The 2015 way to do an Online Game Lobby

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  • Lacewing is an amazing piece for Fusion and I am glad to have it. I've made several simple games using peer-to-peer connection, in which one player types in the IP address and hosting port of the other player to then connect to a game and goof around.

    I now endeavor to make a nice working game/demo of a typical lobby system, a system in which players "logon" to the game (that part is not the issue, however - we already have an excellent "login" tutorial) and are then presented with a LISTING of hosted games from which to choose and connect. Connecting to play with IP addresses (and the people behind them) that they do not already know the "numbers" of beforehand.

    I've been trying to scrape together a solution for this, and am curious the forums thoughts. Typing in "online game lobby" will yield a few threads from 5+ years ago, and this online example, which I believe is the only one: Please login to see this link..

    Trying to manipulate it, I believe the example above does not work because it attempts to connect to port 6121 of the server "server.klikfarm.com", which appears to no longer be operational, but I can't really derive what it's supposed to look like when it is working, either, and am not sure if it is broken by updates to Lacewing (it is old) or Fusion, or both.

    How are you guys approaching a "Lobby" system with Lacewing? Does anybody know of a good tutorial or have an operational example to show? In one forum post a guy mentioned he made one but was going to offer it for pay. I'd be down to pay for it, then I'll package it up, fix it up my way, and make a video myself of how to do it, hah.

  • How about you replace the server with this one that still works?:

    server1.dark-wire.com:6121


    As long as you do that, it should work fine...

    My Please login to see this link. (which I actually use), my Please login to see this link. (which I mostly don't use), and my Please login to see this link. (which I don't use anymore pretty much at all really). If there are awards for "'highest number of long forum posts", then I'd have probably won at least 1 by now. XD

  • Hello happygreenfrog! Thanks for the suggestion of the working server! It makes that example work a tad better, but it is still unclear, to me, at least, how to host a game and have the client join within the context of that example, even once I've made what I believe to be the correct changes in the Event List editor. The issues with that example are, in fact, stated some where in the comments afterwards I believe - the client can't see the hosted games so is unable to connect.

    In my continued searching I've found this old set of tutorials but it actually predates the Lacewing server object, it appears. Please login to see this link.

    I figure my best bet is to adapt this to what I want using the Lacewing server object (if I want players to be able to be hosts), or, honestly, I could likely use this same game loop with external servers.

    Still open to if anyone can get the old example above to work or if someone has a better suggestion/example of a "lobby" with Lacewing. I think it is definitely possible, perhaps people have even done it, but I'm sure they are rather hush-hush on it since it took a lot of time to do and was very difficult for them.

  • I would consider two ways... or both:
    (and am currently implementing first one, but only LAN by now)

    1) player-host (...and portforwarding...):
    players are given the option to join a game or create one
    (--> lacewing server module buried in each application)
    if they host, a channel name of their choice is created
    and shown to other joining players.
    Works great on LAN,
    HUGE problem if you want to connect external (no LAN) machines,
    you should teach hosting people to portforward their IPs... not really applicable I guess.

    2) server-host:
    a pre-set app server running on the webserver,
    but you would actually need a webserver X)
    or, if your job is as simple as relaying messages,
    you could use free ones available, but I really have never tested how channel creation is handled
    (depends on how the lacewing server is setup),
    I guess you could setup your apps to create peculiar channel names and look for those
    ex. create channel "my_game_name_"+ incremental_id
    on channel list --> show only lines where left$(channel,xx)=my_game_name

    a selection of my Fusion examples can be found Please login to see this link.

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