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Chenzi User was banned for this post

Joined: 02 Aug 2003 Posts: 190 Location: Grand Rapids, MI
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Posted: Wed Aug 09, 2006 5:54 pm Post subject: Regarding FB |
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Seeing how the OHR is now in Freebasic, and freebasic supports usage of windows API functions, isn't it theoretically possible that netplay features could be added in the future?
If "Yes", rockin'. If "Yes, but we don't want to do it", send me a message and I'll see if I can contribute. If "No", well, then piss off. ;P _________________ Allow me to preemptively disclose that I probably hate the person posting below, including myself. |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Thu Aug 10, 2006 8:34 am Post subject: |
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I'm not sure how netplay would actually work. Converting an engine like the OHR to multiplayer would be a *huge* change in scope of what the purpose of the OHR is, even without talking about network. Would two people control different characters in battle, like Final Fantasy 6's multiplayer? Would one player control the heroes, and another player control the enemies? Would there be more than one completely separate parties with separate camera views running around and doing different things?
How would it even work?
Other projects are better suited to multiplayer
http://themanaworld.org/
http://arianne.sourceforge.net/ |
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Chenzi User was banned for this post

Joined: 02 Aug 2003 Posts: 190 Location: Grand Rapids, MI
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Posted: Thu Aug 10, 2006 9:07 am Post subject: |
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For example, you could do stuff like:
ConnectToIP(ip)
SendData("blah")
if (DataReceived == "blah")
then (
Move NPC (1,4,north)
Disconnect
)
etc etc etc, it'd be up to the people making the game to decide how to use
the netplay functions. This way they could virtually make anything, chat clients, 2 player games, etc. I guess technically they could do a client-to-server game (MMO) as well.
Ignore the psuedo code, if necessary. I'm basing it off of my ever so brief knowledge of socket control. _________________ Allow me to preemptively disclose that I probably hate the person posting below, including myself. |
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TwinHamster ♫ Furious souls, burn eternally! ♫

Joined: 07 Mar 2004 Posts: 1352
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Posted: Thu Aug 10, 2006 9:58 am Post subject: |
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Plus, servers are pretty expensive. Who would host it? |
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Camdog
Joined: 08 Aug 2003 Posts: 606
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Posted: Thu Aug 10, 2006 10:19 am Post subject: |
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In theory, I don't see why this wouldn't work. It shouldn't be too difficult to add a plotscripting command that simply allowed the plotscript to poll a server. Someone would have to write an OHRserver program as well, to send and receive data from the client programs, but if these interactions are kept extremely simple, with the expectation that the logic be coded in the plotscripts, then the server code need not be a major project. I was actually thinking about the logistics of implementing something like this the other day, and I don't think it would be impossible.
That said, it's a pretty major deviation from the original purpose of the OHR, so I don't imagine many of the current developers would be too interested in taking the time to do this. You'll probably want to do it yourself, and maybe even fork the project away from the main one entirely.
TwinHamster wrote: | Plus, servers are pretty expensive. Who would host it? |
Not neccessarily. If you're expecting low volume, you can get server space pretty cheap. I spend about 15 bucks a month on server space, and that runs all my toy sites just fine. Also, if you want to do something really low volume, like one on one play, your home computer could be a server for a session. |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Thu Aug 10, 2006 10:51 am Post subject: |
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Chenzi wrote: | For example, you could do stuff like:
ConnectToIP(ip)
SendData("blah")
if (DataReceived == "blah")
then (
Move NPC (1,4,north)
Disconnect
)
etc etc etc, it'd be up to the people making the game to decide how to use
the netplay functions. This way they could virtually make anything, chat clients, 2 player games, etc. I guess technically they could do a client-to-server game (MMO) as well.
Ignore the psuedo code, if necessary. I'm basing it off of my ever so brief knowledge of socket control. |
Eh, I dislike this, although I think I see what you are getting at. You are talking about network features more along the line of sharing data between games, ala monster trading in Pokemon via connected gameboys.
This sort of problem is better solved by an engine designed for it. |
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LongeBane

Joined: 03 Feb 2003 Posts: 312 Location: Tomorrow
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Posted: Thu Aug 10, 2006 2:38 pm Post subject: |
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I think if there was a developer devoted to netplay, he wouldn't be, of all engines, using OHR to bring it about. Just seems like a feature not worth working on. Gamemaker has a lot of MP fuctions, as well as dll's that allow for different protocols in which to connect, yet it's multiplayer functionability still sucks bad. |
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FyreWulff Still Jaded

Joined: 02 Apr 2005 Posts: 406 Location: The Internet
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Posted: Thu Aug 10, 2006 3:16 pm Post subject: |
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I am implementing network functionality into the OHR as we speak. For netplay? Maybe. That's a lot of consideration and planning, and since I haven't gotten into the way the OHR entirely functions. Right now I'm just trying to implement an auto-update functionality.
At this point, network play would be have to be made basic so that even the most computer illiterate users could have fun working with it. My general idea is doing some tricks where I send an initial state, and then plotscripting commands are sent as packets between the host and client, etc. And using simplified commands, such as waitforclientkey() instead of waitforkey(). Or a special "net" NPC that moves where the other player goes. Or maybe just letting multiple people play "co-op" while in battles.
Right now I would suggest Game Maker for net functionality as drag-and-drop libraries for it to do Netplay.
(sidenote: the code I'm using right now supposedly both works for Windows and Linux, but I have no idea if that will change for Mac when FreeBASIC gets a GCC backend) |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Thu Aug 10, 2006 8:17 pm Post subject: |
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One of my unreleased contest entries for the gameathon contest (the secret one, not the one with screenshots) was meant to attempt semi-online multiplayer using a stock game.exe and an external program to mess with the save file (swapping data, probably in non-realtime).
I never got anywhere because it became clear there wasn't enough time to create it.
However, I wasn't really taking netplay functions in the OHR seriously, it was more of an excuse to learn network programming and php, doing what I always like doing (or merely theorising about, most often): exploring crazy ideas with scripting. _________________ "It is so great it is insanely great." |
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FyreWulff Still Jaded

Joined: 02 Apr 2005 Posts: 406 Location: The Internet
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Posted: Fri Aug 11, 2006 12:00 am Post subject: |
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It should be noted that I already have code that can download a version file and read it.. I just still need to figure out how to work it into the OHR.
Working with this codebase makes my eyes go all screwy. |
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DomGallo Is a master. And you?

Joined: 18 Nov 2005 Posts: 85 Location: COMING THROUGH YOUR BATHROOM WINDOW
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Posted: Fri Aug 11, 2006 9:15 am Post subject: |
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I think you misread, Fyre. Chenzi posted this, not Charbile. You can quit stealing his idea now. _________________ The turkey: God's most noble creature.
Don't eat Turkey for Christmas. I WILL FIND OUT. |
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Chenzi User was banned for this post

Joined: 02 Aug 2003 Posts: 190 Location: Grand Rapids, MI
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Posted: Fri Aug 11, 2006 9:29 am Post subject: |
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Oh yeah? Well, I invented the internet. _________________ Allow me to preemptively disclose that I probably hate the person posting below, including myself. |
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StellarX Cosmically Oblivious

Joined: 09 Jan 2004 Posts: 14 Location: Dublin, GA
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MultiColoredWizard Come back, baby! The Breastmaster

Joined: 01 Feb 2003 Posts: 1232
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Posted: Fri Aug 11, 2006 9:34 am Post subject: |
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yeah? well, i shit in a pussy today. |
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Chenzi User was banned for this post

Joined: 02 Aug 2003 Posts: 190 Location: Grand Rapids, MI
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Posted: Fri Aug 11, 2006 10:12 am Post subject: |
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Ooookay, so that was uncalled for. _________________ Allow me to preemptively disclose that I probably hate the person posting below, including myself. |
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