Has anyone tried to make a online game using GmOnline?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...
If not, why not?
It is certainly faster than php.
-Gandolf
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.
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:
1: Host app sends data to a php server.
2: Client app retrieves data from the php server.
3: Everybody gets funky.
(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.
Well I took a look at your chat system Silverwind and it works. But I noticed a few problems: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.
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.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.
how: you make your sprite designation a variable.
2. You are not using the V6 engine.Nah, V5 was the version back then.
2 fix: You make your maps stored in a string variable.Well obviously I know how V6 works. I wrote it. ::)
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.
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?
I think he means, you have 100 players, max of 50 sprites, 50 people aren't shown.exactly
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. ::)
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.
WOW! Any chance of seeing a fragment of the code? It had me pulling hair when I was working on MF Online.
Can I have something clarified though: Is GM gonna be used at all?
Although why does the man move 2 times and off the edge of the map?
Looks very confusing to me, but what I understand of it I like, hehe...
So, what's the next step in development?
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
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$$