Multiplayer development

Cyclone103Cyclone103 zei

een tijd geleden | Bericht #1
I just have a few quick questions:

Is there any way on my end to change what displays automatically on the "chat" bar? For example, I would like hide one of the buttons and change the text on the other. I see no obvious way to do so, so is there any way a provision could be made for my game once it is uploaded? For example, I would like to change the "Return to Lobby" button to have the text "Change Channel" and for the "Make new game" button to be hidden or nonexistent, and stretch the change channel button across the whole way.

Also, if a guest plays a game, it will get rid of their data upon leaving the game, correct? Is there any way to differentiate between a guest and a logged in user in the serverside code, or is data saving only functional for logged in users anyway?

C# seems surprisingly simple, and I think I can make my game work



Thanks Nonoba!!!!!

MysteryMystery zei

een tijd geleden | Bericht #2
For now there's no way of changing around the chat box. A future update may include a customizable lobby skin which would enable you to do all those things.

As for your next question, there's a bool NonobaUser::IsGuest flag you can check. You can check this variable before using GetData, SetData, etc.

Cyclone103Cyclone103 zei

een tijd geleden | Bericht #3
Okay, thanks!

How far in the future will this update be though? My game is an MMORPG and users would probably be spreading themselves too widely if they made a new channel whenever they wanted to.

Couple more questions:

1. Any way to force a new "instance" to load in the same flash file instead of visiting a new URL? I don't want users to be able to access any test or hidden channels. To clarify, the lobby and game channels can still be on different URLs, but maybe sagamountain is lobby and /sagamountain/channel would work for all channels.

2. What would you be able to edit in the custom lobby? Would this include the way the chat displays and the ability to disable new instances?

3. If there is no planned way to disable new instances in the future, is there any way to make a provision for my game and add a few lines of code to the lobby and chat files which disable that and change the text for my game alone? I really can't make this work with those features enabled.

Thanks for explaining the guest thing!

MysteryMystery zei

een tijd geleden | Bericht #4
There's no official news on when the next update will be and whether or not chatbox skin will come with that update. For now I'd suggest not being concerned with restricting users' channel creation and access.

1. I'm unsure of what your question is here; the lobby is an swf common to all Nonoba mp games AFAIK and will all look same across mp games, though I agree that it would be much nicer having your game load in that swf instead of a url jump.

2. Nothing has been set in stone. If you have more features in mind, you might want to http://www.nonoba.com/feedback if you haven't already.

3. The lobby is a different swf (as said in #1 above) so there's no access to it codewise.

Cyclone103Cyclone103 zei

een tijd geleden | Bericht #5
Okay, and I have contacted an admin and it sounds like there is no easy way to do so, but it IS possible to restrict access.

I could code a .htaccess rewrite so the url will technically be sagamountain/channel1 but it displays as /sagamountain and the flashvar is still set to whatever channel.

I most certainly will be sending some ideas over there, thanks for the link!

And I know its another SWF, but what I was asking was if an administrator could add like, two lines of code to check if it is my game or not and just not display those things and have different text.

ChrisChris zei

een tijd geleden | Bericht #6
Hi Cyclone

I think we covered it pretty much in our Emails back and forward. But I still wanted to write a reply here as well to clarify it for everybody.

Basically we do not support MMO integrations in the system as it's instance based. Likewise the lobby system is pretty fixed to ensure it works with our partners. You can however still use the Diablo model to do RPG games.

What you would do is create a new instance of your world and limit where the users can go in game.

Cyclone103Cyclone103 zei

een tijd geleden | Bericht #7
We did, and I thought about it, and like you said, instance based MMOs work.

Ill rethink how I want this to function.

Instance based will probably be much easier to code anyway.

jack619jack619 zei

een tijd geleden | Bericht #8
will u make a last stand multiplayer

Cyclone103Cyclone103 zei

een tijd geleden | Bericht #9
Uh, no, why?

jack619jack619 zei

een tijd geleden | Bericht #10
cuz all my mates want it

Cyclone103Cyclone103 zei

een tijd geleden | Bericht #11
That is probably a bit to difficult to replicate in flash, sorry....
Bericht #12 door jack619 heeft een score van -2. laat zien

jack619jack619 zei

een tijd geleden | Bericht #12
o cmon we realy on a developer and this is woy we get tis sucks
Bericht #13 door jack619 heeft een score van -2. laat zien

jack619jack619 zei

een tijd geleden | Bericht #13
just do it plzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz
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zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz

Cyclone103Cyclone103 zei

een tijd geleden | Bericht #14
That would take probably two years or more to make, sorry.

jack619jack619 zei

een tijd geleden | Bericht #15
cmon o accept my friend request

Cyclone103Cyclone103 zei

een tijd geleden | Bericht #16
But all you have done is bug me to make a game for you?

jack619jack619 zei

een tijd geleden | Bericht #17
i no

jack619jack619 zei

een tijd geleden | Bericht #18
plzzzzzzzzzzzzzzzzz make it
Bericht #19 verwijdert

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