Topic:   GmOnline   (Read 16867 times)


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Gan


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GmOnline
« 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.

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jeremymaharg


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Re: GmOnline
« Reply #1 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...
« Last Edit: July 03, 2008, 12:01:53 PM by jeremymaharg »
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Gan


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Re: GmOnline
« Reply #2 on: July 03, 2008, 12:47:59 PM »
Well, who wants to create the Second GameMaker MMORPG?


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Silverwind


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Re: GmOnline
« Reply #3 on: July 03, 2008, 01:02:53 PM »
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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.
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Gan


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Re: GmOnline
« Reply #4 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.


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Re: GmOnline
« Reply #5 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?
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Gan


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Re: GmOnline
« Reply #6 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.


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« Last Edit: July 03, 2008, 05:44:55 PM by Gandolf »

Silverwind


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Re: GmOnline
« Reply #7 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.
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Re: GmOnline
« Reply #8 on: July 04, 2008, 05:12:52 AM »
I once made a game in GM online, ill try adn find the source for you.

Gan


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Re: GmOnline
« Reply #9 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.


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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.
« Last Edit: July 04, 2008, 08:48:49 AM by Gandolf »

Silverwind


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Re: GmOnline
« Reply #10 on: July 04, 2008, 10:41:15 AM »
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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.
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Gan


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Re: GmOnline
« Reply #11 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
« Last Edit: July 04, 2008, 01:13:24 PM by Gandolf »

Silverwind


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Re: GmOnline
« Reply #12 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?
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Gan


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Re: GmOnline
« Reply #13 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


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Re: GmOnline
« Reply #14 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.
I must be dreaming (wake up me wake up) How could this have happened. Tireas' cry when he found his computer fallen over in his chair with it's screen shattered.