Network game

Questions, comments and discussion about the Game Editor development.

Re: Network game

Postby Leif » Fri Jan 27, 2012 8:55 am

yes. Question is still important like 1,5 years ago :)
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Re: Network game

Postby Fojam » Mon Feb 27, 2012 7:39 pm

how would that work if we ever added that? would actors from one computer send functions to an actor on another computer?
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Re: Network game

Postby skydereign » Tue Feb 28, 2012 4:00 am

If I'm recalling correctly, the old alpha version hinted that there would be certain actors that belonged to each game. The other game would have duplicates of the given actor, that would receive updates so both sides can influence each other.
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Re: Network game

Postby SuperSonic » Tue Feb 28, 2012 2:29 pm

Man, I hope we get that feature soon ^^
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Re: Network game

Postby DST » Tue Feb 28, 2012 3:15 pm

Wouldn't this require some deep changes to the way the actors work?

It seems unlikely to synchronize two games at 60fps, that's too much traffic, but in ge actors are tied to the frame rate, aren't they?

The game would have to run at <20 fps while the display ran at 60, or whatever.....
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Re: Network game

Postby skydereign » Tue Feb 28, 2012 6:46 pm

That might be why it was dumped, though I don't think it was ever implemented past the gui interface. It was never actually testable, but there is some minor snippets of code in the source about it.
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Re: Network game

Postby knucklecrunchgames » Sun Mar 10, 2013 9:04 pm

skydereign wrote:You can however make a multiplayer game that can be played on different computers. One method is to use DropBox, but all you need to do is use saveVars/loadVars in such a way that allows turn based input.


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