Multiplayer Adventure Maker

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Multiplayer Adventure Maker

Postby PINGO TINTO » Fri May 11, 2012 12:30 pm

Multiplayer Adventure Maker

Do not know if already exists?
I have an idea for a multiplayer game of point and click.

The game had a base in order to create the server.
I had chat to speak with the players when they played.
He was a radar in the upper left corner.
The radar showed the game environment and players' positions.

If a player enters, for example in the frame solid01, it was shown that the radar site and your name next to

It was interesting
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Postby Candle » Fri May 11, 2012 4:28 pm

No sorry.
Please don't PM me questions, ask here in the forums!
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Postby PINGO TINTO » Fri May 11, 2012 6:24 pm

Candle wrote:No sorry.


This is just an idea that I think could result

But I know it's hard to get a game to play online multiplayer

but the multiplayer is the future of gaming
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Postby reneuend » Sat May 12, 2012 12:37 am

Its possible with other gaming tools, but not Adventure Maker. If AM were to be recoded to use .NET instead of old vb6, then multiplayer would definitely be possibility.
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Postby PINGO TINTO » Sat May 12, 2012 5:32 pm

reneuend wrote:Its possible with other gaming tools, but not Adventure Maker. If AM were to be recoded to use .NET instead of old vb6, then multiplayer would definitely be possibility.


I found this in 3D Game Studio
I do not know anything about programming language
But here nexte example has the same commands Adventure Maker?

////////////////////////////////////////////////////////////////////////////
// simple LAN game
////////////////////////////////////////////////////////////////////////////

action player_move() // control the player on the client, move it on the server
{
var walk_percentage = 0;
while (1)
{
if (my.client_id == dplay_id) { // the following code runs on the player's client only
my.skill1 = key_w - key_s; // forward/backward
send_skill(my.skill1,SEND_UNRELIABLE|SEND_RATE); // send movement request to the server
my.skill2 = key_a - key_d; // left/right rotation
send_skill(my.skill2,SEND_UNRELIABLE|SEND_RATE); // send rotation request to the server
}

if (connection & CONNECT_SERVER) { // the following code runs on the server only
my.pan += my.skill2*5*time_step; // rotate the entity using its skill2
var distance = c_move(me,vector(my.skill1*5*time_step,0,0), NULL, GLIDE); // move it using its skill1
walk_percentage += 1.5 * distance;
ent_animate(me,"walk",walk_percentage,ANM_CYCLE); // animate the entity
}
wait (1);
}
}

function main()
{
if (!connection)
error("Start first the server, then the clients!");
else
while (dplay_status < 2) wait(1); // wait until the session is opened or joined

dplay_localfunction = 2; // run actions both on server and client
level_load ("multiplayer6.wmb");
vec_set(camera.x, vector (-600, 0, 100)); // set a proper camera position

if (connection & CONNECT_SERVER) // this instance of the game runs on the server
ent_create ("redguard.mdl", vector (100, 50, 40), player_move); // then create the red guard!
else // otherwise, it runs on a connected client
ent_create ("blueguard.mdl", vector (-100,-50, 40),player_move); // create the blue guard
}
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Postby reneuend » Sun May 13, 2012 2:34 am

Hmmm...could be objective C. It has a Main() and it uses functions. It uses // for comments and curly braces for bracketing code. Java does this too, but Java is object-oriented and not sequential like this is.

Looks pretty easy to use. I'll have to check it out.
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Postby mercedes » Sun May 13, 2012 4:27 am

Isn't that C++...? looks like it a bit..
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Postby reneuend » Sun May 13, 2012 4:40 am

I looked it up! :wink:

Advanced: Do our tutorial and create commercial quality applications with the easy and effective lite-C scripting language.

Professional: Include Gamestudio's A8 engine into your software using your preferred language - C++, C#, or Delphi.

I think we are looking at the lite-C scripting in this example.

If you want the Pro version with the commercial edition, be prepared to spend $1100.00.
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