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AppGameKit Studio Chat / Multiplayer Setup/Capabilities in AGKS (TIER 1)

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BlueGuardian
8
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Joined: 11th Jan 2016
Location:
Posted: 12th Oct 2019 17:40
I'm reading the documentation and wondering is is possible in AGKS to have every device that is running the game act as a host and broadcast for other machines to join and play (does that make sense)?-

Or are there specific sites that would host the game and then I would just install the "client" on each player device? Does AGKS support this level of multiplayer internally?

The game Idea I have in mind is along the lines of a MOBA - with max players in an arena at a time is 4 players. I'm more looking for having the ability for "players" to join a game when they are in the vicinity of another player in more of a casual setting.

Is this possible in Tier 1 or would I need to move to Tier 2?

thanks for any input ....
janbo
15
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Joined: 10th Nov 2008
Location: Germany
Posted: 13th Oct 2019 18:07 Edited at: 13th Oct 2019 18:07
Sounds like it's possible... you would need to write the code yourself ofc.
I wonder how you'd save player state if one switches from one server to the other as he leaves one "area" and moves into another...that is a difficult undertaking.
smerf
19
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Joined: 24th Feb 2005
Location: nm usa
Posted: 14th Oct 2019 06:03
it can be done in teir one

Loktofeit
AGK Developer
15
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Joined: 21st Jan 2009
Location: Sarasota, FL
Posted: 14th Oct 2019 16:04 Edited at: 14th Oct 2019 16:06
Even if your goal is peer to peer connections and local networking, you're still going to need a central server to manage any progression or inventory system your game utilizes.

If you want a player host option, you might want to offer a scaled down version of your main host - one that does anti-cheat or integrity checks against the data on the main server and reports back to it.

EDIT: Something to keep in mind is that your player host may function as a server for the game but functions as a client when reporting home... and the golden rule of client design is to remember that the client is in the hands of the enemy.
Kakise
AGK Tool Maker
7
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Joined: 25th May 2016
Location: Paris
Posted: 15th Oct 2019 12:58
As Loktofeit said, even if you use p2p networking, you will still need a server to list the avaliable hosts etc... And trusting the client is never a great idea anyway. You might be limited by tier 1 speed at some point when making a server, so you might want to try using tier 2 from the beginning.
PCG Lover
Using AppGameKit Tier 1&2

My creations:

[Tier 1 PLUGIN] Wave Function Collapse for Tier 1
Rick Nasher
6
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Joined: 25th Jul 2017
Location: Amsterdam
Posted: 15th Oct 2019 20:52
I think it's a nice feature to have. For instance to arrange an ad-hoc game, which is great fun for instant results.
Quake3 had such a mode I believe..

I was discussing something like this here https://forum.thegamecreators.com/thread/220101 and have something 'under development' for a long time, but always something else comes up to prevent me from going on:


Hope I can pick it up soon.
BlueGuardian
8
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Joined: 11th Jan 2016
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Posted: 18th Oct 2019 03:25
Thanks for all the responses - it definitely is a larger undertaking that I'm ready to take at the moment but worth considering and putting on the TODO list . I'll keep researching (I'm more familiar with java and developing client/server applications in that realm than c++ which is one of the reasons I've tried not to venture into tier2 too much).
smerf
19
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Joined: 24th Feb 2005
Location: nm usa
Posted: 18th Oct 2019 19:23
it would be a large undertaking but you could actually do it without any servers. have the client and server built into a single app. app would find 2 connected clients and and share user data with then and designate as a server. then they would cross communicate sharing user data. if either server goes offline a new server is designated and user data transfered. keep in my an an entire book novel can fit in about 200kb text file. only thing u would need is a blank website that can update the current game server ips.

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