CrowdGaming - your smartphone is your controller

Discussion of tools and resources for game developers

Post » Sun Aug 23, 2015 7:42 pm

Very cool ! that will be awesome.

Will it just assign the even's to one side, and the odd's to another?
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Post » Sun Aug 23, 2015 9:14 pm

@justifun Thanks! :)
When a new player joins it compares the number of players in the teams to decide which team the new player should join.

I'll make sure I'll upload the capx here after the conference.
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Post » Wed Aug 26, 2015 5:27 am

This proyect its awesome!!! I love your work @OneMuppet

I hope the conference a big success ;)
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Post » Sat Sep 05, 2015 6:46 pm

If the host were a unity3d game and it was connected to a web socket server with a web socket plugin, and the controller were a C2 project using the crowd gaming plugin, what would be the best approach from the unity end.

function message (action1)
{

}
or something like that?
Thx for any help.
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Post » Sun Sep 13, 2015 1:15 am

Woah! This is awesome! Can't wait to play around with it. Any idea on how much it will cost?
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Post » Sun Sep 13, 2015 12:57 pm

@madpoet Yes it wouldn't be a problem to create a unity3d host. A unity3d plugin script would have to send the same "keywords" as the Construct2 plugin, and listen for the same "keywords" as the plugin does. But the implementation would pretty much the same as in the Construct 2 CrowdGaming-plugin. Using a mix between Construct2 Controllers and Unity for main game should work just fine.

@ErvinGamez Thank you! :) let me flick that question right back at you, what would you consider a fair and "payable" price?
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Post » Sun Sep 13, 2015 1:08 pm

BTW, The conference was a big success. It could have been more simultaneous players I think 12 was the most I had playing together, but given the smiles and engagement of the players I couldn't be happier with how it went.

I brought an old netgear wifi router, and asked people to connect to a network I called CrowdGaming, and then asked them to access the ip-adress of the game. I was running everything off the Construct 2 preview mode, since I wanted to be able to show the code and do some fixes during the presentation. The pong game it self was just a quick two hour hack.
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Post » Sun Sep 13, 2015 1:30 pm

OneMuppet wrote:@madpoet Yes it wouldn't be a problem to create a unity3d host. A unity3d plugin script would have to send the same "keywords" as the Construct2 plugin, and listen for the same "keywords" as the plugin does. But the implementation would pretty much the same as in the Construct 2 CrowdGaming-plugin. Using a mix between Construct2 Controllers and Unity for main game should work just fine.

@ErvinGamez Thank you! :) let me flick that question right back at you, what would you consider a fair and "payable" price?


Haha, I wouldn't know, I'm not very good with money :P
I'd say 5 dollars or more. You should make a poll for it :)
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Post » Mon Sep 21, 2015 12:58 pm

Hey mate, this looks like a good concept (was thinking about it lately). But I do have a question, In your youtube video you show yourself launching servers etc... Let's say I want my players to do like this :
Someone launch the game on a computer (nothing else needed) , he has a x360 controller,
His friend has my game application on his phone and then, thanks to the wifi, can connect to the main game as a controller. (he joins the wifi, and launch the application as simple as that)
I know that's what you want to do ultimatly but is that possible right now ?
I would pay around 10 usd for that EZ.
Am making a wii u party game, this would be a lot for me to have this quick of stuff to port it to pc.
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Post » Mon Sep 28, 2015 11:00 pm

Very Nice I like what you have here perhaps can be used to make games like "you don't know Jack" or "fibbage"

https://youtu.be/3sXdZPiNTbY
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