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Chand1012
14
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Posted: 30th Aug 2012 01:42
Is it possible to make online games with dbpro with Dark .net?

"Heads I win - Tails you lose" - chand1012
Sergey K
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Posted: 30th Aug 2012 20:09
http://forum.thegamecreators.com/?m=forum_view&t=124097&b=8

my old game.
i never finished it, but it were online using TCP/IP connection with server.

Advanced Updater for your games!
Chand1012
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Posted: 30th Aug 2012 22:05
i meant WITHOUT dark . net

"Heads I win - Tails you lose" - chand1012
Sergey K
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Posted: 30th Aug 2012 22:33
its not .net.. its pure darkbasic lang.

Advanced Updater for your games!
MrValentine
AGK Backer
15
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Playing: FFVII
Posted: 1st Sep 2012 17:38


I believe he means without the plugin DarkNET if not then I am just as confuzzled too...

But long story short, no it is not possible unless you have another API to manage the networking... which in essense is another plugin...

So what you are trying to achieve is not clear, if you gave more detail we can help further...

Also you might want to look into MultiSync here on the forum it is free if cost is your question here... but believe me, DarkNET is worth every penny!

Sergey K
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Posted: 1st Sep 2012 18:34
but i didnt used DarkNet either.. not .net, not GDK and not DarkNET..

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MrValentine
AGK Backer
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Playing: FFVII
Posted: 1st Sep 2012 19:00
then?

Flamertor
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Posted: 4th Sep 2012 13:15
Hi Sergey K

Your game looks amazing but I would love to see the basic part of code to make the muiltplayer and how to write to arrays, wont use any of the code but want to see just how you do it.

ty

Go to my website http://imthegamerunner.moonfruit.com
Seppuku Arts
Moderator
21
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Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 4th Sep 2012 16:40
IIRC Sergey was using native DBP commands? Or maybe I'm mistaken?

Sergey K
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Posted: 4th Sep 2012 18:25
as i mentioned in that post i gave to you. i was using Benjamin's Multisync for the multiplayer. unforchinatly i dont have the source anymore to show. but Flamertor, you should start learning how TCP/IP connection works before making multiplayer server/client.

good luck.

Advanced Updater for your games!
MrValentine
AGK Backer
15
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Playing: FFVII
Posted: 4th Sep 2012 21:59
Quote: "but i didnt used DarkNet either.. not .net, not GDK and not DarkNET.."


So essentially you did use some sort of DarkNET... not native...

Just say you used MultiSync instead of leading on >.< I almost painted a picture of ZEUS with your name on XD

Sergey K
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Posted: 4th Sep 2012 23:42
as far i know, Multisync is not DarkNET >_<
and i didnt said "native" dbp commands.
i just said that i didnt used non of those options on previews posts that been asked me

haha

how are you? im fine. thanks. and you? xD

Advanced Updater for your games!
MrValentine
AGK Backer
15
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Playing: FFVII
Posted: 4th Sep 2012 23:47 Edited at: 13th Nov 2012 20:26
haha I too never said DN was MS >.<

I am good buddy, I am surprised you did not use DN... I am going to study it soon...

Hows your projects coming along?

My projects are coming along steadily...

Chand1012 - Any updates?

Sergey K
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Posted: 4th Sep 2012 23:49 Edited at: 4th Sep 2012 23:50
my projects are not anymore made by dbp. but they made FOR dbp.
just like the AdvUpdater i made, and soon enough i releasing new Plugin for dbp for ppl who uses scripts mostly.
im making those plugins so future DB-Elite will be supported too.
also re-writing my old plugins too.

thanks for asking..

Advanced Updater for your games!
MrValentine
AGK Backer
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Playing: FFVII
Posted: 5th Sep 2012 00:14
Sergey- Nice, I envy you for breaking away from DBP, I hope to join your ranks in the near future

Chand1012
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Posted: 13th Nov 2012 00:04
Thx 4 the help guys!

"Heads I win - Tails you lose" - chand1012
Chris Tate
DBPro Master
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Location: London, England
Posted: 13th Nov 2012 10:38
You can create multiplayer games with DBPRO without DarkNet; but I'm not sure why you would want to do that? Since it is one of the best solutions.

There is the Matrix1 utility network commands; the native DBPRO multiplayer commands; there's the undocumented multiplayer commands which you can see used in the FPSC source code. As mentioned, multisync, but I can't remember if that was LAN only or not. If it is a small turn based game you are making, then you could also use HTTP.

Ortu
DBPro Master
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Location: Austin, TX
Posted: 14th Nov 2012 03:04
Multisync can do WAN, it's a great easy to use plugin and best of all free

thenerd
17
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Location: Boston, USA
Posted: 15th Nov 2012 03:46
If you're interested in a free plugin that does networking, everyone overlooks Barnski's winsock plugin, which handles both TCP and TDP networking and is pretty sophisticated His website is here, at http://homepage.swissonline.ch/barnski/main.htm, but the link is broken. I'm attaching the archive with his plugin (which is under the GNU license) because this is the only version that remains, I believe. It's a great plugin, I'd recommend giving it a look!

GregA
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Posted: 15th Nov 2012 11:25
At the risk of dashing everyone's hopes and dreams of making the latest greatest MMO RPG game...

Yes you can do internet enabled games, but as indy game developers, ~should you~?

I think of all the great indy game experiences I have had over the last 3-5 years, and not a single one had a mp element that was worth playing... With the singular exception of a few experiences on Minecraft. But does Minecraft really qualify as an indy game at this point? Keep in mind, the VAST majority of my time playing Minecraft has been SP.

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