geProtocol2 | Source Released

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geProtocol2 | Source Released

Postby 420foxbot » Thu Apr 23, 2015 2:34 am

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geProtocol requires two systems to run correctly. The geProtocol application, and the Online Module.
geProtocol is a standalone application written in c#. It handles all of the networking and data transfer that Game Editor does not support. We are working to create an experience that requires as little clicks as possible for a user to join a multiplayer game. While the protocol will handle all networking, an API is still needed to run inside game editor. This is where the Online Module comes into play. It will support a very easy system of joining a game, where you may only need to type in an IP address to join a game.

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Media probably won't be added, you'll have to source it yourself.

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I don't know if OM will ever be released, with bat's banning.
I'll be leaving you all with full access to the source code, though.
https://gitlab.com/foxbot/geProtocol2

Feel free to compile if you want, fork if you want, do whatever.

Online Module:
Not Available

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~ 420foxbot (thecpu) ~
Last edited by 420foxbot on Wed Aug 12, 2015 2:08 pm, edited 4 times in total.
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Re: geProtocol | Announcement Date: Soon

Postby RippeR7420 » Thu Apr 23, 2015 7:11 am

Well the optimism here is awesome, I can't wait! How do ya guys plan on making this possible?
CURRENT PROJECTS:

-Olo: The Sword Shaman http://game-editor.com/forum/viewtopic.php?f=4&t=12919

-The Wrath of Blob: (On the back burner)

-StickMcGee - Blast to the Future http://game-editor.com/forum/viewtopic.php?f=4&t=13660
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Re: geProtocol | Announcement Date: Soon

Postby MrJolteon » Thu Apr 23, 2015 7:50 am

RippeR7420 wrote:How do ya guys plan on making this possible?

Magic, mostly.
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Re: geProtocol | Announcement Date: Soon

Postby koala » Thu Apr 23, 2015 12:39 pm

Good to hear that. 8)
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Re: geProtocol | Announcement Date: Soon

Postby schnellboot » Sat Apr 25, 2015 6:06 pm

finally :cry:
good job guys
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Re: geProtocol | Announcement Date: Soon

Postby 420foxbot » Sat Apr 25, 2015 6:19 pm

Image
Image
(the player on the right is the remote player, thousands of miles away from me)

Progress.
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Re: geProtocol | Announcement Date: Soon

Postby koala » Sat Apr 25, 2015 9:17 pm

420foxbot wrote:[img](the player on the right is the remote player, thousands of miles away from me)

Progress.
Big progress. 8)
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Re: geProtocol | Announcement Date: Soon

Postby speckford123 » Thu Apr 30, 2015 2:57 am

So we have a game editor update being pushed out, and a networking feature soon out on the side as well?
It's like a dream come true
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Re: geProtocol2 | Release Date: TBA

Postby 420foxbot » Sat May 02, 2015 8:06 pm

[topic has been updated to include new information, you may ask questions if you wish]
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Re: geProtocol2 | Release Date: TBA

Postby koala » Sat May 02, 2015 8:24 pm

As speckford123 said, GE is developing in multiple areas. Good job guys, all of you who are developing GE. :D
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Re: geProtocol2 | Release Date: TBA

Postby 420foxbot » Wed May 13, 2015 9:46 pm

A brief status update for those interested
----------

The geProtocol is nearing completion. This does NOT mean that we will be releasing any time soon, there is still a lot of work to be done with making the Online Module the most godly library yet. However, as part of this, stuttering and lag should be virtually non-existent while playing multiplayer games.

Starting a game using geProtocol is as easy as starting any regular game-editor game, just start the exe. You will have to enter a server to connect to, however that is inevitable with any multiplayer game.

Servers, on the other hand, will not be so easy. As one might expect, ports will need to be forwarded on the host's router before clients may connect to it.

Linux Support: I cannot confirm that we will have geProtocol working flawlessly on Linux at launch. I have tried compiling my code into a mono executable, and so far on /WINDOWS/ Mono can run the server fine. The client has run into some issues, but these may be fixed by launch date.

Support for developers, as well as just questions, may be asked in the #ge-protocol channel on EsperNet.

Thanks Guys, looking forward to release!
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Re: geProtocol2 | Release Date: TBA

Postby koala » Thu May 14, 2015 12:03 am

It's good to hear you are working hard on it. It's going to be a big thing.
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Re: geProtocol2 | Release Date: TBA

Postby Zivouhr » Thu May 14, 2015 1:01 am

Sounds promising.
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Re: geProtocol2 | Release Date: TBA

Postby speckford123 » Tue May 19, 2015 3:46 pm

I was wondering, will the game have to be a duplicate/synced, or would you be able to share data, but have two different copies of the game?
An example would be something simple like the view following player 1 in the first copy, and following player 2 in the other

Well, technically the games could be identical, just one copy could execute the "I'm player 2" code in a menu

I mostly ask because I was thinking of making a little 2 player arena fighting game where each player had the camera focusing on themselves
What would be the best way to set that up now so that I could easily adapt the system later?
I was told we can specify the multiplayer behavior, so I'm guessing we can manually sync what we need while keeping other things client side?
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Re: geProtocol2 | Release Date: TBA

Postby bat78 » Tue May 19, 2015 6:04 pm

speckford123 wrote:I was wondering, will the game have to be a duplicate/synced, or would you be able to share data, but have two different copies of the game?
An example would be something simple like the view following player 1 in the first copy, and following player 2 in the other

Well, technically the games could be identical, just one copy could execute the "I'm player 2" code in a menu

I mostly ask because I was thinking of making a little 2 player arena fighting game where each player had the camera focusing on themselves
What would be the best way to set that up now so that I could easily adapt the system later?
I was told we can specify the multiplayer behavior, so I'm guessing we can manually sync what we need while keeping other things client side?

Good questions speckford. Everything will become clear when I release OM.
You won't need to individually edit all the games manually. OM will contain an advanced system for interaction. One and the same game will be for all the players.
In game, players must only specify the IP of the server in order to join the multi player. By multi player I mean MULTI - could be with 30 players.
Everything will be user friendly.

Your game will be basically either created inside OM, or merged. OM will automatically and explicitly freeze, disable and hide your game's content and user will be prompted to the waiting room that consists of IP Address field, chatroom and a personalization of your user view (name, avatar, country). Once the connection is successful.. you will start the multi player gaming which behavior will be specified in the game's source code.. very easily.

OM not only manages, interacts with clients, interacts with data, supports the easiest way of defining on-line behavior (Online Programming)..
but it also provides the best environment for smooth multi player gaming specifically for gE.
Data synchronization, delta synchronization, fps compensation, mirror and x-radar.
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