Game Maker's Garage Forum

Game Maker's Garage => Announcements => Topic started by: Gan on July 03, 2008, 11:41:11 AM

Title: GmOnline
Post by: Gan on July 03, 2008, 11:41:11 AM
Has anyone tried to make a online game using GmOnline?

If not, why not?

It is certainly faster than php.

-Gandolf
Title: Re: GmOnline
Post by: jeremymaharg on July 03, 2008, 11:59:14 AM
Quote
Has anyone tried to make a online game using GmOnline?

If not, why not?

It is certainly faster than php.

-Gandolf
The only GMOnline games I know of are Triumviri Online (Flair Interactive) and BobNet (SecretAgentBob). I tried making a simple Capture the Flag thing once, but that project got nowhere...
Title: Re: GmOnline
Post by: Gan on July 03, 2008, 12:47:59 PM
Well, who wants to create the Second GameMaker MMORPG?


-Gandolf
Title: Re: GmOnline
Post by: Silverwind on July 03, 2008, 01:02:53 PM
Quote
Well, who wants to create the Second GameMaker MMORPG?
Everyone, but nobody is willing to do the necessary work. My advise for developing an online RPG is to fully design (and produce) a single player RPG. When you've proven that you can do that, people might actually consider an MORPG possible under your direction. Keep in mind also that about 90% of the people who say they want to "design" an MORPG really mean they want to be renowned as the creator of a world to the players in the game.

Advise from a guy who's been wanting to design an MMORPG since discovering what the term stood for.
Title: Re: GmOnline
Post by: Gan on July 03, 2008, 01:39:38 PM
Don't worry. It won't turn out like the group project.

Here is what's gonna happen.

I need someone who owns Gm so I can make the code for Online goodness, once I make the code, I need them to put it in, and for both of us to test it out.

I will make all the code unless someone else wants to help.


So, hopefully it will keep going with me programming it.


-Gandolf
Title: Re: GmOnline
Post by: Silverwind on July 03, 2008, 05:07:25 PM
I'm not committing myself to anything, but if you mean what you say I'll certainly lend a hand. GM Online can only connect two computers at a time though, you do know that right?
Title: Re: GmOnline
Post by: Gan on July 03, 2008, 05:44:39 PM
 ;)  Sure...    ...sure...  we will see about that....

I will research some, then get started on that code. First, I will just make a simple chat system.


-Gandolf
Title: Re: GmOnline
Post by: Silverwind on July 04, 2008, 03:59:08 AM
Well, I'm not sure if it'll help, but here's my online game concept: http://www.savefile.com/files/1647057

It has a simple chat system.
Title: Re: GmOnline
Post by: alias on July 04, 2008, 05:12:52 AM
I once made a game in GM online, ill try adn find the source for you.
Title: Re: GmOnline
Post by: Gan on July 04, 2008, 08:43:18 AM
Thanks, the goal of this is to see if we can make the online be online throughout the whole world and support multiple people.


-Gandolf


Silver: I just tested your chat. It is really good, so now all I have to do is stick in GmOnline to send the text files back and fourth. To make it truly online, I will have to make one of those clients the server client. I could make a Sc client that uses its online abilities to send data back and forth. It is faster. I already have one of my ports open, and I just have to make it support multiple people, and it would be fully online.
Title: Re: GmOnline
Post by: Silverwind on July 04, 2008, 10:41:15 AM
Quote
Silver: I just tested your chat. It is really good, so now all I have to do is stick in GmOnline to send the text files back and fourth. To make it truly online, I will have to make one of those clients the server client. I could make a Sc client that uses its online abilities to send data back and forth. It is faster. I already have one of my ports open, and I just have to make it support multiple people, and it would be fully online.
I'm very confused by all of that. Could you explain how it'll work in a list format, like this:

Code: [Select]
1: Host app sends data to a php server.
2: Client app retrieves data from the php server.
3: Everybody gets funky.

That would make it much easier for me to understand.
Title: Re: GmOnline
Post by: Gan on July 04, 2008, 01:12:53 PM
Code: [Select]
(1) You Open the Online Gm game.
(2) Gm opens the Sc Client.
(3) You log in.
(4) Gm writes down the login info on a txt file.
(5) Sc picks it up and sends it to the server.
(6) The server sends back data.
(7) The client saves the data and Gm picks it up.
(8) Gm processes it and sends more data.
(9) Repeat.

Simple  ;)


-Gandolf
Title: Re: GmOnline
Post by: Silverwind on July 04, 2008, 01:33:01 PM
I thought you were using GM Online? Also, how will you be able to manipulate the server to ensure correct data is sent at correct times? Is it a php server?
Title: Re: GmOnline
Post by: Gan on July 04, 2008, 01:43:15 PM
It is a server I am hosting off of my computer. It is a Sc server I made.

Take a look here: http://www.silvercreator.net/cgi-bin/yabb/YaBB.pl?board=sccode;action=display;num=1214862498


-Gandolf
Title: Re: GmOnline
Post by: Tireas Dragon on July 05, 2008, 03:13:01 PM
Well I took a look at your chat system Silverwind and it works. But I noticed a few problems:
1. Your MMORPG is gonna have only 10 people
1 fix: you make it so your sprite is designated by how many people are on the card if you are sprite 11 it sends you back to where you were.
how: you make your sprite designation a variable.
2. You are not using the V6 engine.
2 fix: You make your maps stored in a string variable.
how: You make it so that when you move it checks your certain letter/number and if it designates that letter as a wall you don't move there.
Title: Re: GmOnline
Post by: Silverwind on July 05, 2008, 05:25:36 PM
Quote
Well I took a look at your chat system Silverwind and it works. But I noticed a few problems:
1. Your MMORPG is gonna have only 10 people
My MMORPG? I'm not making an MMORPG. Who said I was making an MMORPG? Am I making an MMORPG? If so I wish I'd been informed sooner.

Hehehe... seriously though, this was merely a concept to demonstrate how a simple online game could work. It wasn't the engine for an MMORPG or anything. Mist was the one making the magic for LW if that's what you're referring to, and he used an entirely different method I believe.

Quote
1 fix: you make it so your sprite is designated by how many people are on the card if you are sprite 11 it sends you back to where you were.
how: you make your sprite designation a variable.
I didn't need to do that for my example, but yes, that's a clever way to handle it. Can you think of a way to have only 1 client app rather than a variant for each set of player property vars that need changing? That's what stumped me when I was working on the engine.

Quote
2. You are not using the V6 engine.
Nah, V5 was the version back then.

Quote
2 fix: You make your maps stored in a string variable.
how: You make it so that when you move it checks your certain letter/number and if it designates that letter as a wall you don't move there.
Well obviously I know how V6 works. I wrote it. ::)
Title: Re: GmOnline
Post by: Tireas Dragon on July 05, 2008, 05:48:13 PM
lol
Quote
Can you think of a way to have only 1 client app rather than a variant for each set of player property vars that need changing? That's what stumped me when I was working on the engine.
WHAT?
Title: Re: GmOnline
Post by: Gan on July 05, 2008, 06:58:39 PM
In my mmorpg system, all you need to have is the ports open and the server running.

10 people can connect and play on that server with the same client. I made the client change variables depending on the status of the server. So it works seamlessly. Also, I can raise the player limit from 10 people to 100 people easily.


-Gandolf
Title: Re: GmOnline
Post by: Tireas Dragon on July 05, 2008, 07:56:15 PM
How can you do 100 if you can't have more than 50.
Title: Re: GmOnline
Post by: Gan on July 05, 2008, 09:22:56 PM
Simple. I just have to make one Main Control server that have 10 sub servers connected to it on the same computer. 10 people connect to each sub server and the sub servers send all their data to the main server and the main server sends the data back, and Voila! 100 people are able to connect.

Just gotta use your noodle.


-Gandolf
Title: Re: GmOnline
Post by: Tireas Dragon on July 05, 2008, 09:40:02 PM
So you aren't able to see them.
Title: Re: GmOnline
Post by: Gan on July 05, 2008, 11:05:23 PM
See whom?

If your talking about 100 players being able to see each other, they will be.

All the sub servers are routed through the main server so each server gets the same data as the other server. Meaning all 100 players will be able to see each other.

It acts just like a mini version of the internet. The internet has branches that turn into more branches and everyone can connect with each other. The server system is the same way.
Title: Re: GmOnline
Post by: HarryCaray on July 05, 2008, 11:12:07 PM
I think he means, you have 100 players, max of 50 sprites, 50 people aren't shown.
Title: Re: GmOnline
Post by: Tireas Dragon on July 05, 2008, 11:19:04 PM
Quote
I think he means, you have 100 players, max of 50 sprites, 50 people aren't shown.
exactly

Title: Re: GmOnline
Post by: Silverwind on July 06, 2008, 04:05:50 AM
Quote
10 people can connect and play on that server with the same client. I made the client change variables depending on the status of the server. So it works seamlessly.
WOW! Any chance of seeing a fragment of the code? It had me pulling hair when I was working on MF Online. ::)

Quote
I think he means, you have 100 players, max of 50 sprites, 50 people aren't shown.
And if it's in GM, (which I thought is was, as there's been frequent references to it and the topic is called Re: GMOnline) there's only a 20 sprite maximum. And that would leave hardly any room for extra sprites as well.

Still, it all sounds good to me. Gan's actually making progress at like 50 times the rate LW's logic progressed at. Personally I think 20 players at a time would be massive for a GM game, and realistically I doubt you'd get that many online very often.

Can I have something clarified though: Is GM gonna be used at all?
Title: Re: GmOnline
Post by: Gan on July 06, 2008, 08:29:54 AM
Quote
WOW! Any chance of seeing a fragment of the code? It had me pulling hair when I was working on MF Online.  

That code is in Sc, but it can be converted over. Here is the link: http://www.mediafire.com/?nd941ijznis

Quote
Can I have something clarified though: Is GM gonna be used at all?

Yes, I just use Sc to send the data back and forth across the network. Gm processes it, sends data back, receives and is what the player plays on.


-Gandolf
Title: Re: GmOnline
Post by: Tireas Dragon on July 06, 2008, 09:59:57 AM
Well it works, if you go into the code and insert the IP address of someone who's hosting. Although why does the man move 2 times and off the edge of the map?
Title: Re: GmOnline
Post by: Silverwind on July 06, 2008, 10:44:40 AM
Looks very confusing to me, but what I understand of it I like, hehe...

So, what's the next step in development?
Title: Re: GmOnline
Post by: Gan on July 06, 2008, 12:27:52 PM
Quote
Although why does the man move 2 times and off the edge of the map?

That's a bug in Sc v1.6's compiling system.

Quote
Looks very confusing to me, but what I understand of it I like, hehe...

It mainly looks confusing because, I had to use the Nthfield command to put all the variables in one variable so I could just send that one large variable across the network. It makes data transfer WAY faster and more reliable then having many small variables being send every few miliseconds.

Quote
So, what's the next step in development?

Well, the next step for making a online gm game is for me to re-write the Sc server/client to just send a text file in the same folder as it back and forth. Which should be very easy.

Then I will program a Gm game to write the text file in the Sc client folder, pick up the info from the folder that the client received, process the info, re-write new info and repeat.

Nice and easy process. With the Sc client sending data back and forth and having the player play on the Gm client, it should greatly improve game performance and speed.

Though I am great at programming in Sc, I might need a little help with the Gm programming, but I have too much on my plate right now, with making a tnt game, then also making Emerin, helping people out with learning tnt, and everything. It might take a while for me to get around to re-writing the client/server.


-Gandolf
Title: Re: GmOnline
Post by: HarryCaray on July 06, 2008, 02:16:54 PM
Yet, if the player is playing on the GM part, 20 sprites will not do.
Title: Re: GmOnline
Post by: Gan on July 06, 2008, 02:51:32 PM
So, lets see...

I can implement different worlds, each world can hold 10 people. That is ten sprites + enemy sprites + maps, + random things. So maybe, We can have a max of ten players per world. I can also make it so everyone will be able to see each other on the who's online list and chat no matter what world they are in.

So, all should be good.


-Gandolf
Title: Re: GmOnline
Post by: HarryCaray on July 06, 2008, 09:12:13 PM
What if someone wants to travel to a different world? Or are the worlds exact mirrors of each other but different people are connected.

All this seems unnecessary because i doubt 10 people will ever be online at the same time.
Title: Re: GmOnline
Post by: Gan on July 06, 2008, 09:39:59 PM
Each world will be a parallel universe of the other. Well, usually I would just code it so the server dumped everyone in the same world till it got full, then dumped the next people in another world until that's full too.

You are probably right about the never being ten people online at once thing. This would be much better for a better engine and socket connection. Like when Tnt2 comes out.


-Gandolf
Title: Re: GmOnline
Post by: Tireas Dragon on July 06, 2008, 09:43:46 PM
What if you wanted to be on a certain world with your friends?
Title: Re: GmOnline
Post by: alias on July 06, 2008, 10:23:36 PM
Quote
Each world will be a parallel universe of the other. Well, usually I would just code it so the server dumped everyone in the same world till it got full, then dumped the next people in another world until that's full too.

You are probably right about the never being ten people online at once thing. This would be much better for a better engine and socket connection. Like when Tnt2 comes out.


-Gandolf

TNT basic 2 is never coming, its open source and as far as i kno, nobody is rebuilding it.
Title: Re: GmOnline
Post by: Gan on July 07, 2008, 08:25:37 AM
There is a guy building it, his name is Danny. I e-mailed him, and he said he will get right back on it after his contract is over. So, maybe in half a year to a year it should be out.


-Gandolf
Title: Re: GmOnline
Post by: Silverwind on July 13, 2008, 12:22:02 PM
Whilst clearing out sandbox cards in QoM to optimize free space I came across a simple chat routine I'd long forgotten about. It may be useful for the online game.

Code: [Select]
newtext$ = USERASK Enter text.

text5$ = text4$
text4$ = text3$
text3$ = text2$
text2$ = text1$
text1$ = newtext$

CLEAR TEXT
PRINT $text1$$
PRINT
PRINT $text2$$
PRINT
PRINT $text3$$
PRINT
PRINT $text4$$
PRINT
PRINT $text5$$
Title: Re: GmOnline
Post by: Gan on July 13, 2008, 03:09:25 PM
Ah, sorry, I completely forgot about the GmOnline project. I was so caught up in Emerin and Tnt Basic.

That's some pretty good code. Also, just wondering, will the Gm community actually use the GmOnline project if we make it? Most of my time is filled up with Emerin, but I could free up some.


-Gandolf
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