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AppGameKit Classic Chat / AGK Networking

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aviles22
12
Years of Service
User Offline
Joined: 1st Dec 2013
Location: New Jersey, USA
Posted: 13th Jul 2014 19:44
I'm interested in making a local network Bingo game. My idea is to have a player initiate a game as the server player then have other players join in as clients.

Before I go any further just wondering if this is the right approach and more importantly before I use AppGameKit for this task, does AppGameKit Networking features work 100%?
easter bunny
13
Years of Service
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Joined: 20th Nov 2012
Playing: Dota 2
Posted: 14th Jul 2014 02:36
The networking features do work, but you might have a little trouble figuring out how
For example, it appears as if only a phone can host a game (so when testing, you won't be able to have to PC host it, but it can still connect to a game the phone hosts).

I'd recommend you definitely check out the networking example project, and try making a small multiplayer game before trying to make a large game with networking.


Audacia Games - Latest WIP - AUTOMAYTE 2.1, AppGameKit one click deploy to Android
"When you've finished 90% of your game, you only have 90% left"
BatVink
Moderator
23
Years of Service
User Offline
Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 14th Jul 2014 15:59
I have made a bingo game using AGK. It's not multiplayer in the computing sense (it's designed to be bingo-hall style), but I have made a remote control app for it, and it works well. It's actually the same app running in different modes.

I use Windows as the host and it works fine.

xGEKKOx
AGK Master
17
Years of Service
User Offline
Joined: 7th Dec 2008
Location: Italy
Posted: 14th Jul 2014 18:09
I'm completing a Bingo Multiplayer game in this month.
It will work with one of my casino servers that will launch a game every 5 minutes, and users connect to it. I suggest to don't use the option "User Join User" it will be really slow.

To do a game like this in multiplayer, you need a server side working as process.
A very fast machine, having 2000 players together playing is not that easy.


Long life to Steve!
swissolo
16
Years of Service
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Joined: 9th Jan 2010
Location:
Posted: 14th Jul 2014 22:45
Quote: "For example, it appears as if only a phone can host a game (so when testing, you won't be able to have to PC host it, but it can still connect to a game the phone hosts)."

I hope v2 fixes this. It's always been so strange

SoftMotion3D
AGK Developer
20
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 15th Jul 2014 05:32
that problem may be phone specific... i have no problems hosting a game on a tablet and my windows pc joining in.

swissolo
16
Years of Service
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Joined: 9th Jan 2010
Location:
Posted: 16th Jul 2014 00:45
Quote: "that problem may be phone specific... i have no problems hosting a game on a tablet and my windows pc joining in."

The problem is the other way around PC hosting.

BatVink
Moderator
23
Years of Service
User Offline
Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 16th Jul 2014 00:54 Edited at: 16th Jul 2014 00:54
Quote: "I use Windows as the host and it works fine."


This video shows laptop as host and connecting at 4:10.



SoftMotion3D
AGK Developer
20
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 17th Jul 2014 04:34
lol... well i have not had any trouble the other way either...

I dont use a firewall on my pc so that may be the cause on your end?

Parry
AGK Developer
16
Years of Service
User Offline
Joined: 16th Dec 2009
Location: Swampstone
Posted: 19th Jul 2014 01:05
Ive hosted on pc and had ouya and android tablet clients no problem.
Santman
14
Years of Service
User Offline
Joined: 15th Sep 2011
Location: Inverness
Posted: 19th Jul 2014 08:09
No, I wrote a server in AppGameKit which runs on my PC and allows users from any other device to log in and perform assorted functions - it's been real world tested for highscores and works fine, but that was in the old AKG - so either it's a V2 bug, or the phone in question.

Maybe post about it in the V2 log and see what Paul says.

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