multiplayer online
djdee
Member Posts: 180
Best Answers
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CodeMonster ACT, AustraliaPosts: 1,078No sorry you can't add real time multiplayer yet.
Only turn based multiplayer like clash of clans. And bike race pro. -
StormyStudio United KingdomPosts: 3,989@humsky is correct. Edit: and @FryingBaconStudios
You need to be Pro to have access to the multiplayer features as it's currently only available in the nightly builds. It will then be included in the 0.11 build of Gamesalad when released, but I assume will still be available to Pro's only.
There is a lot of information to read up on to get it working.
There's an early adopter document available regarding the playstogether attributes in the pro's forum section.
Plus I've got a few bits up on my blog.
Quick start guide:
http://stormystudio.com/blog/2014/01/22/quick-start-guide-for-the-multiplayer-tables-in-gamesalad/
Visual guide
http://stormystudio.com/blog/2014/01/23/visual-guide-for-the-gamesalad-multiplayer-tables/
Plus other bits n pieces: (facebook integration using your own server, and some flow chart ideas)
http://stormystudio.com/blog/
You can sign up with 3rd party provider Playstogether to make use of their mutliplayer setup (Which works with GameSalad multiplayer setup_. Plus some of us are attempting to setup asynchronous multiplayer using our own server option and a Send and Get Table from url behavior (also Pro only).
GameSalad are in talks with Playstogether to iron out some issues but that should be the preferred way to go... waiting for an update on that.
There is no real time multiplayer option, only asynchronous multiplayer. Alternative gameplay moves between up to 8 players.
@FryingBaconStudios is correct when saying it is advisable to build it into a game from the ground up. As there is a lot of passing of attributes to tables and checking if things have been successfully updated. So much more involved than it initially seems. Plus you need to create your own way to record and pass the current game state information into a table (or tables) and share that over the server/playstogether.
That's not to say it could not be worked into a current game but the gameplay would obviously need to suit asynchronous play, and you'd end up adding a lot of rules that might not be the most efficient way to do it compared to creating it from scratch.
It will take a lot of hours to create a working multiplayer system, even when you cna follow along with tutorials (as and when they get released).
If it was easier everyone would be doing it... :-) ... hopefully more people will use it though and find better and new ways of doing things.
Here's my thread on creating your own async server... been doing it for a while now and only a tiny way in really.
http://forums.gamesalad.com/discussion/64039/creating-your-own-asynchronous-server/p1
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Quantum Mechanix Posts: 19
You could just do what DOOM did. Rapidly cycle through the turns of all players so it feels like just a slower game of some other genre. It worked with slow internet in 1990 so it must work real good today.
Answers
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Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
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No it isn't. It really does depend on the game. To say otherwise is just absurd.
I'm not disagreeing with the sentiment of your statement, just the overly blanket way you say it.
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
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zweg25 said:
So @FryingBaconStudios do you think its better to code and design the actual game and then add multiplayer? Or code and design the game with multiplayer from the beginning?
Stevej said:
If you want a multiplayer game, design and code it from the beginning as multiplayer. Shoehorning multiplayer into a single-player game rarely, if ever, works well.
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It's best to build the game from scratch with multiplayer. Otherwise if you don't it will take twice as long, all your code will be all over the place and it's just not worth the haste.
The moral of my speech:
Start your project from scratch.
GSINVENTION FREE TEMPLATES
If you have 500 hours of time put into a project, it's going to be easier to shoeshorn the multiplayer in than it is to start the project from scratch.
These are two different things, you know.
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
i wanna know how do i start up with a multiplayer feature. Can u please show me. I don't mind starting all over again. just need to know.
Thank you.
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To figure it out yourself is going to take a serious time commitment on your part, in addition to any time that it takes you to learn about GS logic, tables, saving and resetting attributes, etc., etc.
New to GameSalad? (FAQs) | Tutorials | Templates | Greenleaf Games | Educator & Certified GameSalad User
And in multiplayer you can have up to eight players wow talk about logic trees!
I should have some substantial gameplay working by the weekend.
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
i think ill get the pro account and try to implement the multiplayer for my game. And would like to see real time multiplayer feature in game salad. Thank you @FryingBaconStudios and @StormyStudio and others for ur help. cheers
New to GameSalad? (FAQs) | Tutorials | Templates | Greenleaf Games | Educator & Certified GameSalad User
nice idea @Quantum Mechanix , will try and let u know how it turns out
Has the multiplayer aspect of GS developed since this thread?
They will be re launching this feature this year. Once they get it into the Windows version. It was in the Mac nightly build. I completed a full multiplayer game with it and have a 20 part video series ready when they release it again.
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Cool..