I don't dismiss any extension that's written for network purposes.
They're all cool.






I don't dismiss any extension that's written for network purposes.
They're all cool.



I've been running a Moo server since 2004 - It was only down during Super Storm Sandy - it takes only one condition to host a basic moo server.
I totally agree, it's old and has some bugs, but it was rock solid for the type of stuff I made:
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(small-scale multiplayer games)
I WANT to love Lacewing, but I've never seen a decent example file for a chat or simple game. That's not to say they don't exist, I just have never seen one.




Well, would a video tutorial series made by a guy with a sense of humor suffice?: http://community.clickteam.com/threads/58247-Lacewing-Video-Tutorials
I believe it includes the source files as well. Also, my multiplayer example that I'll be working on in a week or so (sorry to say that it won't be able to come sooner due to a trip to Disneyworld) should help you understand Lacewing as well.



Sure would!
Thanks for the link, and for taking the time to do this!




You're welcome! Glad I could help!


Thank you Phi
Thanks loat
I have (kinda) working multiplayer in my game with Lacewing. Have dedicated server, people can join, but there are still few flaws. Everything is client-side, thus cannot kick player normally unless you make client disconnect if message is received on certain channel. Players cannot switch server without needing to restart client (yes server not channel). And i have no idea how to make working collision between players since due to ping regular collision check wont work, making it server-side would also be bad cause movement would have a delay. Also my server have a nice tendency to crash, i still have not figured it out why. Tested with 12 people joining leaving doing random stuff (no crashes) then next time 2 people are on and one leaves i get nice (program has stopped working) message.
So yeah it all depends on your needs and game complexity.
If you want kicking functionality, without having your own server it'll have to be client-side - in which case, if someone wanted, they could simply monitor the packets, work out which one kicks them, and intercept and discard that message before it even hits the Lacewing program.
With server-side, the server can forcibly disconnect them, and they have no say in that.
Setting up kick functionality for public servers would be dubious as anyone can make their own app type.
My servers stay online 24/7. I haven't heard of any problems, although every few months or so my pylacewing server stops and needs to be restarted. My other server, using Windows Fusion app (with a Lacewing Relay Server ext) seems to do fine, but I tend to restart it a lot, because Fusion apps aren't very efficient resource-wise. (Hopefully that'll be fixed with Fusion 3.)
I've had 35-odd clients on the Windows one - I don't monitor the pylacewing one. There is someone who keeps signing on far more, trying to either load-test the server or attempting to break something on his end. After a while he disconnects all of them - that doesn't seem to affect anyone else.
For what it's worth wii1mii, you may want to use Bluewing. If you get an issue with that, I can debug it (and it's open-source, so anyone can really). Brief history and explanation on it here if you've not seen it.