No such thing as spam here.
My whole thing was just to try and come up with a way to not have much work making a non-networked game networked. Most of the code is obviously client-side, the server really only transmits short and simple chat strings periodically.
That python library obviously has much more capability than a simple chat engine, but I dont really have enough knowledge to play with much more than chat. I'd LOVE to make a TBS game that had real-time animations (like when you pick up a piece to move it, everyone sees), but it's beyond me.
Gotta start simple. Maybe I'll just do a proof of concept tutorial before I dive headfirst into my idea. And ideally, there would be a simple event-action plugin.
Sounds like you're looking for something more "realtime" though yes? If turn-based, your sprite collisions and other graphic dependencies dont have anything to do with the server really.... that's all done client-side. All the server needs to know (done with tags) is stuff like:
a) the player moved
b) the player shot his gun
c) the player dropped his bag
... and so on. What happens BECAUSE of this stuff (like collisions) is the client's responsibility.
Btw, what's the 'S' plugin???