Multiplayer tutorial 4: real-time game

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Tutorial written by AshleyOriginally published on 19th, March 2014 - 4 revisions

Login layout

This layout is virtually identical to the previous chat room tutorial login layout. It simply serves to allow the user to enter a username in to a text box. The username is stored in a global variable and used to log in to the signalling server on the next layout.

Game layout

The Game layout has the objects for each player so the actions of other players in the same room can be seen and responded to. The layout also contains a simple chat feature with a text box along the bottom of the screen. Each player is represented by a Peer object with an associated PeerName text object (appearing as a label above them with their name and stats), an AimSpot object (showing where they are aiming with the mouse), and a PeerLaser which appears when they are firing. These objects are all in a container together. This is very useful for being able to have all the objects created and destroyed together, and automatically picked together in events so they act as single unit.

The layout also has three layers: "Game", where the peers appear; "Lasers", where player aim spots and lasers are placed so they always appear above peers; and "Info", where name labels and the log appear above everything else.

The events for this layout deal with everything the previous pong and chat examples did, since it also has a built-in chat room. However on top of that, it also deals with:

- syncing more data and variables
- sending more detailed peer inputs to the host and using input prediction locally
- performing hit testing with lag compensation when host

This is a relatively complex example, with a total of 81 events. We'll begin looking at these events on the next page.

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Comments

5
Tedg 9,849 rep

Awesome tutorial and awesome tool :)

Wednesday, March 19, 2014 at 5:21:07 PM
0
Jayjay 18.9k rep

Thanks for this tutorial! :D

Wednesday, March 19, 2014 at 5:51:25 PM
3
superwifibattler 3,322 rep

How do you make this with a drag&drop game or a board game or something?

Wednesday, March 19, 2014 at 7:02:12 PM
6
exertia 2,625 rep

@ashley - is there a way to restrict # of players to say 2 or a predetermined number, and force additional players into a new room / game.

Wednesday, March 19, 2014 at 8:33:47 PM
1
SergioRM 6,879 rep

really interesting! thank you!

Wednesday, March 19, 2014 at 9:59:39 PM
1
rexrainbow 137.0k rep

Like @superwifibattler said, the prediction might not be useful in some cases like turned based game (board game, poker game) , could Ashley provide some hint about that?

Wednesday, March 19, 2014 at 11:15:51 PM
2
Joskin 6,089 rep

Thanks for this tutorial ! It's not easy !

@rexrainbow, what about using the messages system for cards game ?
I can try to make a simple example.

Thursday, March 20, 2014 at 9:06:27 AM
3
rexrainbow 137.0k rep

@Joskin

Yes, I know it's possible.
My idea is -
1. [peer] request a command
2. [peer] validate this command (could I run this command?)
3. [peer] if validated pass, execute this command and send this request to host

4. [host] receive command , then validate it
5. [host] if validated pass, execute this command and send this request to other peers
- if validated failed , something with that peer

6. [other peer] get validated command, execute it.

The validation function and execution function will be the same at host and peer. (peer and host will use the same function to validate command)

Thursday, March 20, 2014 at 9:34:26 AM
1
potpie1010 2,836 rep

Awesome tutorial; great feature.

There's no other game engine that's fun to use, yet is still able to produce actual games.

Multiplayer should be interesting!

Thursday, March 20, 2014 at 1:18:01 PM
1
bilgekaan 23.4k rep

Great feature and tutorial thank you!

Friday, March 21, 2014 at 11:48:30 PM
2
dynamiczny 438 rep

Is there any chance of obtaining the code for the signaling server? After all I would not like to infinitely rely on the server which I don't even have access to..

Could you provide the code so that we could set up our own signalling servers?

Tuesday, March 25, 2014 at 2:30:26 PM
1
qu0y 3,126 rep

Thank you Ashley!

Saturday, March 29, 2014 at 2:09:01 PM
1
drappdev 2,164 rep

I think i missed the section around the room size.
If i change the "Max Peers" value to 2, and then open 4 separate browser windows to the localhost:50000 address. the first 2 i login are entered into the room, whilst the 3rd & 4th are given the error "signalling error: room full".
If anyone knows how to push the extra players above the max peers into 'new' rooms. I would really appreciate the knowledge share.
Thanks

Tuesday, April 01, 2014 at 10:08:55 PM
1
AbelaNET 14.7k rep

Ashley, thanks. Great info.

Wednesday, April 02, 2014 at 8:20:19 AM
2
Wsoukkachang 1,433 rep

@drappdev The new auto-join feature should help you with your problem.

Thursday, April 10, 2014 at 3:26:15 AM

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