Multiplayer tutorial 4: real-time game

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

Game events

As with the previous examples we have global constants for the game, instance and room name:

https://www.scirra.com/images/articles/mp3-globals.png


These allow us to conveniently change the names on the signalling server without having to hunt through our events.

Message log group

As in the Pong example, we have a text object with an AddLog function to simulate a scrolling list of messages. There's also a second helper function called AddChat. This is simply a shortcut to add a line in the format <Name> Message, which is useful for adding chat messages.

https://www.scirra.com/images/articles/mp3-ev6.png


Now we can call AddLog or AddChat in the Function object from anywhere else in the event sheet to conveniently add scrolled messages to LogText.

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Comments

5
Tedg 9,884 rep

Awesome tutorial and awesome tool :)

Wednesday, March 19, 2014 at 5:21:07 PM
0
Jayjay 19.6k rep

Thanks for this tutorial! :D

Wednesday, March 19, 2014 at 5:51:25 PM
4
superwifibattler 3,332 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 6,914 rep

really interesting! thank you!

Wednesday, March 19, 2014 at 9:59:39 PM
1
rexrainbow 151.8k 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 151.8k 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 24.6k 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 3,151 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 14.8k 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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