First off, I want to thank @FryingBaconStudios and everyone else for posting these templates and trying to figure out multiplayer. However I have been struggling to get this working for the past few days now. I have two seperate creators on two disks, and I haven't edited the tutorials at all. I I logged in with two accounts, and joined the same game but I can't get the chat functionality to work. There are no players listed in the player list and I can't send or recieve messages. Am I missing a big step here?
Sometimes I found the network instances table wasn't populating. Also make sure you only have one game going. If there are other games they will be in a different row in the table. I have to add a up down arrows in the buddy list to be able to scroll through the created game as each game created occupies a different row. I'm going to add the arrows as well as a display of the game those people are in.
I see, and does the delete game behavior work properly for you? It seems to have no effect, and the list of current games is unchanged even when i try to delete the game I have indexed.
tatiangMember, Sous Chef, PRO, Senior Sous-ChefPosts: 11,949
Any trick to getting the player2 (or additional player) ID to show up in the NetworkGameInstances table? In my own testing and with your chat template, the table data appears as blank or all zeroes on the Player_List scene. But obviously in your video you were able to get it to work.
Most of the time it showed up. I did find if I created a game and left it then logged back in and joined it worked. The network instances table seems finicky. I also noticed the game level attribute that is supposed to be populated with the ID of the player that created the game doesn't populate either, as I tried that as a work around for player 1 in the buddy list. One thing I did notice is in the create game code GS has it set to two players max. Try changing that to 8. Also there is a game level attribute that sets the refresh or network call time. That is currently set to five seconds try changing that to the minimum of 1sec.
tatiangMember, Sous Chef, PRO, Senior Sous-ChefPosts: 11,949
One thing I did notice is in the create game code GS has it set to two players max. Try changing that to 8. Also there is a game level attribute that sets the refresh or network call time. That is currently set to five seconds try changing that to the minimum of 1sec.
Saving of login info. Create/Join Game UI See all created Games and scroll through up to 20. (can be easily modified for more) Now you can click on the game ID in a list to select for joining. See all player's ID in all games via Buddy List. Fixed Issue with Player 1 ID not showing up. Fixed Issue with Buddy List not showing IDs.
At the moment using the available behaviours is it possible to invite someone to join a game using their email address?... I'm assuming not but could possibly be done with the sending to URL function with right server setup... and facebook if integrated at a later date.
tatiangMember, Sous Chef, PRO, Senior Sous-ChefPosts: 11,949
@StormyStudio I think if you knew their playerID -- which doesn't change -- you could invite them that way given a text entry field, but not by email address directly. Although, as you suggested, with some clever manipulation of the Get/Send URL behaviors, I'm sure you could do that once a player has logged in once and generated an ID associated with their email address.
@tatiang that makes sense... Would be nice if it would be possible to invite someone to join the game before they've ever used Playstogether before. Again I reckon it could be done with the Get/Send Url thing-a-me-bob.
Hmm... cogs turning... Creeeee-e-e-e-eak...
If we could have access to the devices address book... we could fill a table with the info, they could select the name to invite... Put that in a table, send it to a url on a server, which triggers a script which puts the email address in a premade email template, along with the senders name and I.D. saying "Bob wants to play X with you, click here to play".
Obviously we don't have access to contacts yet, so they'd have to manually type in an email address... ...hmm. I wonder if we could to get a player to enter their username and password for their email client (i.e.yahoo,gmail) it could be sent to a SECURE server using send to URL, which would then gives us access to save out a CSV or Vcard... of their contacts... which we could then convert into a JSON table and send back to the game for the user to browse and choose who they want to invite to play. Sounds plausible but like a massive security risk.
Roll on 'facebook integration' of some sort..
So far this is thinking and planning my end... need my Tizen game bug to fixed, so it can to be approved and get GameSalad Pro again... keep looking and thinking I'll just pay up for Pro again, I know it's worth it.
tatiangMember, Sous Chef, PRO, Senior Sous-ChefPosts: 11,949
You could always just build you're own interface and use the mail to behavior instead of jumping through hoops and write an expression in the mail to that includes the URL of the game or any other info you want.
hey great work its brilliant I've just been playing around with the code a little and getting some great outcomes however can i ask is it possible to send a whole table over, instead of having single attributes as text ext?
@FryingBaconStudios Another question for you, how can you output a player's name given their ID number? I think it's a lot more useful to the average player to see their username rather than a number so there must be a way to do it (dynamically)
@zyptek and @Chimoru check out the early adopter documentation thread... read it from start to finish and you'll learn an absolute tonne on the new multiplayer tools and what methods have been discovered so far.
Comments
Darren.
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
Thanks!
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
New to GameSalad? (FAQs) | Tutorials | Templates | Greenleaf Games | Educator & Certified GameSalad User
Can't wait to get started with the new tools... nearly ready to jump in.
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
New to GameSalad? (FAQs) | Tutorials | Templates | Greenleaf Games | Educator & Certified GameSalad User
My Apps
https://itunes.apple.com/de/artist/david-zobrist/id733552276
https://play.google.com/store/apps/developer?id=David+Zobrist&hl=de
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
New to GameSalad? (FAQs) | Tutorials | Templates | Greenleaf Games | Educator & Certified GameSalad User
New Features:
Saving of login info.
Create/Join Game UI
See all created Games and scroll through up to 20. (can be easily modified for more)
Now you can click on the game ID in a list to select for joining.
See all player's ID in all games via Buddy List.
Fixed Issue with Player 1 ID not showing up.
Fixed Issue with Buddy List not showing IDs.
Enjoy!
Video to follow.
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
At the moment using the available behaviours is it possible to invite someone to join a game using their email address?... I'm assuming not but could possibly be done with the sending to URL function with right server setup... and facebook if integrated at a later date.
New to GameSalad? (FAQs) | Tutorials | Templates | Greenleaf Games | Educator & Certified GameSalad User
Hmm... cogs turning... Creeeee-e-e-e-eak...
If we could have access to the devices address book... we could fill a table with the info, they could select the name to invite... Put that in a table, send it to a url on a server, which triggers a script which puts the email address in a premade email template, along with the senders name and I.D. saying "Bob wants to play X with you, click here to play".
Obviously we don't have access to contacts yet, so they'd have to manually type in an email address... ...hmm. I wonder if we could to get a player to enter their username and password for their email client (i.e.yahoo,gmail) it could be sent to a SECURE server using send to URL, which would then gives us access to save out a CSV or Vcard... of their contacts... which we could then convert into a JSON table and send back to the game for the user to browse and choose who they want to invite to play. Sounds plausible but like a massive security risk.
Roll on 'facebook integration' of some sort..
So far this is thinking and planning my end... need my Tizen game bug to fixed, so it can to be approved and get GameSalad Pro again... keep looking and thinking I'll just pay up for Pro again, I know it's worth it.
New to GameSalad? (FAQs) | Tutorials | Templates | Greenleaf Games | Educator & Certified GameSalad User
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS