Any and ALL help is much appreciated.
Multiplayer Servers... HELP!
Started by rushlight, Apr 11 2012 11:50 PM
4 replies to this topic
#1
Posted 11 April 2012 - 11:50 PM
I'm to lazy to type my problem out again, so here's the link to the original post: http://gmc.yoyogames...4
Any and ALL help is much appreciated.
Any and ALL help is much appreciated.
#2
Posted 12 April 2012 - 11:13 PM
are you using mplay or 39dll? I suggest using the 39dll, because you can do online. i think that mplay can only do lan... but im not sure.
#3
Posted 12 April 2012 - 11:37 PM
Nope, only using normal GM8.0 Please read the thread - link at the top of the page-
i figured out a sort of solution, in semantics at least, i just need help with the code, and plausibility.
i figured out a sort of solution, in semantics at least, i just need help with the code, and plausibility.
#4
Posted 13 April 2012 - 12:06 AM
ok so for mplay i would do this for player syncing...
sync the host on the clients computer
then the client would receive it.
to sync the client on the hosts computer would be the same thing just with different message id's and objects in the "with()"
to start the game on the same level and the same time i would do this for the host
then the client would receive it, which is already in the code snippet above. im not sure if this works cuz i didnt test it and its been a while since i did mplay, but i believe it will. try it out and good luck.
sync the host on the clients computer
//the step event for the controller which sends the data to the client
if global.host = false
exit
with(obj_player)
{
if x != xprevious
mplay_data_write(0,x)
if y != yprevious
mplay_data_write(1,y)
mplay_data_write(2,image_angle)
if shooting = true
{
mplay_message_send_guaranteed(0,3,1)
}
}
then the client would receive it.
if global.host = true
exit
with(obj_player)
{
x = mplay_data_read(0)
y = mplay_data_read(1)
image_angle = mplay_data_read(2)
}
while (mplay_message_receive(0))
{
messid = mplay_message_id();
val = mplay_message_value();
if (messid == 3)
{
//this is where your shooting code goes..
n.instance_create(obj_player.x,obj_player.y,bullet)
n.direction = obj_player.direction
n.speed = 15
}
if (messid == 4)
{
room_goto(val) // recieve what room to go to
}
}
to sync the client on the hosts computer would be the same thing just with different message id's and objects in the "with()"
to start the game on the same level and the same time i would do this for the host
if global.host = false
exit
if global.starting = 1
{
mplay_message_send_guaranteed(0,4,room_play)
room_goto(room_play)
}
then the client would receive it, which is already in the code snippet above. im not sure if this works cuz i didnt test it and its been a while since i did mplay, but i believe it will. try it out and good luck.
#5
Posted 13 April 2012 - 03:49 PM
wow, thanx, thats all i need for now. Hope this works.
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