on the first page appear to be outdated, as far as the D&D thing goes, I need some variable fetching actions and some Chat/ Instance functions. :thumbsup:
  • 0

#189 NeoTalon27

NeoTalon27

    GMC Member

  • GMC Member
  • 220 posts
  • Version:GM:HTML5

Posted 24 May 2012 - 05:55 PM

___________________________________________
ERROR in
action number 1
of Begin Step Event
for object __newobject10:

Error in code at line 2:
player_room=real(server_get_var(player_id,"room"));
^
at position 34: Unknown variable player_id

Fix that?
  • 0

#190 size43

size43

    GMC Member

  • GMC Member
  • 448 posts
  • Version:GM:Studio

Posted 24 May 2012 - 06:25 PM

I also REALLY REALLY need a large document with all the scripts, some of the functions on the first page appear to be outdated, as far as the D&D thing goes, I need some variable fetching actions and some Chat/ Instance functions. :thumbsup:

Shall I release a part of the GameMaker Server as open-source? For example: all the .lib files, internal global variables, chat_draw, etc...?


___________________________________________
ERROR in
action number 1
of Begin Step Event
for object __newobject10:

Error in code at line 2:
player_room=real(server_get_var(player_id,"room"));
^
at position 34: Unknown variable player_id

Fix that?

You probably have an instance of the other player object in the room :)
  • 0

#191 NeoTalon27

NeoTalon27

    GMC Member

  • GMC Member
  • 220 posts
  • Version:GM:HTML5

Posted 25 May 2012 - 03:52 PM

what would be the GML alternative for 'Setting a variable which will be synced with all other players', also, would I be able to use the previously named variable for things like Level, Xp, and other player stats?
  • 0

#192 size43

size43

    GMC Member

  • GMC Member
  • 448 posts
  • Version:GM:Studio

Posted 26 May 2012 - 07:19 AM

what would be the GML alternative for 'Setting a variable which will be synced with all other players', also, would I be able to use the previously named variable for things like Level, Xp, and other player stats?

server_set_var("variablename", value);
I'm not quite sure what you mean with "previously named variable"? But you can use server_set_var to get other players to see specific variables. You can use every variable you want, but using "room", "health", "lives" is not needed, because the default variables will be sent automatically ;)
  • 0

#193 size43

size43

    GMC Member

  • GMC Member
  • 448 posts
  • Version:GM:Studio

Posted 26 May 2012 - 07:57 AM

GameMaker Server - Update 13.2
-Added a new script: server_highscore_add(highlistID, score);- The score will only be added when it's higher than the saved score.
-Fixed bugs in server_highscore_name and server_highscore_score not working properly. When specifying an existsing highscorelistID, the script would just return an error.
  • 0

#194 bitl

bitl

    GMC Member

  • GMC Member
  • 83 posts
  • Version:GM8

Posted 26 May 2012 - 06:26 PM

Hey, look, a error:

___________________________________________
FATAL ERROR in
action number 1
of Create Event
for object obj_login:

When simple mode is enabled, you need to specify the object wich you use as player.


I am using advanced mode and 13.2.

EDIT: used the one in the MMO demo and it works!

Edited by bitl, 26 May 2012 - 07:06 PM.

  • 0

#195 size43

size43

    GMC Member

  • GMC Member
  • 448 posts
  • Version:GM:Studio

Posted 27 May 2012 - 09:07 AM

Hey, look, a error:

___________________________________________
FATAL ERROR in
action number 1
of Create Event
for object obj_login:

When simple mode is enabled, you need to specify the object wich you use as player.

Did you use an example and got the error?

Anyways, someone found a bug:
GameMaker Server - Update 13.3
For some reason it didn't seem very smart to save your ranking as your score...
Stupidity += 10;

download = "http://gamemakerserver.tk/download/"
  • 0

#196 NeoTalon27

NeoTalon27

    GMC Member

  • GMC Member
  • 220 posts
  • Version:GM:HTML5

Posted 06 June 2012 - 02:58 PM

How is progress going on GMS + ?
- Also could you give us a text dump of all the functions, and variables that GMS uses?

Edited by NeoTalon27, 06 June 2012 - 03:03 PM.

  • 0

#197 size43

size43

    GMC Member

  • GMC Member
  • 448 posts
  • Version:GM:Studio

Posted 06 June 2012 - 03:32 PM

How is progress going on GMS + ?
- Also could you give us a text dump of all the functions, and variables that GMS uses?

I've made a countdown on http://gamemakerserver.tk/plus/ (It starts counting down when there are 50 days left)

The variable/function dump will come tomorrow or so :)
  • 0

#198 NeoTalon27

NeoTalon27

    GMC Member

  • GMC Member
  • 220 posts
  • Version:GM:HTML5

Posted 06 June 2012 - 04:44 PM

Thank you, also is there anything you can do about the rather 'jumpy' ping ( 60 -1020) ?
  • 0

#199 size43

size43

    GMC Member

  • GMC Member
  • 448 posts
  • Version:GM:Studio

Posted 06 June 2012 - 07:47 PM

Thank you, also is there anything you can do about the rather 'jumpy' ping ( 60 -1020) ?

It's fixed in GMS+. There's really no way to fix it right now, because the current server is just unstable. (No it won't crash, but you don't wat to see the error log)
  • 0

#200 NeoTalon27

NeoTalon27

    GMC Member

  • GMC Member
  • 220 posts
  • Version:GM:HTML5

Posted 07 June 2012 - 09:43 AM

I have another silly question, how would I make an " string(player.var) + 'joined the game' "?
of course that would only be run once, so how should I do this?
  • 0

#201 size43

size43

    GMC Member

  • GMC Member
  • 448 posts
  • Version:GM:Studio

Posted 07 June 2012 - 01:56 PM

I have another silly question, how would I make an " string(player.var) + 'joined the game' "?
of course that would only be run once, so how should I do this?

Create event 'other player':
alarm[0]=30
Alarm 0:
server_chat_local(name + " joined the game")

 

Alternatively:
When logged in (event user 15 or so):
server_chat(" logged in");
(Which will result in a 'Username: logged in' message)

 

GameMaker Server info dump: (Global variables & functions)

Chat
global._chat: ds_list, contains all chat messages
global._chatcol: ds_list, contains nall chatcolors
global._chattime: ds_list, contains the time chat messages were received (ms)

global._viewchat: whether chat should be shown
global._chat_bgcolor: background color
global._chat_fgcolor: text color
global._chat_alpha: alpha
global._chat_cantype: whether typing
global._chat_font: chat font
global._chat_autodraw: whether the chat should be drawn automatically
global._chat_defaultcolor: default color to send chat messages
global._chat_small: whether the small chat is enabled
global._chat_show_lines: Draws a line under every chat message when enabled
global._chat_fade_effect: use ce_* constants
global._chat_visibletime: the time a chat message is visible
global._chat_show_extra: The time a chat message is visible when typing
global._chatkey: Key that should be pressed to open chat
global._chattkey: Key that should be pressed to switch between team chat & normal chat
global._chatconfirmkey: Key that should bepressed to send chat message
global._chatverify: Verify script

Variables
global._me_changed: ds_list, contains all changed variables that aren't sent.
global._me1: ds_list, contains variable names
global._me2: ds_list, contains variable values

global._global1: ds_list, contains global variable names
global._global2: ds_list, contains global variable values
global._globalchanged: ds_list, contains global variable names that aren't sent

General variables
global._launch_time: When the game was opened (ms)

Language
global._lang_login = "logged in";
global._lang_logout = "logged out";
global._lang_team = "[TEAM]";
global._lang_ok = "Ok";
global._lang_cancel = "Cancel";

Teams
global._team[i]: ds_list, all player_id's in team
global._team_score[i]: team scores
global._player_has_account: whether the player has an account

Internal:

(Will show an error in code editor, but still works)
XServer_messagebox("text")
XServer_draw_button(x, y, text, seed)

Edited by size43, 07 June 2012 - 01:57 PM.

  • 0

#202 NeoTalon27

NeoTalon27

    GMC Member

  • GMC Member
  • 220 posts
  • Version:GM:HTML5

Posted 07 June 2012 - 03:07 PM

But how would I add a Chatbox in GM, and allow mutual enemies between players?
  • 0

#203 size43

size43

    GMC Member

  • GMC Member
  • 448 posts
  • Version:GM:Studio

Posted 07 June 2012 - 03:48 PM

But how would I add a Chatbox in GM, and allow mutual enemies between players?

You can use the default chat_* functions, or write your own. What does 'mutual' mean?
  • 0

#204 NeoTalon27

NeoTalon27

    GMC Member

  • GMC Member
  • 220 posts
  • Version:GM:HTML5

Posted 07 June 2012 - 04:30 PM

That if the enemy is hit by any player it takes damage.
like 90% of multiplayer games.

       enemy
       ↑       ↑
Client 1 | Client 2

Edited by NeoTalon27, 07 June 2012 - 04:32 PM.

  • 0

#205 size43

size43

    GMC Member

  • GMC Member
  • 448 posts
  • Version:GM:Studio

Posted 07 June 2012 - 04:46 PM

That if the enemy is hit by any player it takes damage.
like 90% of multiplayer games.

       enemy
       ↑       ↑
Client 1 | Client 2

You can use server_instance_sync And server_instance_variable_add, but it'll work much better in GMS+ ('secret feature') :)
  • 0

#206 NeoTalon27

NeoTalon27

    GMC Member

  • GMC Member
  • 220 posts
  • Version:GM:HTML5

Posted 07 June 2012 - 04:50 PM

Okay, when is it coming?
  • 0

#207 NeoTalon27

NeoTalon27

    GMC Member

  • GMC Member
  • 220 posts
  • Version:GM:HTML5

Posted 07 June 2012 - 04:50 PM

which Object should execute (server_instance_sync ) ? Auto Sync, and in what event?
  • 0

#208 size43

size43

    GMC Member

  • GMC Member
  • 448 posts
  • Version:GM:Studio

Posted 07 June 2012 - 04:51 PM

Okay, when is it coming?

http://gamemakerserver.tk/plus/
^^ It'll take at least another 2 months of development. :)
  • 0

#209 NeoTalon27

NeoTalon27

    GMC Member

  • GMC Member
  • 220 posts
  • Version:GM:HTML5

Posted 07 June 2012 - 04:52 PM

Okay, and how would I sync them / where / when?
  • 0

#210 size43

size43

    GMC Member

  • GMC Member
  • 448 posts
  • Version:GM:Studio

Posted 07 June 2012 - 04:53 PM

which Object should execute (server_instance_sync ) ? Auto Sync, and in what event?

It doesn't matter. You need to set argument0 to the instanceID of the object that has to be synced. It'll auto-sync all default variables + the ones you add using server_instance_variable_add :)

Edit:So, use it once. Not every step or so. (Technically you could just do that, as GMS prevents you from syncing one instance multiple times)

Edited by size43, 07 June 2012 - 04:54 PM.

  • 0




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users