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DarkBASIC Professional Discussion / Turn Based Multiplayer

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ICERGB
23
Years of Service
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Joined: 8th Nov 2002
Location: Canada
Posted: 2nd Nov 2003 14:19 Edited at: 2nd Nov 2003 14:31
I am looking for any tips on making a turned based multiplayer system.

I have come to the conclusion that I want to divide sending packets into 250 millisecond turns. I will constantly check for recieved packets.-No pings
Each send will be global.

Player 1 sends; player 2 receives from 1 waits 250 and 2 sends; player 3 receives from 2 waits 250 and 3 sends; Player 1 recieves from 3 waits 250 and 1 sends,ETC... (by "wait" I mean timer())

Does that sound right?

Can anyone think of a way that I can manage lost packets?
If it is data only then it is position and not of real concern; but, if it is data with- text -or command change, it needs to be resent

(I really do not want to use pings)
(I had trouble figuring out why If I sent single player data to more than one player at a time the identities got befudled- Having worked toward a non-ping method- I do believe that I finally figured out why however. Player ID numbers are never the same for each machine.)

Mussi
23
Years of Service
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Joined: 27th Jan 2003
Location: Netherlands
Posted: 2nd Nov 2003 14:37
you wanna use the wait command in your multipayer game?

Specs: AMD Athlon 1800, 256 DDRRam 266mhz, 80GB HD 7200rmp U133, Geforce 4 Ti4400 128mb ddr sdram
ICERGB
23
Years of Service
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Joined: 8th Nov 2002
Location: Canada
Posted: 2nd Nov 2003 14:41 Edited at: 2nd Nov 2003 14:45
Quote: "(by "wait" I mean timer())"

I forseen your misinterpretation there in my original post...

FYI
My protoype works quite well like a chat. I even have a emoticon system of sorts. But it is not turn based yet. It only sends when someone presses enter.
waffle
23
Years of Service
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Joined: 9th Sep 2002
Location: Western USA
Posted: 3rd Nov 2003 14:38
check out my chess game. It only sends data when needed using the verify delivery flag. It uses memblocks except for chat which is a string. There are no instructions. There is my MP Match kit included too. To launch chess as a MP game requires my kit or using the commandline to pass your Name and ISP#.

To use the kit
1 - start it
2 - select add new game
3 - load
4 - search for chess.ini
5 - save
6 - exit to main window
7 - click on chess.ini and then Host
or click search to join a game
8 - verify ISP# then click Post if you are ready to host
9 - select a game to join and click Join
10 - you should be in a chat room at this point
11 - if you are the host, click launch when all players are present
all players will have the chess game launch at the same time.

Report errors in detail to my email address.
game seems to work fine on my LAN but does not work
is a firewall is involved. See DB Staff for DirectPlay firewall
and router support and my .txt file for my Chat port assignments.
Matchmaker uses my FTP site to store your ISP when you elect to host.
This information is then passed to the joining app, but is not displayed to the joiner, to setup my chat room. Upon game launch,
information is passed to DB as "YourName 123.123.123" where 123 is the ISP of the host computer. Currently working on my chess game to play via FTP thus solving the firewall issue for turn based gaming.

internet gaming group
ICERGB
23
Years of Service
User Offline
Joined: 8th Nov 2002
Location: Canada
Posted: 3rd Nov 2003 16:39
Very good chess game I must say...
But I cannot understand the Matchmaker instructions.
memblocks is an interesting approach using guarantee packet. hmm


I have struggled very hard to get a multiplayer set up of my own though; If I had to pass them differently, I would not want to redo the code. If I had known before though I may have struggled a bit harder to understand the Matchmaker program.

You should give your chess game a little more flare... It is very good!
waffle
23
Years of Service
User Offline
Joined: 9th Sep 2002
Location: Western USA
Posted: 3rd Nov 2003 18:56
thanks for testing. Its just a little thingy to show off the matchmaker app. I have tried to do a setup from within DB/DBPro and it always looks bad. I hate trying to lookup ISP#. That was the main reason for the kit. Just wanted to see if any others need a thing like it. ICQ also has a launcher app but its even more complicated than mine and requires ICQ be installed and runing before game launch. The DB comunity needs a good matchmaker site/kit like BB has, only better. I think my kit is better than BB because if you have several games installed and choose to join a game, the app will launch whichever game you joined.

I do keep modifying it as i test out new game ideas. The version thats out there supports DUEL and Chess.

I have been trying to get Chess to work using FTP and keep having wierd problems... Mainly due to code reuse. Most of the movement code checks to see the online status which becomes "special" during FTP. I'll figure it out soon though.

internet gaming group
ICERGB
23
Years of Service
User Offline
Joined: 8th Nov 2002
Location: Canada
Posted: 5th Nov 2003 10:40 Edited at: 6th Nov 2003 02:16
I wish you were in my hemisphere so we could exchange ideas and code

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