multiplayer online

djdeedjdee Member Posts: 180
Hi,
Am done with my game and would like to add real time multiplayer online feature to my game. Can this b possible. i have watched the following video and think its for chat


any suggestion would b appreciated.
thank you

Best Answers

  • CodeMonsterCodeMonster ACT, AustraliaPosts: 1,078
    Accepted Answer
    No sorry you can't add real time multiplayer yet.

    Only turn based multiplayer like clash of clans. And bike race pro.
  • humskyhumsky Posts: 2
    Accepted Answer
    hello @djdee
    I think you mean is how to create the multiplayer project?
    sorry by my english
    if I right
    you need to buy a "pro" for gamesalad,and download the version:Nightly Build.
    than you create the "new project",you will see the multiplayer options
    hope can help you :)
  • StormyStudioStormyStudio United KingdomPosts: 3,989
    edited March 2014 Accepted Answer
    @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


  • Quantum MechanixQuantum Mechanix Posts: 19
    Accepted Answer

    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

  • djdeedjdee Member Posts: 180
    No sorry you can't add real time multiplayer yet.

    Only turn based multiplayer like clash of clans. And bike race pro.
    thank you. :)
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    A multiplayer game needs to be designed from the start not after.
  • djdeedjdee Member Posts: 180
    A multiplayer game needs to be designed from the start not after.
    Yes i know. but multiplayer feature was not available when i started. And if this feature was available i thought of adding it now. I wanted real time multiplayer is that possible if u design from start @FryingBaconStudios ??
  • bjandthekatzbjandthekatz Orlando, FlMember Posts: 1,375
    @djdee real time is not possible.
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    Turning a complete game into a multiplayer would be a daunting task. It would be faster to recode the game from scratch as all data is passed via tables. Using multiplayer is not easy to do.
  • ArmellineArmelline Member, PRO Posts: 5,354
    Turning a complete game into a multiplayer would be a daunting task. It would be faster to recode the game from scratch as all data is passed via tables. Using multiplayer is not easy to do.
    That is really going to depend on the game in question... That's a VERY blanket statement.
  • freshworksplayfreshworksplay Member, PRO Posts: 67
    Turning a complete game into a multiplayer would be a daunting task. It would be faster to recode the game from scratch as all data is passed via tables. Using multiplayer is not easy to do.
    That is really going to depend on the game in question... That's a VERY blanket statement.
    Agree, depends on X factors...
  • djdeedjdee Member Posts: 180
    Turning a complete game into a multiplayer would be a daunting task. It would be faster to recode the game from scratch as all data is passed via tables. Using multiplayer is not easy to do.
    i don't mind starting from scratch if am getting what i want, just need to know how it is done .... am up for it @FryingBaconStudios‌ .
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    edited March 2014
    Since I'm part way through building a multiplayer game and know exactly what's involved, I think my statement is very accurate. Once you get into multiplayer yourself you'll see what I mean. Building multiplayer logic is not easy. This is some of the most difficult logic I've had to deal with in gamesalad and I'm only working on two player system. Even Stevej said a multiplayer game needs to be designed from scratch and doesn't recommend converting games as it's a whole different type of logic design. But I guess those who haven't done anything with it know better than me.
  • ArmellineArmelline Member, PRO Posts: 5,354
    edited March 2014
    Since I'm part way through building a multiplayer game and know exactly what's involved, I think my statement is very accurate. Once you get into multiplayer yourself you'll see what I mean.

    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.
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    edited March 2014
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    This is the quote from stevej the engineer at GS who implemented multiplayer.

    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.
  • CodeMonsterCodeMonster ACT, AustraliaMember Posts: 1,078
    I agree with@FryingBaconStudios

    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.
  • ArmellineArmelline Member, PRO Posts: 5,354
    This is the quote from stevej the engineer at GS who implemented multiplayer.
    I don't see where he says it's better to start a project from scratch again. What he's saying there is it's better to design a project to be multiplayer from the beginning.

    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.
  • djdeedjdee Member Posts: 180
    Since I'm part way through building a multiplayer game and know exactly what's involved, I think my statement is very accurate. Once you get into multiplayer yourself you'll see what I mean. Building multiplayer logic is not easy. This is some of the most difficult logic I've had to deal with in gamesalad and I'm only working on two player system. Even Stevej said a multiplayer game needs to be designed from scratch and doesn't recommend converting games as it's a whole different type of logic design. But I guess those who haven't done anything with it know better than me.
    Hi @FryingBaconStudios‌
    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.
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    You need a pro account to start with and multiplayer is still in beta stage as it's only in the nightly builds version of creator. It's too complex for me to show you in a post or otherwise. You need to get a pro account and get the current documentation in the multiplayer thread and start learning it.
  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    You need a pro account to start with and multiplayer is still in beta stage as it's only in the nightly builds version of creator. It's too complex for me to show you in a post or otherwise. You need to get a pro account and get the current documentation in the multiplayer thread and start learning it.
    I think the point here is that some of the most experienced GameSalad developers, @FryingBaconStudios and myself included, have spent dozens of hours on multiplayer functionality only to come up with semi-working games. It's not that it doesn't work... it's just that it's so new and so difficult to implement that it takes a long time to (collectively) get to a working game and then a tutorial and a template, etc.

    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.

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  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    edited March 2014
    I'm half way through a two player battleship game and man the logic trees are pretty extensive. The real trick is not the coding but thinking it all through so the coding is slim and efficient. The predefined functions for playtogether help keep it generic but that is only good for one table per player the rest I had to build my own player recognition system to keep the global network tables from crossing it's more code than I wanted to see as I requires both options but oh well. Multiplayer is a whole different type of logic from what we're used to in GS. I find game level attributes almost useless for the most part. A lot of cross matching table info et... But I'm really getting the flow of it.

    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.
  • djdeedjdee Member Posts: 180

    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 :)

  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    @Quantum Mechanix Please don't revive old threads.

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  • djdeedjdee Member Posts: 180

    @Quantum Mechanix said:
    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.

    nice idea @Quantum Mechanix‌ , will try and let u know how it turns out :)

  • smurftedsmurfted Member, PRO Posts: 581

    Has the multiplayer aspect of GS developed since this thread?

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922

    @smurfted said:
    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.

  • smurftedsmurfted Member, PRO Posts: 581

    Cool..

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