Multiplayer (Been requested before but with detail)
I know multiplayer is requested all the time for you. "That multiplayer, this multiplayer". Not only is it a lot of work, its hard to make an easy way to do it. How about this way? 3 new behaviors.
Create a Server behavior. On click, create a new server. You can't edit anything. Its automatically given an id.
Join a Server. Requires an id. Suppose you select a server. You find the id of the selected server and have that user join it.
Destroy Server. Give the id and you can instantly close the server.
Servers are run across GameSalad. If there are 3 servers and server number 2 closes, the id of server number 3 changes to 2. This will not interfere with anything you are trying to do with servers.
Server attributes: Similar to scene attributes except that they're always there, never reseting as long as the server is up. Scene attributes are client wise, only for the person playing, not shared with other information. The 3 defaults are: Number of players in the server, Number of servers (in game), and id of current server.
Uses:
Tic Tac Toe: Server attribute alternates between 1 and 2. Scene attribute tells which computer which is game.player = 1 and game.player = 2.
Tank Game: In "Tank 2": If game.player = 2, then "control camera".
Code Access: When a user asks to make a server, before making the server, the game asks for a "code". The user enters a code and then it makes a server. When the server is made, attribute "Server.code" will equal whatever they typed in. When another comes along and wants to join, they have to type in the code and that will add to game.code. When clicking the join button, if game.code = server.code, run the behavior "join a server".
All people are in one active running scene. THIS IS SEPARATE FROM GAMECENTER MULTIPLAYER. As long as there is internet connection, it can connect to game salad.com. This means even COMPUTERS and online games can have multiplayer.
Creating it may be hard but this is probably the easiest way for users to be able to make/delete servers.
Create a Server behavior. On click, create a new server. You can't edit anything. Its automatically given an id.
Join a Server. Requires an id. Suppose you select a server. You find the id of the selected server and have that user join it.
Destroy Server. Give the id and you can instantly close the server.
Servers are run across GameSalad. If there are 3 servers and server number 2 closes, the id of server number 3 changes to 2. This will not interfere with anything you are trying to do with servers.
Server attributes: Similar to scene attributes except that they're always there, never reseting as long as the server is up. Scene attributes are client wise, only for the person playing, not shared with other information. The 3 defaults are: Number of players in the server, Number of servers (in game), and id of current server.
Uses:
Tic Tac Toe: Server attribute alternates between 1 and 2. Scene attribute tells which computer which is game.player = 1 and game.player = 2.
Tank Game: In "Tank 2": If game.player = 2, then "control camera".
Code Access: When a user asks to make a server, before making the server, the game asks for a "code". The user enters a code and then it makes a server. When the server is made, attribute "Server.code" will equal whatever they typed in. When another comes along and wants to join, they have to type in the code and that will add to game.code. When clicking the join button, if game.code = server.code, run the behavior "join a server".
All people are in one active running scene. THIS IS SEPARATE FROM GAMECENTER MULTIPLAYER. As long as there is internet connection, it can connect to game salad.com. This means even COMPUTERS and online games can have multiplayer.
Creating it may be hard but this is probably the easiest way for users to be able to make/delete servers.
Comments
They would probabley want us to use our own