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AppGameKit Classic Chat / Multiplayer Cross Platform?

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Christian Wheel
18
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Joined: 4th Oct 2005
Location:
Posted: 20th Dec 2011 18:03
Hi all,

For the app I'm working on, I want to host the game on a Windows or Mac PC, but then allow Android and iOS to connect. Does the multiplayer work cross-platform that way?

Thanks!
LeeBamber
TGC Lead Developer
24
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Joined: 21st Jan 2000
Location: England
Posted: 21st Dec 2011 17:10
If you where hosting on a Windows PC that had it's own IP address exposed to the internet, any AppGameKit app could connect to that IP address as if it was part of your LAN (there would be no difference), so yes you can do as you say. We are adding HTTP commands in build 107 which will allow the exchange of dynamic IP addresses to become much easier allowing even more multiplayer coding freedom, so watch this space!

I drink tea, and in my spare time I write software.
Red Eye
15
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Joined: 15th Oct 2008
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Posted: 29th Dec 2011 18:21
I need to make sure I understand what is being said:

You can only connect an AppGameKit app to another within the same Internet Connection?

Cheers,

MrValentine
AGK Backer
13
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Joined: 5th Dec 2010
Playing: FFVII
Posted: 29th Dec 2011 20:20
Red Eye you mean LAN?

Hi lee!!!

Red Eye
15
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Joined: 15th Oct 2008
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Posted: 29th Dec 2011 20:35 Edited at: 29th Dec 2011 20:36
I mean with both the devices connected to the same network (LAN) /same wifi.

Cheers,

swissolo
14
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Joined: 9th Jan 2010
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Posted: 29th Dec 2011 21:58 Edited at: 29th Dec 2011 22:07
trying to connect an android device to my PC isn't working(over LAN), the AppGameKit player tells me the device needs a unique client name, but how could I fix this issue if a product was distributed? (or how can I fix it at all really )

Edit: I can host on the android device, and connect from my PC, but not vice-versa (the desirable way)

swis
No, it's not pokemon.
Joined: Tues Dec 16th 2008
BatVink
Moderator
20
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Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 29th Dec 2011 22:54 Edited at: 29th Dec 2011 22:55
Quote: "the AppGameKit player tells me the device needs a unique client name, but how could I fix this issue if a product was distributed?"


Get the user to enter a name, then check against current names on the network before allowing it (GetNetworkFirstClient, GetNetworkNextClient, getNetworkClientName). Alternatively, generate random client names, and still make the check.

swissolo
14
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Joined: 9th Jan 2010
Location:
Posted: 30th Dec 2011 18:04 Edited at: 30th Dec 2011 18:04
Quote: "Get the user to enter a name, then check against current names on the network before allowing it (GetNetworkFirstClient, GetNetworkNextClient, getNetworkClientName). Alternatively, generate random client names, and still make the check."

For the time being I've been creating a random name. Though I haven't checked and compared, this error occurs when the first client is connecting(when this client runs android), and works fine PC to PC.

swis
No, it's not pokemon.
Joined: Tues Dec 16th 2008

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