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Re: Network game

PostPosted: Fri Jan 27, 2012 8:55 am
by Leif
yes. Question is still important like 1,5 years ago :)

Re: Network game

PostPosted: Mon Feb 27, 2012 7:39 pm
by Fojam
how would that work if we ever added that? would actors from one computer send functions to an actor on another computer?

Re: Network game

PostPosted: Tue Feb 28, 2012 4:00 am
by skydereign
If I'm recalling correctly, the old alpha version hinted that there would be certain actors that belonged to each game. The other game would have duplicates of the given actor, that would receive updates so both sides can influence each other.

Re: Network game

PostPosted: Tue Feb 28, 2012 2:29 pm
by SuperSonic
Man, I hope we get that feature soon ^^
Oooooh, I just noticed that I surpassed my 1000th post. Yay! =D

Re: Network game

PostPosted: Tue Feb 28, 2012 3:15 pm
by DST
Wouldn't this require some deep changes to the way the actors work?

It seems unlikely to synchronize two games at 60fps, that's too much traffic, but in ge actors are tied to the frame rate, aren't they?

The game would have to run at <20 fps while the display ran at 60, or whatever.....

Re: Network game

PostPosted: Tue Feb 28, 2012 6:46 pm
by skydereign
That might be why it was dumped, though I don't think it was ever implemented past the gui interface. It was never actually testable, but there is some minor snippets of code in the source about it.

Re: Network game

PostPosted: Sun Mar 10, 2013 9:04 pm
by knucklecrunchgames
skydereign wrote:You can however make a multiplayer game that can be played on different computers. One method is to use DropBox, but all you need to do is use saveVars/loadVars in such a way that allows turn based input.


1+ for you :) :) :)