Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

AppGameKit Classic Chat / Networking Code

Author
Message
anwserman
13
Years of Service
User Offline
Joined: 20th May 2011
Location: Wisconsin
Posted: 7th Mar 2012 09:23 Edited at: 7th Mar 2012 10:32
I cannot seem to get this code to work. Anyone have any success with the networking commands with AppGameKit?



EDIT: So, testing out the basic included networking demo in AppGameKit, I discovered that in order for multiplayer to work, my iPhone always has to host the game while my PC has to connect.

Otherwise... it doesn't work

Hi there. My name is Dug. I have just met you, and I love you.
MrValentine
AGK Backer
13
Years of Service
User Offline
Joined: 5th Dec 2010
Playing: FFVII
Posted: 7th Mar 2012 15:58
wait for 107 it has or should have improved networking including hopefully http and ftp network abilities... well for t1 as far as I know...

kamac
13
Years of Service
User Offline
Joined: 30th Nov 2010
Location: Poland
Posted: 7th Mar 2012 16:47
I believe that what's for T1 then that's for T2 too. - Because - It's easier to add commands into T2 rather than into T1.

Paul Johnston
TGC Developer
22
Years of Service
User Offline
Joined: 16th Nov 2002
Location: United Kingdom
Posted: 7th Mar 2012 17:50 Edited at: 7th Mar 2012 17:51
Some mobile devices refuse to receive broadcast packets for power saving reasons, I've not experienced this with the iPhone though, may be a recent update has added it. In these cases the mobile device will never be able to connect to a named network, only by typing in the IP address of the host would it be able to connect. It can host a named network as long as all the other clients can receive broadcast packets.

Login to post a reply

Server time is: 2024-11-23 05:32:06
Your offset time is: 2024-11-23 05:32:06