Integration with Photon Cloud: Multiplayer

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Post » Sun Apr 07, 2013 7:21 pm

How do I put it?

I did this:

    MasterAddress: "app-us.exitgamescloud.com:9090",

Is that wrong?

Thanks for all the help lol, I'm almost there!
Also on my website it says my Apache server is port 80. Not sure if that matters.
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Post » Sun Apr 07, 2013 10:04 pm

@AarongamerX
Well, I guess you've tested it out now and found that your MasterAddress is correct and that the Workout demo plays as it should from your server. Well done!
[QUOTE=AarongamerX]... Also on my website it says my Apache server is port 80. Not sure if that matters.[/QUOTE] There are two servers involved here: your Apache HTTP server which necessarily runs through port 80, and the Photon Cloud server which uses port 9090. (I should add that to my demo posting - the Photon AppInfo template should've indicated that in a comment.)
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Post » Mon Apr 08, 2013 1:01 am

It works!!!!!!!!!!!!!

Sick!!!

Now im going to mess around with it. I'm going to give each player an attack and have them damage each other.
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Post » Mon Apr 08, 2013 1:47 am

@AarongamerX
Wicked! I'm so looking forward to seeing what you come up with.Velojet2013-04-08 01:48:06
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Post » Tue Apr 09, 2013 1:29 pm

@Velojet

After the newsground gamejamp I will try to make a simple multiplayer C2 game.
I've juste one question, how to add an attack/skills on a character ? For example I press "space" and my char explode/do something ?
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Post » Tue Apr 09, 2013 8:02 pm

[QUOTE=Joskin]I've juste one question, how to add an attack/skills on a character ? For example I press "space" and my char explode/do something ?[/QUOTE]@Joskin You'd just do what you normally do with a sprite object. My PhotonClient behavior has no part to play in that.

Looking forward to seeing your game!
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Post » Wed Apr 10, 2013 10:11 am

Velojet, how stable is this plugin?

Seeing as there isn't strong support for multiplayer games in C2 (not talking MMOs but more like FPS matches), would this plugin + Photon Cloud be suitable for production quality multiplayer?

Along the same lines, if making a game for multiplayer, is it possible to create it in singleplayer first and then add the plugin and port to multiplayer, or is there a better order that's recommended?
Project Lead of Zems Online Card Game

Producer at Impulse Limited
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Post » Wed Apr 10, 2013 12:26 pm

[QUOTE=Excal] Velojet, how stable is this plugin?[/QUOTE]@Excal
Test it out!
[QUOTE=Excal]... would this plugin + Photon Cloud be suitable for production quality multiplayer?[/QUOTE] Check the Photon Cloud site and see what's being done by commercial game developers.
[QUOTE=Excal]Along the same lines, if making a game for multiplayer, is it possible to create it in singleplayer first and then add the plugin and port to multiplayer, or is there a better order that's recommended?[/QUOTE]Design your game from the beginning as a multiplayer - retrofitting a single player game is not a recommended approach.
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Post » Wed Apr 10, 2013 9:21 pm

I guess I should be more specific in the last part.

Why exactly should it be created as multiplayer from the beginning? If I want multiplayer to be vastly different than single player (i.e. balanced), is it necessary to add the plugin from the very start of the project? I'm just confused on what the plugin does.
Project Lead of Zems Online Card Game

Producer at Impulse Limited
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Post » Wed Apr 10, 2013 10:10 pm

@Excal [QUOTE=Excal] ... Why exactly should it be created as multiplayer from the beginning? If I want multiplayer to be vastly different than single player (i.e. balanced), is it necessary to add the plugin from the very start of the project? I'm just confused on what the plugin does.[/QUOTE]Quite simply, it enables remote players on remote devices to join with you in your game.

This is a different gaming paradigm than single player, so needs to be part of your design from the start.
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