Multiplayer QA thread

The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
edited January 2014 in Working with GS (Mac)
Since I can't post in the pro only thread on the topic! I started this to interact on this topic.

Using the provided template I was able to login to a game using copies of the nightly build. It doesn't seem the game.instances table is updating. I was trying to access the second players id to send a message but using a display text the table never changed to the player 2 id. It just stayed at zero, which is the default as it's an integer value.

Comments

  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    edited January 2014
    It's blank for me... not showing zero, just a blank. Okay, I think the key is to figure out which row the current game is and use that within the table expression.

    I'm going to set up a debugging screen that has a button that cycles through the table rows so I can see the full data set.

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  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    On a side note, multiplayer just BEGS for better Keyboard Input behavior functionality.

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  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    I can get table data after joining a game but not after creating a game.

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  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    Yes I agree. I put in that request for better keyboard input, even if they made it so it didn't cover the whole screen.

    If you want to direct anything to a particular player you're going to need to address that instance data.
  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    Dave et al,

    Attached are both copies of a file I used for testing. Here's a short video I made to explain what I did to check the table data*:



    *This video is NOT intended to be a comprehensive guide to using multiplayer features. In fact, it leaves out quite a bit with respect to setting up an account in playstogether and assumes basic knowledge of many things without explaining them well. I also didn't include audio so it's a poor-man's version of what it could be. But I'm sharing it in case any part of it is helpful to other people.

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  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    The files I posted above are now operating as corrupt files on my computer so if you can't get them to work, let me know and I'll post updated copies.

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  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    I wonder where the sign in info is saved to?
  • kolabokolabo Member Posts: 240
    The files I posted above are now operating as corrupt files on my computer so if you can't get them to work, let me know and I'll post updated copies.
    Thanks for the files. They work for me.

  • kolabokolabo Member Posts: 240
    I wonder where the sign in info is saved to?
    I've been poking around trying to find it as well, thinking it would be one of the hidden libraries (Library - Application Support or Library - Cache). Apple now hides these, but we can see them by going to the Finder menu - click and hold Go and then press the option key to see the Library. No luck so far.

    Related to user info, it seems necessary to use our Playstogether password when using the multiplayer template to log in.

    Example: I can make any number of players with different user names and email addresses, but must use the same (my) Playstogether password to log in.

    Is this the same for you, or am I missing something in what I'm doing?
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    It's all about the keys you entered into creator. I can create users and any password to associate with it. I would assume the password would be stored in one of the tables but those would return to blank once preview is exited. I mean the basic concept is easy to grasp. The info is stored in tables and those tables are updated between turns. I imagine is the logic coding that is going to grow people. Building a complex multiplayer game is going to require serious coding skills.
  • kolabokolabo Member Posts: 240
    It's all about the keys you entered into creator. I can create users and any password to associate with it. I would assume the password would be stored in one of the tables but those would return to blank once preview is exited. I mean the basic concept is easy to grasp. The info is stored in tables and those tables are updated between turns. I imagine is the logic coding that is going to grow people. Building a complex multiplayer game is going to require serious coding skills.
    Thanks. Got it. Here's a little something to try if you're interested.
    Make a copy of the template and name it copy.

    In the first template....
    Create a username: Player 6
    Associate an email: player6@gmail.com
    Give it a password: Harvey
    Click Login - result: Connected

    Then logout, change the password to something such as Dave.
    Click Login - result: Disconnected

    Now open the copy of the template (not the same template)
    Enter the same user info Player 6, player6@gmail.com, with Dave as a password.
    Click Login - result: Disconnected

    And finally, in the copy of the template try Player 6, player6@gmail.com with the password Harvey.
    Login result: Connected

    My conclusion is that Player 6 with associated email player6@gmail.com will always need the password Harvey regardless which template is used.

    This also makes me think that the user info is not only being saved in one of the tables, but somewhere else as well, like in a computer cache, application support or Playstogether site.

    Does this make sense?



  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    Building a complex multiplayer game is going to require serious coding skills.
    That is true!
    I would assume the password would be stored in one of the tables but those would return to blank once preview is exited.
    Yes and no. While the tables are cleared out, they regenerate once you re-connect to the playstogether server and then all of the available games can be used to populate the network tables again. I noticed this because I ran a bunch of tests and then saw that there were 16 rows (separate games) in my NetworkGameInstances table. When I logged in to my playstogether account, there were a couple (why not 16, I'm not sure) of games and I was able to click on the X next to each one to delete them from my account and therefore from the server.

    This is interesting stuff. I wish I had a better grasp on it... it feels a bit like re-learning GameSalad, which is both exciting and tricky.

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  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    Yes kolabo I understood as per the documentation that the username is logged in the play together system so that makes sense. What I was referring to is how the network knows the user, it can't be by IP as we're testing side by side on the same machine. This is not vital info at the moment.

    @tatiang that makes sense the info repopulating. The network player data table is the one that is persistent. I've been experimenting with the messaging with no success. I need to make a setup where I can enter the player ID manually after joining a game and try sending a message that way as I couldn't pull that info from the table that holds that data.
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