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Thread: Online multiplayer

  1. #1
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    Online multiplayer

    I everyone,

    i plan on making a 16th centuary ship game, you purchase ships and cannons etc. but i need to know the basics of Online multiplaying, how would i do it?

    reply quickly

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    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Universal Windows Platform Export Module (Steam)

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    Re: Online multiplayer

    http://www.clickteam.com/epicenter/ubbthreads.php?ubb=search
    hope the reply was fast enough...

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export ModuleMac Export Module
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    Re: Online multiplayer

    Check out Dynamite's article about Mooclick. It explains about online multiplayer.

    Article about Mooclick: http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=68600#Post68600

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    Re: Online multiplayer

    Start off slow, don't try to make a full fledged game with basic knowledge because it's not happening. Start with a chat (don't release it though, it's long Pong anymore, we don't want it), and continue from there.

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    Re: Online multiplayer

    Quote Originally Posted by Game_Master
    Check out Dynamite's article about Mooclick. It explains about online multiplayer.

    Article about Mooclick: http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=68600#Post68600
    NOOOOOOOOOO!!! My article! The Article I posted on these forums is the old article with MANY MANY glitches. I Highly recommend not to use that one I can't find the latest version of that article so I am sorry but I canot update it

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    Re: Online multiplayer

    yes going by that your players would lose sync very quickly.

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    Re: Online multiplayer

    Quote Originally Posted by SEELE
    yes going by that your players would lose sync very quickly.
    The key to creating a flawless online engine, is to predict as much of the movement as possible, with as little information as possible, while still keeping things somewhat in sync. Then periodically send re-syncing packets to make sure everyones roughly in the same location.
    This is called Dead Reckoning, at it's simplest form. The only reason dead reckoning can get complex, is because complex engines lead to harder to predict movement. Never, and I mean NEVER, rely on sending simple X,Y packets! Not only is this poor looking, but it's hard on the server, and is very laggy.

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    Re: Online multiplayer

    lol
    >Always
    --Send string Str$( X( "Your Player" ) ) + , + Str$( Y( "Your Player" ) ) + "," + Str$( Alterable Value A( "Your Player" ) ) + , + Str$( Alterable Value B( "Your Player" ) ) on subchannel 0

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    Re: Online multiplayer

    ALWAYS!... ow j*sus

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    Re: Online multiplayer

    Quote Originally Posted by Dynamite
    lol
    >Always
    --Send string Str$( X( "Your Player" ) ) + , + Str$( Y( "Your Player" ) ) + "," + Str$( Alterable Value A( "Your Player" ) ) + , + Str$( Alterable Value B( "Your Player" ) ) on subchannel 0
    No offense, I didn't actually read your article. I already know my fair share of MooClick to make an online game, so I was sharing some unaltered experience from myself. And by unaltered, I mean... uninfluenced by your article.

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